I'm not going to use air nodes it's just a question to see if I need to move striders at a certain z coord for them to work, but thanks for the info.
lol, no problem :D
Sry but I have no idea how to use strider nodes. I never looked at them, I was only looking at how to make npcs jump down from ledges XD
Strider nodes? My striders walk around the map all the time. no clue why. They didn't before now they try to follow me.
[QUOTE=MrClean;16568268]I was only looking at how to make npcs jump down from ledges XD[/QUOTE]
Always awesome.
lol, ya.
I love how any non air npc can use it. ANY non air npc XD
when I was testing it I found out that any npc with no animation for jumping will just hop.
I loled so hard when I saw the T-Rex npc jump XD
sooooo... Any progress?
Just starting the fourm again... XD
I'm attempting stuff, but most functions requires nodes.
Can you make an option to disable the npc movement without nodes but keep the grenades, manhacks, and combine ball shooting? I would like a checkbox to disable the npc movement using arithemic but keep everything else such as squads.
This is just pure awesomeness thanks.
How's progress?
[QUOTE=Chunk3ym4n;16888632]Can you make an option to disable the npc movement without nodes but keep the grenades, manhacks, and combine ball shooting? I would like a checkbox to disable the npc movement using arithemic but keep everything else such as squads.[/QUOTE]
They should still be spawning with the grenades and stuff with the AI disabled. But as for squads thats not gonna happen cause I'd have to make a new movement system to work with nodes.
I am working on a new update that will try and create small nodes as you play the game so that the npc can attempt to walk through a maze.
[QUOTE=Chancer;16930637]This is just pure awesomeness thanks.[/QUOTE]
This is one of the most true comments I have ever seen :D
This is the single BEST addon on garrysmod.org (im my opinion)
Will this work with Hexed NPCs/Models? Just downloaded the Neo Heavy Combine and hope it works with this, would be most awesome.
I know that this is a dumb question but which folder did you put it in? I have tryed garrysmod/garrysmod and garrysmod/garrysmod/addons but it never worked :(
Nvm I got it to work...
I honestly don't know Clean; the readme and title weren't very clear on that. I'm pretty sure it's a new NPC though, basically cloned from the Combine Elite code.
You just gotta drop it in .../addons/NPC AI
I love it. It improves Onslaught by a fuckton.
Everything is better at trying to kick ass than it was before except for the Hunters, who don't run, charge, or even shoot . They just waddle over and try to hit stuff.
Does the Enable/Disable AI thing disable just this addon, or all AI ingame?
This is very of topic but I think this is pretty important. I have posted an idea on getsadisfaction.com and it will be implemented if it gets enough stars. The idea is a favorites tab for the map menu. I would like to make it clear that I am not making you give it a star but it would be greatly appreciated. If you like the idea plz give it a star and if not you don't have to. thanks :D
[url]http://getsatisfaction.com/facepunch/topics/favorites_tab_for_the_maps_menu[/url]
btw I think it just disables the addon ^_^
release 1.2 please
Really nice! It would be even better if you can assign NPC's to groups with a tool gun, make waypoints for that group. Then you can have NPC's walking in certain places and others running and idling.
thanks a million!
[QUOTE=-TB-;16933418]They should still be spawning with the grenades and stuff with the AI disabled. But as for squads thats not gonna happen cause I'd have to make a new movement system to work with nodes.
I am working on a new update that will try and create small nodes as you play the game so that the npc can attempt to walk through a maze.[/QUOTE]
Could you make it so that we can setup our nodes manually and save them in data/nodes/mapname.txt ? It would be a whole lot simpler.
V. 1.2's been released, but oddly, he didn't add a description or tags.
Still, this mod is awesome. Combine now use actual tactics like they do in HL2 (supressing fire, support, flanking, volley fire, etc.), NPCs take cover, and overall all NPCs have been improved.
[QUOTE=Crazy Quebec;17323146]Could you make it so that we can setup our nodes manually and save them in data/nodes/mapname.txt ? It would be a whole lot simpler.[/QUOTE]
This
I want to choose their path, so that I can make them walk around in any custom bases / setup I would make with props
[QUOTE=Bragdras;17345398]I want to choose their path, so that I can make them walk around in any custom bases / setup I would make with props[/QUOTE]
You can do that with NPC Control (I think that's the name of it atleast); you can force tactics, co-ord Grenade and Energy Ball strikes, move to a select location, move through waypoints, adjust teams (so you could have Antlions+Zombies vs. Rebels+Combine), etc.
[QUOTE=Mooee;17345891]You can do that with NPC Control (I think that's the name of it atleast); you can force tactics, co-ord Grenade and Energy Ball strikes, move to a select location, move through waypoints, adjust teams (so you could have Antlions+Zombies vs. Rebels+Combine), etc.[/QUOTE]
I don't need any mods to do this, it's all in the console, the only thing I want is something that [b] creates [/b] some paths for the npcs, so that I can creates customised paths in order to make them move smoothly in any bases I'd potentially make.
Ooohhhh, I see. Unless you want to wait for TB or code it yourself, I would suggest using Enhanced AI on a noded map. It's amazing how well they preform, I layed out some concrete bunkers and froze some doors up to test it out during a NPC war and it was like players were playing. They'd duck behind the bunkers and hide behind the doors while reloading or awaiting medics, it also enables them to use the RPG against striders (and I think gunships) on noded maps.
Combine ended up winning. I hid, closed the doors as I went into the houses. They found me.
So you want a stool that creates nodes? I can do that.
Why didn't you add tags or a description to NPC AI 1.2? Makes it difficult to find it, as it doesn't appear if you search "npc ai".
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