Combine Control: Manage Combine Squads and survive
49 replies, posted
Good news, everyone! Parakeet has [URL="http://steamcommunity.com/id/parakeet"]given me permission[/URL] to use his Hopper Mines, so you will see combine mines added to the gamemode soon.
I'm going to host a server for this, too. Yesterday (while testing it on a server) a few people joined and had a good time, I think this will be more fitting in a server than The Hunt.
I am not documenting well how the gamemode is going, sorry for that. Yesterday I published a new update, it fixes various things and adds a "buy" system for the combine forces.
Things I am working on:
- Request ammo drop
- Improve Hunted minimode
- Make the gamemode easier to understand
And we have a server! check it at 162.248.90.12:27015 .
GitHub and Workshop page updated! I hope everything works now.
I've worked on the Hunted gamemode, changed most chat prints into Sandbox style notifications and added an Ammo Drop for 20 points.
Still working on it. Trying to fix the rebels, so far i've been unable to do it. So i'm looking for addons wich add NPCs to replace them.
Looks like the TF2 bots from the GMod Workshop work decently in my gamemode, save for a few effects causing errors. I'll code some support for them, as they are really funny to fight against.
Nice. I've always wanted a gamemode focused on the Combine (being them, not killing them)
You're in luck, then.
I've updated this, both GitHub and Workshop. It now supports the [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=160134938"]Amnesia SNPCs[/URL] (!amnesia) and [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=352877666"]TF2Bots[/URL] (!tf2bots) addons.
I'll try to add more of that kind, every type of enemy is a new situation that you face with you soldiers.
What is the maximum amount of players this would support in MP?
There is no limit. Each have has always more monsters, and the number keeps rising forever. I didn't put a limit to anything, so you could be able to play this with other 32 players and it should work exactly the same. All limits are configurable in the options menu (select two or more players before loading a map)
However, NPCs are less effective when they have to fight multiple enemies, you can imagine that +10 players fighting will turn the monsters/combine crazy.
However, TF2 bots are pretty tough enemies, they should be able to handle multiple players.
Dedicated servers don't have these "options" to tick.
We need to be told the actual convars of them so we can put them in our cfg...
[QUOTE=The Commander;47611876]Dedicated servers don't have these "options" to tick.
We need to be told the actual convars of them so we can put them in our cfg...[/QUOTE]
look in the gamemodes txt file (combinesquadsurvival.txt) that's where you can find the convars.
I've just updated the gamemode, fixing a death bug.
The convars:
[CODE]
NUMERIC
squad_survival_damage_multiplier 1
squad_survival_max_combine_per_player 20
squad_survival_hold_position_tolerance 300
squad_survival_orders_key - DOESN'T WORK default Q
squad_survival_highlight_key - DOESN'T WORK, default X
TEXT
squad_survival_player_loadout "weapon_crowbar,weapon_ar2,weapon_shotgun"
TICK
squad_survival_combine_rappel - 1/0
squad_survival_use_NPC_PACK_weapons - 1/0 - allows NPCs to use http://steamcommunity.com/sharedfiles/filedetails/?id=231718148
squad_survival_extra_beta_npcs - 1/0 - allows players to use !assassin and !cremator. They don't work well, spawn them before others NPCs.
squad_survival_hlrenaissance -1/0 - allows players to use !hlrenaissance1 !hlrenaissance2 !hlrenaissance3 !hlrenaissanceboss to start waves of HL Renaissance monsters. Wont work if you don't have the addon.
[/CODE]
Just so you know what i'm working on:
- Enable some custom soldier behavior, like fleeing if the soldier has less than X health (and returning when he recovers)
- Add DrVrej SNPCs to the waves
- Make the gamemode detect if you have X addon and simply use it if so, without you having to enable it manually in the gamemode's options.
- Port the "Squad Command" feature into sandbox, with a few changes (you will be able to command any NPC, not only combine, for example)
- Clarifying the gamemode (half the options aren't explained nor shown properly)
Gamemode updated!
CHANGELOG:
- Removed addon enabling options. All supported addons are now all enabled and ready to be used without configuration.
- Added support for most of [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=150007625"]DrVrej SNPCs[/URL], all of them except the Military SNPCs.
- The points you recieve with each kill are now calculated, taking into account how much health the enemy had. This way, tougher enemies (which normally have more health) give better rewards.*
- The Chatbox shows all the possible commands you need to activate minimodes or spawn waves.
- The Hordes minimode now uses all the waves from the addons, at random.
- If struck with a melee attack and with health below 50, the combine soldiers will move away from the enemy, preventing further attacks that could kill them.
- You cannot die while you're in Preparation mode (Hunted minimode).
- [B]You can finally change the keys for Orders and Highlighting.[/B] Use css_orders [I]xx[/I] and css_highlight [I]xx[/I] on the console, where [I]xx[/I] is one of the numbers listed [URL="http://wiki.garrysmod.com/page/Enums/KEY"]here[/URL].
- Spawning now costs 10 points. If you don't have them but have some soldiers around, you will need to wait until these soldiers get you enough points to spawn. If you haven't any soldiers, you will be able to spawn, with no points.
*How the points are calculated:
[CODE]
local points = 1
if victim:GetMaxHealth() > 50 then points = 2 end
if victim:GetMaxHealth() > 100 then points = 5 end
if victim:GetMaxHealth() > 200 then points = 20 end
if victim:GetMaxHealth() > 500 then points = 100 end
if victim:GetMaxHealth() > 750 then points = 200 end
if victim:GetMaxHealth() > 1000 then points = 500 end[/CODE]
HL2 zombies only give 1 point each.
[URL="https://github.com/Eddlm/Combine-Squad-Control/releases/latest"]GitHub release[/URL] - [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=420547582"]Workshop link[/URL]
__________________
Plans for the next update
- Fix the turret sounds
- Highlight combine patrolpoints
- Add patrolpoint support for air units
- Give purpose to the Combine Dropship
This is amazing! Thank you for this!
For some weird reason, the gamemode has started freezing, the Hold position stopped working properly and the Unit Highlight system became stupid all of sudden.
Im working on it, and will release a "fixes update" soon.
Zombies don't seem to spawn in zombie mode and when turrets fall over they crash the server.
I installed the game manually to disable the turrets in the menu from being purchased but then the npcs didn't even move after that so I'm not sure what was happening there.
I've updated the gamemode now. What crashes the game is the attempt of grabbing the turret when its tipped. My "solution" is to remove the turrets when they are tipped, making them explode.
Its not fair for the players, but at least the explosion kills anything nearby, and turrets are often tipped by zombies.
The gamemode didn't have all these problems before, I have been playing it for days. I don't understand what's happening.
Did Garry's Mod update without me noticing or something...?
[url]http://www.garrysmod.com/updates/[/url]
Not sure how you missed it.
Oh, so there was an update.
I updated the gamemode on May 6 and stopped working on GMod, so I didn't noticed the update.
Turrets still crash the server randomly even if they are exploding. I've disabled them for now on my end.
It appears that they are broken as this thread suggests.
[url]http://facepunch.com/showthread.php?t=1471424[/url]
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