[QUOTE=Timenova;35257793]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.[/QUOTE]
*JackieChanMyMindIsFullOfFuck.png*
Most the things you mentioned already are separate spawnables.
and "npc_go_random"
Huh. If that command works (never heard of it), then yes it's implementable with code. Perhaps I can use it to make striders more mobile like you suggested :D
[editline]25th March 2012[/editline]
[QUOTE=G-Enigma;35263886]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?[/QUOTE]
I can make them spawn separately but still be in a squad because the AI squad behavior is triggered by AI having the same "SquadName" keyvalue, and that can be set on spawn. So yes.
[b]Alright[/b]
It looks like what I'm gonna do is this:
In the entities tab, there will be two sections, GROUPS and INDIVIDUALS
Groups will be all the squads you already have, and individuals will have every single individual NPC that has been augmented with Lua, and I'll try to keep as much Lua enhancements in the individuals as is possible when you remove them from their groups.
Will be cool.
I believe that npc_select has to be used first. From playing around with the console, I've found that you can do it to more than one at a time.
[url]https://developer.valvesoftware.com/wiki/Npc_select[/url]
[url]https://developer.valvesoftware.com/wiki/Npc_go[/url]
Npc_go_random isn't listed on the wiki (Although npc_go is), but it tells the NPCs to walk to a random node in the area.
I pretty much meant by 'separate' what G-Enigma said. :v:
And yeah, I forgot that the Helicopter, Dropship and Gunship were already separate.
Steam y u no let me import from xbox by scanning disc? That would be cool though. BTW this mod is awesome but I had to edit myself >:(
Spawners for your Custom made Npcs would be delightful.
I hate to spawn them every time i kill them.
[QUOTE=axinjoo;35459715]Spawners for your Custom made Npcs would be delightful.
I hate to spawn them every time i kill them.[/QUOTE]
YOU MAY BE ON TO SOMETHING, SIR.
Sorry it's taking so long too... I got into adding the NPCs as single-spawnable entities, but then I got sidetracked with creating even MORE custom-made NPCs heh.
Will this be released in the steam workshop?
[QUOTE=superstepa;35501590]Will this be released in the steam workshop?[/QUOTE]
waaaat
...?
[QUOTE=Jackarunda;35501954]waaaat
...?[/QUOTE]
Are you planning to update this mod for Gmod 13 and publish it in the steam workshop (which is currently beta only) ?
[QUOTE=superstepa;35502326]Are you planning to update this mod for Gmod 13 and publish it in the steam workshop (which is currently beta only) ?[/QUOTE]
Oh.
Yeah, I'm going to keep all my addons going as far and long as I can. I'll modify them to make them work with the new gmod of course.
[QUOTE=Jackarunda;35502430]Oh.
Yeah, I'm going to keep all my addons going as far and long as I can. I'll modify them to make them work with the new gmod of course.[/QUOTE]
-edit-
Nevermind I am an idiot I don't have a spare key sorry
I don't know what all this would entail
I'm scared
I think I'd rather modify everything when it comes out, because I can't write my addons for it [i]right now[/i] since currently gmod 12 is out...
then again, I don't know
I'm scared of the future
[QUOTE=Jackarunda;35503038]I don't know what all this would entail
I'm scared
I think I'd rather modify everything when it comes out, because I can't write my addons for it [i]right now[/i] since currently gmod 12 is out...
then again, I don't know
I'm scared of the future[/QUOTE]
[URL="https://docs.google.com/document/d/1dVgp8ojkrIjxVRFADUF5uwZQiLLivHixkmV5PW5v9Fw/edit"] List of current beta changes
[/URL]
[URL="https://docs.google.com/document/d/1khSuIYrAMkqXu7wlH5YRJNwz6hOH6Xqi5lqBhE3x6gA/edit"]List of reasons why stuff you coded is broken[/URL]
I love your addons and hope you'll keep working on them
Jack didn't you have an entity that is similar to this feature?
[url]http://www.youtube.com/watch?v=F-YP_WiqHqg&list=UU5g-ZhwT2dZl7vvqcyCDQEQ&index=90&feature=plcp[/url]
[QUOTE=axinjoo;35512643]Jack didn't you have an entity that is similar to this feature?
[url]http://www.youtube.com/watch?v=F-YP_WiqHqg&list=UU5g-ZhwT2dZl7vvqcyCDQEQ&index=90&feature=plcp[/url][/QUOTE]
I had (well, I still have it, it's in my files) an entire energy shield system. You pick up a set of modules and equip them (they appear on your playermodel), then you have a new hud element that's your shields. You pick up a battery to power it. It protects you from kinetic damage until it breaks, then it recharges, draining the battery to do so. You also have two modes, performance and efficiency that have different characteristics.
Is it gonna be released with your Future packs?
[QUOTE=axinjoo;35515208]Is it gonna be released with your Future packs?[/QUOTE]
Probably, he said it will
Hey where is the weapons pack i want it Badly
Recently found this, wow did this makes me want to return to npc wars in gmod.
Now if jackarunda had plans for the combine APC, the rebels are screwed
[QUOTE=pikusharp;35523798]Hey where is the weapons pack i want it Badly[/QUOTE]
Firearms are going to be remade. Eventually.
[editline]12th April 2012[/editline]
[QUOTE=warmarine;35538918]Recently found this, wow did this makes me want to return to npc wars in gmod.
Now if jackarunda had plans for the combine APC, the rebels are screwed[/QUOTE]
Heh, wait for the update for this that's coming.
Also, the combine APC has literally [i]no[/i] base functionality. I looked at it. Lol.
Jack your old pack I recover got a problem when I use iron sight the gun turn blue. I think it is because of the motion blur and I cant turn it on because of some shit. Next time if creating a swep pack please have a setting that can disable the motion blur requirements
Sorry it's taking so long. I keep getting distracted making dumb things
[IMG]http://i.imgur.com/elv00.jpg[/IMG]
HyperElite CP. Basically a cyborg that eats players for breakfast WITHOUT ANY MILK.
Fuckin' shit, bro, update out.
There have been several things added, but what's not mentioned is that I cleaned up and fixed/enhanced/expanded/improved almost everything else that already existed.
Ok I mucked around with it for a few minutes and found a few bugs so far
1. killing the hyperelite CP sometimes spams 3 or so lua errors.
2. For some reason, the rollerbomb shows a purple checkerbox material for it's explosion
3. (Not sure if it's really a bug but) When you spawn a friendly hyperelite Cp and a non friendly next to each other, then spawn an enemy from the resistance faction (or the player moves infront of) both CP's will attack instead of just the hostile spawned CP
4. Rebel marksmen (possibly other rebels, didn't test them) attack Rollerbomb regardless of alliance.
[QUOTE=danielb677;35871771]Ok I mucked around with it for a few minutes and found a few bugs so far
1. killing the hyperelite CP sometimes spams 3 or so lua errors.
2. For some reason, the rollerbomb shows a purple checkerbox material for it's explosion
3. (Not sure if it's really a bug but) When you spawn a friendly hyperelite Cp and a non friendly next to each other, then spawn an enemy from the resistance faction (or the player moves infront of) both CP's will attack instead of just the hostile spawned CP
4. Rebel marksmen (possibly other rebels, didn't test them) attack Rollerbomb regardless of alliance.[/QUOTE]
1. Done. It'll be fixed in the next update.
2. I need more info. Tell me the rough size and duration of the checkerboard. I thought I was using all built-in sprites for that effect... but perhaps not.
3. See 4
4. I'm going to redo the allegiance system. It's going to be COMPLETELY universal and perfect. They way it is right now it's just a needlessly intricate web of timers and piggybacking functions to set relationships. I'm going to fix the hell out of it.
[QUOTE=Jackarunda;35872113]
4. I'm going to redo the allegiance system. It's going to be COMPLETELY universal and perfect. They way it is right now it's just a needlessly intricate web of timers and piggybacking functions to set relationships. I'm going to fix the hell out of it.[/QUOTE]
What do you mean by universal? I was thinking for the allegiance feature if you could perhaps change an npc's entire allegiance rather than allegiance to the player. Would that be possible?
[QUOTE=HighdefGE;35876938]What do you mean by universal? I was thinking for the allegiance feature if you could perhaps change an npc's entire allegiance rather than allegiance to the player. Would that be possible?[/QUOTE]
That's what I'm doing. With the new system. Allegiances will be completely reversed.
The way it works now, the more complex NPCs have several local tables in their file that dictate who to be friendly with and such. Then they have a timer on them (like a faux think function) that runs periodically, detects every other NPC, and based on the tables it set entity relationships.
What I'm doing now is this: each spanwned NPCs has an 'allegiance' attribute ("Human," "Combine," etc), and an OnEntityCreated hook in autorun will set his allegiances with ALL currently existing NPCs (as well as theirs relative to him). Less complex, MORE effective. I should have done this before but was too lazy.
You should also fix the OP about the npc maker's console command, where you typed "npcmaker_help" even though it should be "npc_maker_help". Just saying because I was confused until I read it's init.lua
OK, well I get the same problem with the human maker, When the Roller bomb explodes or the Human maker activates it creates a very large particle effect consisting of 9-10 square chekerboards that Gradually increase in size while spinning, they last about 3-4 seconds roughly.
I have pictures, but unfortunately I don't use facepunch much so I don't know how to put them in a comment.
This whole problem might be coming from my computer. It's been screwing up shitloads which is why it's taken my 10 minutes just to write this..
I will tell you if I see any more bugs though.
Also, I forgot to mention. This is a fairly old problem, but a rather annoying one, Mecharebels won't attack any of the combine air units.
[QUOTE=danielb677;35884952]problems with missing checkerboards[/QUOTE]
Commented here JUST as I released the update.
Holdon a second,
Look looky I'm so proud of myself. The NPC custom allegiance system is now FLAWLESS.
FLAW. LESS.
Pressing E to spawn a normally hostile faction will make them human-allied. Pressing E to spawn a normally friendly faction will usually either make them combine-allied or "rogue" (no allies other than themselves), depending on what kind of NPC we're talking about.
[b]Any NPC can be allied with any faction.[/b] You can even use this in your own Lua coding, just set a few table values on spawn and my hooks take care of the rest. The NPC custom allegiances even apply to NPCs that were created by other NPCs. So like if you have a human-allied metrocop, he'll toss up a manhack, and that manhack will also be human-allied.
The NPC maker now also has another option for which faction you want your created NPCs to be allied with.
A lot of units now that didn't attack certain units before now will, for better or worse.
Heh, lol it's kinda funny to watch a gaggle of rebels chase a combine huntercopter around the map, shooting at it with SMGs while it completely ignores them
But see with the new allegiance system, anything is possible. You can have two human squads fight eachother to the death. Or you can have an army that'll work together that's full of a bunch of units that normally have disparate faction allegiances. (Combine-Antlion Alliance FTW)
Ok, sorry. Back to the missing texture problem.
Ok, I will look through the sprites I'm using and check their sources to look for anything suspicious. It might be because I'm using sprites from my explosives pack, and if that's the case I'll repackage those textures and throw them up with the next update.
[editline]9th May 2012[/editline]
[b]DAMNIT,[/b]
THAT'S EXACTLY WHAT HAPPENED.
Sorry, I have my explosives pack 3/4 the way complete in addons and I was accidentally using the pretty smoke particles from it in the effects for the NPC OPSQUADS pack.
I copied the particle materials into the pack now and released the update. So you should see everything correctly now.
Glad to hear it, I'll tell you if I find any problems :3
[editline]9th May 2012[/editline]
Ok so,
The only problems I've encountered so far are
1. on occasion rollerbombs will spastically beep then expand there texture and do a rollermine attack, no Idea what causes it, but if you want an example. Put a friendly and unfriendly rollerbomb next to each other.
2. when you spawn friendly combine and rebels near each other, the combine will run towards them like they are going to attack then stop right next to them (not sure if you can fix that :P)
that's all :)
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