• NPC Opposition Squads
    290 replies, posted
[QUOTE=danielb677;35885802]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 :)[/QUOTE] I'm not really sure why the Rollerbombs just don't explode when attacking eachother, it's weird. I will fix that if I can. Also their texture acts weird and I think it's because it doesn't have an embedded alpha map, but they're never supposed to "open" anyways (they're just supposed to explode), so fixing the behavior problem would fix both problems. Yeah, the custom allegiance-setting hooks take a total of .1 second to work, so there's a tenth of a second for NPCs to target based on their default behavior. Makes them act just a [i]tiny[/i] bit weird toward eachother at the beginning. If I can find a way to make the allegiance-setting more instant, I will.
Okay, nice update, but I have a few...critiques. 1, the HyperElite CP is perhaps the literal definition of aimbot. 1-2 shot kills all the time, basically any close-medium range, somewhat annoying. Maybe you could tune down the accuracy just a little? Also, the canister-thingy on his back is mistextured, it looks like someone crunched a metrocop into a canister shape, just a small problem. --- 2, In the strider description, it mentions the "enhanced Hunter", is this available somewhere for EP2 owners? 3, Why do the citizens shoot me when I set the faction type to Humans? [B][U][I]AM I NOT HUMAN?[/I][/U][/B] (cookies if you know that song)
[QUOTE=G-Enigma;35892550]Okay, nice update, but I have a few...critiques. 1, the HyperElite CP is perhaps the literal definition of aimbot. 1-2 shot kills all the time, basically any close-medium range, somewhat annoying. Maybe you could tune down the accuracy just a little? Also, the canister-thingy on his back is mistextured, it looks like someone crunched a metrocop into a canister shape, just a small problem. --- 2, In the strider description, it mentions the "enhanced Hunter", is this available somewhere for EP2 owners? 3, Why do the citizens shoot me when I set the faction type to Humans? [B][U][I]AM I NOT HUMAN?[/I][/U][/B] (cookies if you know that song)[/QUOTE] 1. yeah, he's quick on the draw. However, his aim isn't perfect. He does miss, and it becomes more apparent the farther he's shooting at. At his long range (when he starts using his pistol's "big shot" mode), he misses three out of five shots. I'll think about turning down his accuracy, or perhaps his fire rate. "it looks like someone crunched a metrocop into a canister shape" That made me laugh more than it should have. I'll retexture the tank for the next update. 2. the enhanced hunter is the one that spawns in the combine opsquad. The two have special timers and traits that will automatically pair them together when they both exist and can see eachother. It engages that hunter-follows-strider-around-and-protects-him-from-magnusson-devices behavior you see in EP2. 3. "are we human, or are we dancer" I got nothin. What do you mean? You mean from the npc maker? They're friendly to me when I spawn them as human... OH you mean "Humans" Sorry. "Humans" is different from "Human" for faction allegiance. "Human" is freindly to players and humans, "Humans" is friendly only to other individuals with the "Humans" faction. That's confusing. I'm going to change "Humans" to "Rogues" in the next update to distinguish them better. (the "Humans" faction occurred because I needed a way to make generic humans spawn as hostile to everyone but their squadmates. Now that I think about it, I'm also going to change the "EliteRebels" faction to "Rogues" so all hostile humans have a single faction allegiance and it's not confusing) [editline]9th May 2012[/editline] And just so y'all know, the current update I'm working on is creating some more NPC weapons just to spics up NPCwars a bit. Combine SMG, Combine Sniper Rifle, and probably something like a Combine Battle Rifle and an Individual Warspace Cannon. Also in the process I'm fixing some things with the Combine Super Pistol as well. New effect, no more shells, properly sized pulse cartridge models etc.
The new allegiance system is pretty bitching. I do have one question though, is it possible to randomize the bodygroups NPC's spawn with? (for custom NPC's and such)
Sounds nice, wish...somehow...that your combine could use sweps (like GDCW) (not gonna happen probably but I can still hope) Also, not enough people here listen to Epic music; [url]http://www.youtube.com/watch?v=FBILQM2cWa4[/url] is what I was referencing. AlsoX2, the BoomBalls are my new favorite killing device :wink:
@Enigma BoomBalls? You mean the JI Rollermines? Or something else Also ohhh shit now I'm on a TwoStepsFromHell youtube spree again @Highdef Lua has a simple SetBodyGroup() that can be called on an an entity yeah, but what exactly do you mean? Most NPCs I know of don't have multiple bodygroups, exception being that most zombies have a no-headcrab bodygroup in addition to the default just what would you like to do?
[QUOTE=Jackarunda;35895364] @Highdef Lua has a simple SetBodyGroup() that can be called on an an entity yeah, but what exactly do you mean? Most NPCs I know of don't have multiple bodygroups, exception being that most zombies have a no-headcrab bodygroup in addition to the default just what would you like to do?[/QUOTE] Well, not the default NPC's. Sometimes, it's fun making new opposition squads that use different models, and these certain models have many bodygroups, so it's just a thought so they all wouldn't spawn with default bodygroups. Just a thought, lol. Not really a lua kind of guy, but I'll look up the thing you posted.
Might have been a freak occurrence, but every now and again, hyper elite shot gunners will throw grenades at allied rebels :P
Update out. I toned down the HyperElite CP's effectiveness and I fixed up his pistol a bunch. Made other general improvements. Added 4 custom coded NPC weapons. How to use the combine shotgun: [IMG]http://i.imgur.com/xIWNL.jpg[/IMG]
Cool update. Just a question about the bodygroups I posted about earlier. For example, when I reach lua/entities/ent_jack_example/init.lua and proceed to edit any NPC within the file and add npc:SetBodygroup( 1, 1 ) or so, I restart GMod and spawn this squad, yet one of the NPC's are still default. Maybe I'm just really dumb with lua, but any insight on this?
[QUOTE=HighdefGE;35926491]Cool update. Just a question about the bodygroups I posted about earlier. For example, when I reach lua/entities/ent_jack_example/init.lua and proceed to edit any NPC within the file and add npc:SetBodygroup( 1, 1 ) or so, I restart GMod and spawn this squad, yet one of the NPC's are still default. Maybe I'm just really dumb with lua, but any insight on this?[/QUOTE] Only certain NPCs (certain models) actually [i]have[/i] extra bodygroups. As far as I know, citizen models don't have any (I could be wrong). You can see if there's any difference by just trying all the possible combinations of numbers (from zero to ten, none of them would be more than ten) and checking if anything looks different on the affected NPC. npc_manhacks have I think one extra bodygroup, where the individual blades are visible (default they're just a blur), and I know that zombies have an extra bodygroup that removes the headcrab on their head. Check ent_jack_deathzombies and you will see the bodygroup setting on the deathzombies. Also, you don't need to restart gmod to see changes on your lua/entities. Just type "lua_reloadents" (without the quotes) in the console while in game, and it'll take 3-10 seconds (depending on how big your addons folder is) to reload all the SENTs and SWEPs.
[QUOTE=Jackarunda;35931423]Only certain NPCs (certain models) actually [i]have[/i] extra bodygroups. As far as I know, citizen models don't have any (I could be wrong). You can see if there's any difference by just trying all the possible combinations of numbers (from zero to ten, none of them would be more than ten) and checking if anything looks different on the affected NPC. npc_manhacks have I think one extra bodygroup, where the individual blades are visible (default they're just a blur), and I know that zombies have an extra bodygroup that removes the headcrab on their head. Check ent_jack_deathzombies and you will see the bodygroup setting on the deathzombies. Also, you don't need to restart gmod to see changes on your lua/entities. Just type "lua_reloadents" (without the quotes) in the console while in game, and it'll take 3-10 seconds (depending on how big your addons folder is) to reload all the SENTs and SWEPs.[/QUOTE] Well like I said in one of my posts, I wasn't talking about the default squads and NPC'S you made. I just copy the elite rebels, make a new squad, and change the models and other parts around. And I would like these new models to spawn with certain bodygroups. The thing is, when I use npc:SetBodygroup(1,4) (and this certainly exists), it doesn't apply. The funny thing is, I go to the death zombies and if I change 1,0 to 1,1 and back, it works; just not with custom models I'm using.
[QUOTE=HighdefGE;35933005]Well like I said in one of my posts, I wasn't talking about the default squads and NPC'S you made. I just copy the elite rebels, make a new squad, and change the models and other parts around. And I would like these new models to spawn with certain bodygroups. The thing is, when I use npc:SetBodygroup(1,4) (and this certainly exists), it doesn't apply. The funny thing is, I go to the death zombies and if I change 1,0 to 1,1 and back, it works; just not with custom models I'm using.[/QUOTE] Huh. Well, one thing you should know: the elite rebels use models that I hexed myself. I copied them out of the game and hexed them so that they could have unique skins. In their spawn event, they (the npc_citizens) in the elite rebel squad get a SetModel("one_of_my_unique_hexed_models") so that they look right. If you're using SetBodyGroup() before that call, it will likely be reset. Also, since I copied them out, they [i]may[/i] not still have the bodygroup properties of normal citizen models. Try your bodygrouping on some other npc_citizens that don't have custom models first. Also, just out of curiosity, what [i]does[/i] a bodygroup setting of (1,4) on a citizen model do specifically? [editline]12th May 2012[/editline] Just real quickly I did some tests with SetBodygroup(1,4) on some normal citizens, and it didn't do anything that I could tell...
[QUOTE=Jackarunda;35935014]Huh. Well, one thing you should know: the elite rebels use models that I hexed myself. I copied them out of the game and hexed them so that they could have unique skins. In their spawn event, they (the npc_citizens) in the elite rebel squad get a SetModel("one_of_my_unique_hexed_models") so that they look right. If you're using SetBodyGroup() before that call, it will likely be reset. Also, since I copied them out, they [i]may[/i] not still have the bodygroup properties of normal citizen models. Try your bodygrouping on some other npc_citizens that don't have custom models first. Also, just out of curiosity, what [i]does[/i] a bodygroup setting of (1,4) on a citizen model do specifically?[/QUOTE] No no, you're still misunderstood. I'm talking about [url=http://www.garrysmod.org/downloads/?a=view&id=119452]these[/url] as an example. It has nothing to do with citizen models. All I did was take ent_jack_eliterebels, copied it, renamed it, changed some things and set models to that.
[QUOTE=HighdefGE;35935068]No no, you're still misunderstood. I'm talking about [url=http://www.garrysmod.org/downloads/?a=view&id=119452]these[/url] as an example. It has nothing to do with citizen models. All I did was take ent_jack_eliterebels, copied it, renamed it, changed some things and set models to that.[/QUOTE] Absolutely no idea. It's up to you to know what models have what bodygroups there then. There's nothing about my EliteRebels that messes with bodygroups.
I noticed a problem when going through regular half life 2 campaign with your squad installed, it affects scripted npcs in weird ways, on the first few levels. Cp's will randomly kill a citizen for no apparent reason
[QUOTE=danielb677;35988426]I noticed a problem when going through regular half life 2 campaign with your squad installed, it affects scripted npcs in weird ways, on the first few levels. Cp's will randomly kill a citizen for no apparent reason[/QUOTE] Aw shit. [editline]18th May 2012[/editline] It's cause Metrocops autospawn with the "combine" allegiance, thus making them hostile to citizens. Damnit damnit damnit. Perhaps I'll try to implement something that disables the script if you're playing on those first few maps.. there's gotta be a Lua way to get the map name
Well Jackarunda, I think you'll be happy to know... [IMG]http://cloud.steampowered.com/ugc/596971085997278519/EBAEA3D7DF93A9C9A56B205E3B79683830EF337F/[/IMG] Your addon works [B]great[/B] in [B]Garry's Mod 13[/B]! Besides a few, er, issues: [IMG]http://cloud.steampowered.com/ugc/596971085997265960/35A99D05832BD11C77C0B530C231DB01981BC202/[/IMG] PINK FLOYD SQUAD READY FOR ACTION! (happens with person-in-a-barrel) ALL HAIL THE INVISIGUN! (Other two work fine for some reason): [url]http://cloud.steampowered.com/ugc/596971085997283510/8A00C6C8F3CC344EB8F599FC853A87284F0F6C64/[/url] DON'T WORRY PINK FLOYD ZOMBIES ONLY WANT A HUG! [url]http://cloud.steampowered.com/ugc/596971085997295047/375D3C9A9688BCBB1F2F54F9EF5F4578D5BE68EA/[/url] Also, I hope you're happy, you earned me my first GM13 achievement, Bad Coder. :() Another bug (but I've taken up enough space as it is): [url]http://cloud.steampowered.com/ugc/596971085997268273/E7C0B2876ED27A477F74C8ABFAAFCA16D3D7157A/[/url] Please be assured, all other customized entities and npcs have been tested with the utmost enthusiasm and professionalism and have been found bug-free. I'd record a "demo" video thingamagig but I haven't figured that out yet. Hopefully you can get to [url]account.garrysmod.com[/url] and get a key [B][I][U]b4[/U][/I][/B] it's [B][I][U]2late[/U][/I][/B]...
[QUOTE=G-Enigma;36061271]Also, I hope you're happy, you earned me my [B]first[/B] GM13 achievement, Bad Coder. :()[/QUOTE] Isn't it a bit hard to use the addon without playing either single or multiplayer first? :v:
@Genigma LOL DUDE Yes, I read that there were a few lua changes (such as GetColor returning a Color instead of a table) But those really should be simple fixes. Just minor changes to the Lua syntax or the particular manner in which some functions are called. However, I don't [i]have[/i] gmod 13, and indeed 99% of gmod players don't have it either, so those fixes I think will have to wait. Unless I can get specifics, like lua chanes (maybe I'll go look it up) I could release a parallel version of this pack with changed lua so it works in gmod 13. [b]regardless[/b] I'm releasing an update today. It has the first NPC spawner (it's a very simple chat-controlled spawner that makes basic NPCs and makes them such that they don't get stuck in things like with other spawners) AND I'm releasing the full 16 new combine NPC sweps [editline]23rd May 2012[/editline] except the Combine PDW... because I forgot about it until just now
[QUOTE=Jackarunda;36070196]@Genigma LOL DUDE Yes, I read that there were a few lua changes (such as GetColor returning a Color instead of a table) But those really should be simple fixes. Just minor changes to the Lua syntax or the particular manner in which some functions are called. However, I don't [i]have[/i] gmod 13, and indeed 99% of gmod players don't have it either, so those fixes I think will have to wait. Unless I can get specifics, like lua chanes (maybe I'll go look it up) I could release a parallel version of this pack with changed lua so it works in gmod 13. [b]regardless[/b] I'm releasing an update today. It has the first NPC spawner (it's a very simple chat-controlled spawner that makes basic NPCs and makes them such that they don't get stuck in things like with other spawners) AND I'm releasing the full 16 new combine NPC sweps [editline]23rd May 2012[/editline] except the Combine PDW... because I forgot about it until just now[/QUOTE] BUT... all you have to do is go to account.garrysmod.com and login like I said and then get your code to activate the Beta on Steam! There's still 38,097 keys left! Not having the beta is NO EXCUSE!!
Alright alright goodness I'll see what I'll do about releasing a parallel version of this pack then with no bugs in gmod 13 :3
[QUOTE=Jackarunda;36070644]Alright alright goodness I'll see what I'll do about releasing a parallel version of this pack then with no bugs in gmod 13 :3[/QUOTE] Should put it in the Workshop, better chance of more people seeing it.
Cool I have a beta key where do I get Gmod 13 ._.
[QUOTE=Jackarunda;36071036]Cool I have a beta key where do I get Gmod 13 ._.[/QUOTE] /facepalm [url]http://wiki.garrysmod.com/page/Beta[/url] "Once you get your key open up steam and go to Games > Activate A Product On Steam and enter your key." Now, fix, Workshop, chop chop. :-p
How Do we use the new weapons for the Npcs?
[QUOTE=HerpalukeStew;36074814]How Do we use the new weapons for the Npcs?[/QUOTE] The NPC maker can spawn the citizens with the new weapons (if you type npc_maker_help in console you will see the list of weapon names you can type) and the NPC spawner can also spawn citizens with the new weapons. Otherwise, you can use the console command ent_fire !picker giveweapon [weapon name] while looking at a citizen. But in order to do that you need to know the weapon's actual classname so I suggest you stick to the spawner and maker. I wanted to add them to the default NPC weapon selection spawnlist but didn't know how. Maybe I'll do it. [editline]23rd May 2012[/editline] [highlight]anyways[/highlight] --> got Gmod 13 with a key --> screwing around, found the "stereoscopic" post-processing effect --> enabled it --> crossed eyes, refocused [b]--> Gmod in 3D[/b] [b]--> couldn't deal with it[/b] [b]--> JIZZED ON DESK[/b] [editline]23rd May 2012[/editline] There's semen all over my desk now
I dosent show them for me... :L
[QUOTE=HerpalukeStew;36075195]I dosent show them for me... :L[/QUOTE] What do you mean it doesn't show them? What are "them"? Uh, here: These are the weapons that you can type to get the citizens to spawn with them in the npc maker or npc spawner: Combine_Assault_Carbine Combine_Anti_Materiel_Rifle Combine_Assault_Rifle Combine_Battle_Rifle Combine_Combat_Pistol Combine_Combat_Rifle Combine_Combat_Shotgun Combine_Designated_Marksman_Rifle Combine_Heavy_Pistol Combine_Light_Machine_Gun Combine_Medium_Machine_Gun Combine_Machine_Pistol Combine_Submachinegun Combine_Sniping_Rifle Combine_UltraCompact_Shotgun Combine_UltraCompact_Submachinegun
Updated the original post. I added it via workshop and I think I fixed all the errors. Someone tell me if it works :D
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