• NPC Opposition Squads
    290 replies, posted
Just saw this mod and i am going to have SO MUCH fun when i can get back on my gaming comp,also i noticed that your Combine group is pretty large. Maybe you could make a smaller unit same with rebels as well. Also kinda sucks people have stopped replying
This is awesome! My only thought is it would be great if there was some gibs or something when you blow up the dropship.
Actual flying gunships and dropships. mother of god
[QUOTE=Nylaba;34278994]This is awesome! My only thought is it would be great if there was some gibs or something when you blow up the dropship.[/QUOTE] I s'pose I could do that. They'd prolly just be the gunship gibs tho.
is there a way you can make it so you can spawn these npc's seperately and not in squads? that would be a nice addition to this addon.
[QUOTE=topfries;34420148]is there a way you can make it so you can spawn these npc's seperately and not in squads? that would be a nice addition to this addon.[/QUOTE] Hold "Q" and navigate to the "NPC" tab. There're pretty much all the NPCs there. Garry was kind enough to write them all into the spawn menu.
Bit of a bump, is there any progress in this? Or is it just done?
appears to be pretty much done
[QUOTE=Greatie;34677445]Bit of a bump, is there any progress in this? Or is it just done?[/QUOTE] I dunno if there's much more I can do. It's lua to create squads of NPCs and modify certain NPCs. It proves hella useful to me in testing the explosives pack that's in the works.
You should make another version of the drop ship that if far away from the player, it will fly to the players position, land, left off combine, and fly to where it spawned. If all the Combine are killed, the dropship will come back in a minute or so to the players position if he moved
[QUOTE=Crash15;34760469]You should make another version of the drop ship that if far away from the player, it will fly to the players position, land, left off combine, and fly to where it spawned. If all the Combine are killed, the dropship will come back in a minute or so to the players position if he moved[/QUOTE] That actually sounds like a good idea.
[QUOTE=EvilMattress;34775627]That actually sounds like a good idea.[/QUOTE] Yeah, I spent a good two days during the making of this trying to figure out how to do that. It requires really complex shit. The Valve Dev Wiki doesn't give the info I need. I recently noticed a Toybox SENT that does it, and I took that thing's code for study but so far I haven't gleaned anything comprehensible from it.
would it be possible to make all of the NPC entities take damage from everything else? like gunfire just passes through gunships. also add the hyperelite combine to the NPC menu, and all the other new NPCs you made?
[QUOTE=trotskygrad;34818611]would it be possible to make all of the NPC entities take damage from everything else? like gunfire just passes through gunships. also add the hyperelite combine to the NPC menu, and all the other new NPCs you made?[/QUOTE] I'd gladly do that if someone could tell me how. Wiki pages are useless, and I haven't been able to figure out how to make it work by looking at other people's code. Gunfire passes through gunships: HL2 gunships, dropships and striders are immune to gunfire. The HL2 dropship is unkillable, so I made a special set of functions and whatnot to MAKE it "killable," as I'm sure you've noticed if you hit the thing with explosives. HL2 helicopters are also unkillable except against the HL2 RPG. I'd have to make a whole subsystem to make them killable, and I think the reason I didn't in the first place is that I wouldn't be able to use entity fire inputs to kill them (I tested it), so I'd have to use some shitty explosion sequence. I need INFO.
Are you going to re-release your sweps? They were amazing
[QUOTE=Jackarunda;34850304]I'd gladly do that if someone could tell me how. Wiki pages are useless, and I haven't been able to figure out how to make it work by looking at other people's code. Gunfire passes through gunships: HL2 gunships, dropships and striders are immune to gunfire. The HL2 dropship is unkillable, so I made a special set of functions and whatnot to MAKE it "killable," as I'm sure you've noticed if you hit the thing with explosives. HL2 helicopters are also unkillable except against the HL2 RPG. I'd have to make a whole subsystem to make them killable, and I think the reason I didn't in the first place is that I wouldn't be able to use entity fire inputs to kill them (I tested it), so I'd have to use some shitty explosion sequence. I need INFO.[/QUOTE] bleh, can't you attach a separate, invisible, model file (say a box in the rough shape) to the flying thing, and then have that file act as the hitbox and register hits?
I need a non-Ep2 version please I won't mind. replace workers with normal antlions and the combine ep2/1 crap with normal combine and ep2/1 zombies with normal HL2 zombies and fastzombies and such. edit:Did it myself :suicide: I had a hard time.
Is there any chance of you making some of the NPCs spawnable separately? By that I mean the shield scanners that drop mines and the strider that fires its warp cannon. I'm quite impressed, the gunhacks work well. And its good to have a gunship that will actually fly over something to use its cannon, where before I had to stop the AI and use console commands.
[QUOTE=Timenova;34907005]Is there any chance of you making some of the NPCs spawnable separately? By that I mean the shield scanners that drop mines and the strider that fires its warp cannon. I'm quite impressed, the gunhacks work well. And its good to have a gunship that will actually fly over something to use its cannon, where before I had to stop the AI and use console commands.[/QUOTE] yeah, I asked for that above, adding the custom NPCs to the NPC spawn menu, instead of spawning the group and having to kill the rest.
@everyone Yes it would be a cinch to make individual groups for the NPCs I modified, it's just that they'd necessarily appear in the entities tab instead of NPC tab. To make them appear in the NPC tab requires special something-or-others that I don't have. I [i]will[/i] do that, but only when I have the time. I'm moving homes right now, and I'll work on this again when I get settled. I'm not going to make an HL2 ep2-less version because at this point there's no reason on this green earth that you shouldn't have ep2. However, the scripts are very well organized, so you can change them yourself just by changing some strings: ni the addon, lua/entities/ent_jack_zombies/init.lua for instance if you don't like fastzombie torsos, then you can just go through the code and change all instances of "npc_fastzombie_torso" with "npc_zombie_torso" you can just do this to replace any npc in each group, and the groups are named more-or-less intuitively so it should be easy to figure out which one is which all the proper names of the npcs can be found on this website, so if you're not sure what something is you can search for it [url]https://developer.valvesoftware.com/wiki/Main_Page[/url] and I tried once to make helicopters killable long ago when this was first being made for Jackarunda's SENTs... I remember it not working. I could try again, though... I have a little more knowledge now and yes, at SOME point I'm going to completely write my SWEP base from scratch and go about releasing firearms. I have already completed the shells (completely compatible with every caliber, made entirely from scratch, custom noises, skins, everything) and the bullets (travel time, drop, ricochet, penetration, every caliber, every type) [b]like I said I'll postpwn work on my explosives to make some new versions of this pack[/b] but only after i get moved and schoolwork dies down.
[QUOTE=Jackarunda;34982953]@everyone Yes it would be a cinch to make individual groups for the NPCs I modified, it's just that they'd necessarily appear in the entities tab instead of NPC tab. To make them appear in the NPC tab requires special something-or-others that I don't have. I [i]will[/i] do that, but only when I have the time. I'm moving homes right now, and I'll work on this again when I get settled. [b]I'm not going to make an HL2 ep2-less version because at this point there's no reason on this green earth that you shouldn't have ep2.[/b] However, the scripts are very well organized, so you can change them yourself just by changing some strings: ni the addon, lua/entities/ent_jack_zombies/init.lua for instance if you don't like fastzombie torsos, then you can just go through the code and change all instances of "npc_fastzombie_torso" with "npc_zombie_torso" you can just do this to replace any npc in each group, and the groups are named more-or-less intuitively so it should be easy to figure out which one is which all the proper names of the npcs can be found on this website, so if you're not sure what something is you can search for it [url]https://developer.valvesoftware.com/wiki/Main_Page[/url] and I tried once to make helicopters killable long ago when this was first being made for Jackarunda's SENTs... I remember it not working. I could try again, though... I have a little more knowledge now and yes, at SOME point I'm going to completely write my SWEP base from scratch and go about releasing firearms. I have already completed the shells (completely compatible with every caliber, made entirely from scratch, custom noises, skins, everything) and the bullets (travel time, drop, ricochet, penetration, every caliber, every type) [b]like I said I'll postpwn work on my explosives to make some new versions of this pack[/b] but only after i get moved and schoolwork dies down.[/QUOTE] gift me ep2 then :v:
[QUOTE=trotskygrad;35005886]gift me ep2 then :v:[/QUOTE] There's literally no reason why some don't have ep2 by now.
[QUOTE=Jackarunda;34982953]@everyone Yes it would be a cinch to make individual groups for the NPCs I modified, it's just that they'd necessarily appear in the entities tab instead of NPC tab. To make them appear in the NPC tab requires special something-or-others that I don't have. I [i]will[/i] do that, but only when I have the time. I'm moving homes right now, and I'll work on this again when I get settled. I'm not going to make an HL2 ep2-less version because at this point there's no reason on this green earth that you shouldn't have ep2. However, the scripts are very well organized, so you can change them yourself just by changing some strings: ni the addon, lua/entities/ent_jack_zombies/init.lua for instance if you don't like fastzombie torsos, then you can just go through the code and change all instances of "npc_fastzombie_torso" with "npc_zombie_torso" you can just do this to replace any npc in each group, and the groups are named more-or-less intuitively so it should be easy to figure out which one is which all the proper names of the npcs can be found on this website, so if you're not sure what something is you can search for it [url]https://developer.valvesoftware.com/wiki/Main_Page[/url] and I tried once to make helicopters killable long ago when this was first being made for Jackarunda's SENTs... I remember it not working. I could try again, though... I have a little more knowledge now and yes, at SOME point I'm going to completely write my SWEP base from scratch and go about releasing firearms. I have already completed the shells (completely compatible with every caliber, made entirely from scratch, custom noises, skins, everything) and the bullets (travel time, drop, ricochet, penetration, every caliber, every type) [b]like I said I'll postpwn work on my explosives to make some new versions of this pack[/b] but only after i get moved and schoolwork dies down.[/QUOTE] I got it for Xbox :/
[QUOTE=HighdefGE;35009395]There's literally no reason why some don't have ep2 by now.[/QUOTE] is it free? if the answer is no, then yeah there is a reason.
[QUOTE=trotskygrad;35020228]is it free? if the answer is no, then yeah there is a reason.[/QUOTE] It's eight bucks. It's a great game part of a great series and it's been cheap for a long while now. I understand if the game costs a shit ton more like 30, 40, 50, or hell, even 60, but this has been pretty damn cheap for a long time.
[QUOTE=HighdefGE;35027364]It's eight bucks. It's a great game part of a great series and it's been cheap for a long while now. I understand if the game costs a shit ton more like 30, 40, 50, or hell, even 60, but this has been pretty damn cheap for a long time.[/QUOTE] I thought it was 20ish I'll pick it up.
Sometimes two flying units hit each other and gets stuck, ([URL="http://i.imgur.com/k8qQW.jpg"]http://i.imgur.com/k8qQW.jpg[/URL]) and Dropships pointlessly put roller mines into the water. It would be cool if they also dropped regular mines, but I know that there's some sort of scanner-camera that also drops them. Edit: Dropped roller mines really screws up texture if they are dropped in a weird place. [URL="http://i.imgur.com/fYyz9.jpg"]http://i.imgur.com/fYyz9.jpg[/URL] [URL="http://i.imgur.com/Ripgc.jpg"]http://i.imgur.com/Ripgc.jpg[/URL] [URL="http://i.imgur.com/ntpqx.jpg"]http://i.imgur.com/ntpqx.jpg[/URL]
[QUOTE=gefer8;35184754]Sometimes two flying units hit each other and gets stuck, ([URL="http://i.imgur.com/k8qQW.jpg"]http://i.imgur.com/k8qQW.jpg[/URL]) and Dropships pointlessly put roller mines into the water. It would be cool if they also dropped regular mines, but I know that there's some sort of scanner-camera that also drops them. Edit: Dropped roller mines really screws up texture if they are dropped in a weird place. [URL="http://i.imgur.com/fYyz9.jpg"]http://i.imgur.com/fYyz9.jpg[/URL] [URL="http://i.imgur.com/Ripgc.jpg"]http://i.imgur.com/Ripgc.jpg[/URL] [URL="http://i.imgur.com/ntpqx.jpg"]http://i.imgur.com/ntpqx.jpg[/URL][/QUOTE] I tried collision groups and constraints to keep the air units from hitting eachother. I can't figure it out. When their movement nodes are randomly generated, there's always the chance it will happen. I'm sorry. Spawn the normal combine opposition squad. The two synth scanners drop hopper mines when they have a target :3 I can't control where the dropships drop their rollermines. I can only control when, and it's on a timer to occur every so often. Even so, I have absolutely no handle on the dropped rollers and I can't modify them or their positions. Again, I'm sorry. ----- My computer is almost set up again, so I'm gonna be wanting specifics as to who wants what unit as a separate spawnable and what other improvements I might add.
For the separate spawnables, here's my list: - Shield Scanner (The ones that drop hopper mines) - Strider - Gunship - Dropship - Hunter Helicopter - Manhack II - Gunhack As well as the death zombies and the advanced Rebels and Combine soldiers? I have these NPCs on my spawnlist, but I'm mostly interested in the ones with an ability that normally needs to be triggered by the mapper or coder. Is it possible to trigger the npc_go_random command within the code on spawned Striders so that they occasionally move around a bit on appropriately noded maps? It may not be a good idea, but I reckon it would make Strider fights a little more interesting.
Any way you could enable individual spawning of the Combine Hyperleets and normal combine individually but keep the ai inmprovements? Like have the shotgunner, smg and ar2 troopers as seperate entities but still able to join up and do the special stuff they can do when spawned as a squad?
Sorry, you need to Log In to post a reply to this thread.