• NPC Opposition Squads
    290 replies, posted
[QUOTE=Jackarunda;36082268]Updated the original post. I added it via workshop and I think I fixed all the errors. Someone tell me if it works :D[/QUOTE] It works very well, looks nice too. Might want to add some of the instructions for spawning stuff (e + click for example), non-facepunchers might downvote because they're too stupid to figure out you need to say "Rebel" in chat to get the spawner barrel to work. Maybe a link to this thread might work too. Just a suggestion. Also, I don't think [URL="http://cloud.steampowered.com/ugc/595845642940938007/0E62AEA31693482456298FC7D78B1D33FCFB35A6/"]this[/URL] is supposed to be happening.
[QUOTE=Jackarunda;36075226]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[/QUOTE] OK :D
[QUOTE=G-Enigma;36082671]It works very well, looks nice too. Might want to add some of the instructions for spawning stuff (e + click for example), non-facepunchers might downvote because they're too stupid to figure out you need to say "Rebel" in chat to get the spawner barrel to work. Maybe a link to this thread might work too. Just a suggestion. Also, I don't think [URL="http://cloud.steampowered.com/ugc/595845642940938007/0E62AEA31693482456298FC7D78B1D33FCFB35A6/"]this[/URL] is supposed to be happening.[/QUOTE] Oh for fuck's.... sake... When I tested it, I did indeed notice the font was different, but it was still readable.... gosh damnit, I need a fontlist And yeah, um, workshop won't let me change the description.... uh..... I'll figure it out....
Its this done so we can get to the next Sents?
[QUOTE=HerpalukeStew;36083290]Its this done so we can get to the next Sents?[/QUOTE] Pretty much... I'm thinking I'll have to add a Combine PDW because I missed it, and perhaps a combine heavy weapon like an ion ball launcher, and just general bugfixes and/or fulfilling feature requests. The Explosives are actually about 3/4ths complete, and they need a lot of polishing.
So the next Sent Project is going to start?
When I complete its first version, yes ಠ_ಠ [editline]24th May 2012[/editline] @G-enigma I don't know what you're talkin bout bro [IMG]http://i47.tinypic.com/2ezphxl.jpg[/IMG]
What is the next sent thingymahbob
[QUOTE=Jackarunda;36083510]When I complete its first version, yes ಠ_ಠ [editline]24th May 2012[/editline] @G-enigma I don't know what you're talkin bout bro [IMG]http://i47.tinypic.com/2ezphxl.jpg[/IMG][/QUOTE] Well sometimes the text problem I have happens, but whatever. Also, you updated while I was playing, and it crashed gmod :( Also also, I hope you add Derma stuff, typing stuff in is just plain painful.
[QUOTE=G-Enigma;36083682]Well sometimes the text problem I have happens, but whatever. Also, you updated while I was playing, and it crashed gmod :( Also also, I hope you add Derma stuff, typing stuff in is just plain painful.[/QUOTE] Yes, the chat controls just take too long. I do know this. I could either move onto completing the explosives, or stay and improve this for the time being. I think it will be worth it in the end to have a few really really good addons instead of several mediocre ones. Also I notice a lot of animation issues in Gmod 13 lol :V
I found quite a few bugs with this one mostly revolving around the Npc maker and spawner and the alliance system, I'll take some screen shots and show you as soon as I can :L
[QUOTE=danielb677;36097137]I found quite a few bugs with this one mostly revolving around the Npc maker and spawner and the alliance system, I'll take some screen shots and show you as soon as I can :L[/QUOTE] I look forward to it.
Well for starters, using the people maker to spawn elites with your custom weapons causes lua spam. Such as the Combine_Submachinegun or the Combine_Anti_Materiel_Rifle
[QUOTE=danielb677;36163051]Well for starters, using the people maker to spawn elites with your custom weapons causes lua spam. Such as the Combine_Submachinegun or the Combine_Anti_Materiel_Rifle[/QUOTE] Oh damnit, I forgot to copy the new custom weapons into the Elites' AI enhancement functions. Let me know about anything else. EDITED: Also I removed a debugging script that I had accidentally left in one of the weapons that caused the NPC's current state enumeration to be printed to every player's screen.
Yea I noticed the debugging script but I got used to it being there :P Ok first off when you spawn the combine sqaud on any elevated terrain the rollermines appear under the map. second of all, this is a very vague report because I was never able to properly find the source of this problem I disabled ai Used the npc maker to spawn atleast one rebel with each weapon with combine alliance I disabled ai and got lua spam that would have given me bad coder at least 5 times :P Try it and see if you get the same problem Also I suggest you sorta precache the combine models you are going to use for hyper elites rather than having the game generate the texture change while you are playing, because for someone who is using altered combine models it looks god damn retarded :P (I'm using smod outbreak models)
I have a problem, whenever I spawn more than 5 people with people spawner it creates massive lag, could you please look into this? also the textures on hyperelites reverts when they die and I find this really ugly so can you please fix this?
@Pigbear I will investigate the lag. You're talking about the NPC Maker, right? Also yes, the textures revert when you don't have KeepCorpses enabled. When it's not enabled, I can't get a Lua handle on the clientside ragdoll that's created. I already have hooks in place that apply the materials on death to ragdolls so that doesn't happen, but it only works if the ragdolls exist serverside (KeepCorpses must be enabled). [editline]8th June 2012[/editline] Dude, in neither gmod 13 nor gmod 12 do I get the lag you're talking about. Of course there's the momentary hang-up when the thing goes to spawn the people because it has to precache the models. Spawning citizens always does that. But afterwards I get nothing. Everything's good, no matter how many I spawn.
[QUOTE=Jackarunda;36250038]@Pigbear I will investigate the lag. You're talking about the NPC Maker, right? Also yes, the textures revert when you don't have KeepCorpses enabled. When it's not enabled, I can't get a Lua handle on the clientside ragdoll that's created. I already have hooks in place that apply the materials on death to ragdolls so that doesn't happen, but it only works if the ragdolls exist serverside (KeepCorpses must be enabled). [editline]8th June 2012[/editline] Dude, in neither gmod 13 nor gmod 12 do I get the lag you're talking about. Of course there's the momentary hang-up when the thing goes to spawn the people because it has to precache the models. Spawning citizens always does that. But afterwards I get nothing. Everything's good, no matter how many I spawn.[/QUOTE] No I mean the Person in a barrel.
Found some more bugs 1: if a strrider uses their warpcannon on an airborn target, (chopper dropship gunship) the game crashes 2:if you press E and spawn a group of machine rebels, they attack dropships, gunships, striders, and choppers that are on their side. Also, this is just a suggestion. but have you thought of possibly editing the rounds aircraft fire to be slightly explosive, like you did with the combine anti materiel rifle? It's sad to have the aircraft firing at each other but not dying >.<
Also, snipers seem to have a fair amount of trouble targeting players.
[QUOTE=danielb677;36270886]Also, snipers seem to have a fair amount of trouble targeting players.[/QUOTE] I'll add a new check to prevent striders using their warspace cannons on airborne targets. ... machine rebels? I'll see what I can do about adding a damage hook to make ships able to kill eachother. Snipers... you mean citizens wielding the Combine AM rifle and the Combine sniping rifle, right? What exactly do you mean by 'trouble'?
[QUOTE=Jackarunda;36275686]I'll add a new check to prevent striders using their warspace cannons on airborne targets. ... machine rebels? I'll see what I can do about adding a damage hook to make ships able to kill eachother. Snipers... you mean citizens wielding the Combine AM rifle and the Combine sniping rifle, right? What exactly do you mean by 'trouble'?[/QUOTE] Is there no way of making strider warp cannons not crash? Machine rebels, I forgot what they are called, the ones with the rocket launchers. the elites xP e Yea, if you add the damage hook to the ships, it might be a good idea to add it to the strider too, so it stands a chance. What i mean is, generaly a sniper can headshot an enemy half way across the largest map, but if they are set to combine, the player will only be noticed and fired upon from a few yards away, (Or if you get a freak occurence and they somehow spot you) I don't know if this sniper ineptitude was because they where elevated above me or not..
I just tested the strider vs ship thing. the strider can use its laser on the gunship in my game without it crashing, but it seems it'll only do so if the gunship attempts its own laser attack. The game did crash when it used its laser on the chopper however. I didn't try the dropship. Now on to the bugs, only problems I have are that the chopper is invincible to humans/rebels as any rockets fired by them don't seem to harm it.. and then the only other thing is that I can't destroy the dropship. But otherwise this is an awesome addon!
[QUOTE=danielb677;36269509]Found some more bugs 1: if a strrider uses their warpcannon on an airborn target, (chopper dropship gunship) the game crashes 2:if you press E and spawn a group of machine rebels, they attack dropships, gunships, striders, and choppers that are on their side. Also, this is just a suggestion. but have you thought of possibly editing the rounds aircraft fire to be slightly explosive, like you did with the combine anti materiel rifle? It's sad to have the aircraft firing at each other but not dying >.<[/QUOTE] When you press E for altered allegiances for rebels and citizens, they spawn in the 'Rogue' faction, which means they hate everyone except other rogues. Therefore, them shooting at Combine is normal. If you want Combine-allied rebels, use the NPCMaker. [editline]12th June 2012[/editline] And I'm not sure what you mean with the snipers. Both in Gmod 12 and 13, citizens with the AMR and the SR spot, pursue and engage me as they should. :\ [editline]12th June 2012[/editline] An update will be coming out soon here. - anyone wielding the RPG (my AI RPG) can now destroy helicopters (and they could already destroy gunships and striders) - gunships and helicopters can now kill striders, though gunships and helicopters still won't take damage from striders or eachother (the damage hooks don't even run, so i cant figure out how to make air vehicles killable by simple bullets) - fixed the messed up dropship custom death. It works again now, so gunships can be destroyed - added the Combine PDW, which officially completes the ensemble of Combine-human-equivalent-firearms - fixed an issue with the rocket not detonating if its owner died before it hit - I apologize deeply for not having the npc_maker_help command give you an accurate list of weapons. It's fixed now - striders will not target helis, gunships or dropships with their warspace cannons. The update will take a bit longer to come out for Gmod 13 because I have to go through again and make all the 13-specific Lua edits.
Just an idea, but in half life 2, when you have the airboat, do airboat rounds automatically damage choppers? or was that just a scripted kinda thing? if so you could customise ship and strider rounds to the scripts from the airboat?? OR, my other idea is to change the impact effect of the ship rounds to that of rpg explosions, you could alter the explosion to be very tiny, so the game still things it's an rpg shot and registers the hit, but there is no visible difference? Those are my crack pot ideas for the week.
[QUOTE=danielb677;36410505]Just an idea, but in half life 2, when you have the airboat, do airboat rounds automatically damage choppers? or was that just a scripted kinda thing? if so you could customise ship and strider rounds to the scripts from the airboat?? OR, my other idea is to change the impact effect of the ship rounds to that of rpg explosions, you could alter the explosion to be very tiny, so the game still things it's an rpg shot and registers the hit, but there is no visible difference? Those are my crack pot ideas for the week.[/QUOTE] Dude. You're not understanding. [i]The damage hook does not run when a heli/gunship is struck by HL2 bullet structs.[/i] If I was going to do anything special with bullets or inputs, I'd need a hook to run it on. The only reason my RPG entity can kill helis is because the missile itself fires the heli's "SetHealth 1" and "SelfDestruct" inputs when it comes into contact with it. When a copter fires on another copter, there's no entity that I made involved. And the damage hooks [i]do not run[/i]. I have NO handle on the event where the bullet strikes the victim helicopter. And I used Lua to give me a gun-enabled airboat and I fired at a heli for half an hour. It does nothing. The copter battle in HL2 is 100% scripted. The only weapon that the huntercopter is vulnerable to without special scripting is the HL2 RPG. This is frustrating. Valve is a lazy piece of shit company that takes shortcuts every two steps. Unfortunately, I'm not good enough to straight-up code my own helicopter NPC. So we'll have to make do. In the meantime I'm figuring out the derma interface for the spawner and working on my M9 pistol and the explosives pack.
Welp, Update 21's out, the normal squads are fine, but the NPC maker (the box, not the barrel) has once again been screwed over. [lua]lua\includes\modules\draw.lua:145] surface.SetFont - no such font "DefaultFixedOutline" [lua\includes\modules\draw.lua:71] surface.SetFont - no such font "DefaultFixedOutline"[/lua] Is the error (when its waiting for toggle spawn whatever to start making npcs) Also, this may not be your fault, but so far I've had 2 crashes after killing your npcs. Apparently, lua/autorun/jackyopsquads.lua.82 attempts to call "AddRelationship", which is a nil value, whenever an antlion grub is spawned. (E+Click to make friendly still works luckily) Haven't found any other bugs so far.
[QUOTE=G-Enigma;36445881]Welp, Update 21's out, the normal squads are fine, but the NPC maker (the box, not the barrel) has once again been screwed over. [lua]lua\includes\modules\draw.lua:145] surface.SetFont - no such font "DefaultFixedOutline" [lua\includes\modules\draw.lua:71] surface.SetFont - no such font "DefaultFixedOutline"[/lua] Is the error (when its waiting for toggle spawn whatever to start making npcs) Also, this may not be your fault, but so far I've had 2 crashes after killing your npcs. Apparently, lua/autorun/jackyopsquads.lua.82 attempts to call "AddRelationship", which is a nil value, whenever an antlion grub is spawned. (E+Click to make friendly still works luckily) Haven't found any other bugs so far.[/QUOTE] I will get right the hell on it. Gonna release my 'rough draft' explosives pack later today for gmod 12 too. [editline]22nd June 2012[/editline] Changed the font to 'default' so it works now. Added another table and check in autorun to skip addrelationships for antlion grubs lol. Fixed the color so the npc spawner isn't fuschia lol combine soldier anims are fucked up and it's not my fault.
Huh there is a new update? I didn't notice, worth updating?
[QUOTE=danielb677;36450028]Huh there is a new update? I didn't notice, worth updating?[/QUOTE] I updated the Gmod 13 version because Enigma reported to me prollems with Gmod 13. Those updates are easy 'cause they're automatic anyways. Whenever I update the download, I'll increment the version number and write a new release date.
Sorry, you need to Log In to post a reply to this thread.