Ahh rightio,
[editline]23rd June 2012[/editline]
what's the Combine_Personal_Defence_Weapon?? I can't select it for the barrel.
[QUOTE=danielb677;36450584]Ahh rightio,
[editline]23rd June 2012[/editline]
what's the Combine_Personal_Defence_Weapon?? I can't select it for the barrel.[/QUOTE]
Defense is spelled with an S.
[editline]24th June 2012[/editline]
Sorry for not including the PDW in the list of weapons given to you by npc_maker_help. I keep fucking forgetting to update it.
Luckily, there's a GUI for the spawner in gmod13 coming soon at least.
[editline]24th June 2012[/editline]
Just a moment ago I updated the Gmod 13 version with a Derma GUI (for the NPC spawner) that mostly works, coded entirely by [b]N3X15[/b]
Still slowly adding Jack's NPCs to the menu. I think the GNNRs and the regular manhacks still need conversion, and I screwed up the addition of Combine Supersoldiers (the dudes in white) somehow. I'm doing this between my regular job and other real-world distractions, though, so it's slow going.
Just something I noticed, but the NPC AI 1.2 that comes with this mod shouldn't be used, in my own experience. Some script changes were made that I found, and in-game, normal Combine soldiers didn't use grenades on a fully-noded map and enemies frequently ignored your allies and instead shot at you, regardless of distance or number of enemies nearby. I'm going to use the separate SVN NPC AI and see if this does anything.
EDIT: Part of the problem is the modified AI scripts already in the mod. Deleting them then using the actual NPC AI mod separately seems to fix the Combine not using grenades, forming into squads, or using cover reliably (with it, they simply rush at the player quite blindly). However, unless Ignore Players is on, it takes a [B]lot[/B] of effort to make enemy NPCs shoot anything else besides you. Did some tests on a fully-noded map, and Combine Striders, Metrocops, Hunters, and Soldiers all fired at the player only when surrounded by Rebels, and if the player went out of their sight, they'd usually stand there staring in the last direction the player went or continue shooting at whatever objects the player went behind. They also, as could be expected, ran forward under fire to try to locate the player. Hunter Choppers did nothing but fly backwards dropping full mine payloads, Striders worked very well, other soldiers worked well, Dropships just flew away from other NPCs dropping rollermines at random, and Rebels fought very well. Something needs to be done about the enemy NPC's focus on the player and a few other errors present and then it'd be perfect.
Looking closer at the two LUA files, I noticed there's a lot different between both, namely that this mod's version includes a myriad of useless text and re-done functions that clutter and likely disable features like grenades and such. However, I'm going to try this again with the mod's AI files and see if grenades work still. And also, the next revision should include the clientside AI menu enabled, not disabled.
RE-EDIT: Tweaked the LUA files a little by doing a side-by-side comparison of the original NPC AI mod and this, and after removing some lines of text, typos, and re-replacing the friendly fire system, I fixed the Combine not using grenades and overall being idiots. They still charge out but so do Rebels, as they did this anyway, and though the Combine are still oddly focused on you, they at least will fight other NPCs sometimes, in comparison to the originals focusing on you 99% of the time and enemies 1% of the time, it should now be 70/30, and I didn't want to tweak it any more as I'm not good with LUA. If you want my changes, I can send them. This doesn't break from the mod being really good, but it's still annoying that you can't fight alongside NPC allies and instead have to rely on Ignore Players to do NPC wars.
Big Combine
-one strider, one gunship, one dropship, two hunter-copters
-the hunter-copters, dropship and gunship will all fly around in a large pattern around their spawn
-the hunter-copters will shoot at targets with time-varying degrees of accuracy, they will also throw copter bombs at targets and carpet bomb
-the gunship will, in addition to its normal behavior, occasionally use its belly-mounted warspace cannon that I doubt you knew it had
-the strider will occasionally crouch, and occasionally use its warspace cannon, and will wander around
-if you get caught in the rotors of the hunter-copters you will get dead
-the guns on these synths and vehicles are HUGE. And they are ADVANCED. I upped their damage output to match what I think it should be; deal with it
-the dropship can be destroyed, and it will fly around dropping rollermines from its rollermine pod. The gun on the front of the pod will also shoot you if you're in the right position
When I saw the title, I thought it was one huge combine soldier :[
[QUOTE=YourBreakfsat;36730733]Big Combine
-one strider, one gunship, one dropship, two hunter-copters
-the hunter-copters, dropship and gunship will all fly around in a large pattern around their spawn
-the hunter-copters will shoot at targets with time-varying degrees of accuracy, they will also throw copter bombs at targets and carpet bomb
-the gunship will, in addition to its normal behavior, occasionally use its belly-mounted warspace cannon that I doubt you knew it had
-the strider will occasionally crouch, and occasionally use its warspace cannon, and will wander around
-if you get caught in the rotors of the hunter-copters you will get dead
-the guns on these synths and vehicles are HUGE. And they are ADVANCED. I upped their damage output to match what I think it should be; deal with it
-the dropship can be destroyed, and it will fly around dropping rollermines from its rollermine pod. The gun on the front of the pod will also shoot you if you're in the right position
When I saw the title, I thought it was one huge combine soldier :[[/QUOTE]
...I'm.. sorry?
:smile: Jack I have another idea!
Since you made the Npc spawner already would you be able to make a Survival mode entity out of your special npcs?
Similar to the one that Nekres did Combine, Zombie, and Antlion Survival in toybox?
That would be tons of fun with your Amazing Npcs!
I Found some good music for the entity too.
Is it ok to send the Link to you?
[QUOTE=axin107;36776040]:smile: Jack I have another idea!
Since you made the Npc spawner already would you be able to make a Survival mode entity out of your special npcs?
Similar to the one that Nekres did Combine, Zombie, and Antlion Survival in toybox?
That would be tons of fun with your Amazing Npcs!
I Found some good music for the entity too.
Is it ok to send the Link to you?[/QUOTE]
I'd love to make my own game mode, but... I'm not sure I can o_O
What exactly do you mean?
[QUOTE=Jackarunda;36776643]I'd love to make my own game mode, but... I'm not sure I can o_O
What exactly do you mean?[/QUOTE]
It's not exactly a gamemode.
Its an entity that spawns Npc within a certain radius around the player, while playing music with a built in wave system that get harder and harder after each wave with different enemies.
For example:
[B]Combine Survival Version[/B] : [URL="http://www.youtube.com/watch?v=3nu1AKWdgrw"]http://www.youtube.com/watch?v=3nu1AKWdgrw[/URL]
*NOTE* There is some problems that you will see in this video like
Npcs stuck in walls when spawned
Npcs stuck under maps when spawned
Npcs stuck in objects when spawned
( Obviously there is something wrong with the Npc spawner )
This one of the entities that i feel that you can do easily with.
From what I seen from your previous entities this is kind of your specialty.
Here is some suggested features to add with it. ( Depends on you )
1. A Difficulty system, Chosen between Easy - Hard.
2. What type of Enemies to fight
Combines with Hyper Elite Combines, Big Combines, Hyper CP Elite and Hostile Gunhacks and Manhacks.
Zombies with Deathzombies
Antlions that are powerful or shitload of antlions.
All of the sametime. ( With Every NPC that aims to kill you. )
3. Choose how many amounts of waves to play.
4. How many Enemies that spawn per wave.
5. Making this Multiplayer Compatible. ( Depending how it goes )
6. Spawn with a Toolgun and Physgun ( In the original, doesn't allow physguns or toolguns )
7. Enable/Disable to spawn with Hl2 weapons.
8. Ammo Drops and Health from Dead Npcs.
9. Enabling an Endboss at the final wave.
10. Non Toybox version ( IDEAL )
Well it depends how you feel about it.
Here is the Link to the music that i suggested.
HL2 Sound Pack [URL="http://gamebanana.com/hl2/sounds/17496"]http://gamebanana.com/hl2/sounds/17496[/URL]
It's works with Garrys mod, I test it already.
[QUOTE=axin107;36777270]It's not exactly a gamemode.
Its an entity that spawns Npc within a certain radius around the player, while playing music with a built in wave system that get harder and harder after each wave with different enemies.
For example:
[B]Combine Survival Version[/B] : [URL="http://www.youtube.com/watch?v=3nu1AKWdgrw"]http://www.youtube.com/watch?v=3nu1AKWdgrw[/URL]
*NOTE* There is some problems that you will see in this video like
Npcs stuck in walls when spawned
Npcs stuck under maps when spawned
Npcs stuck in objects when spawned
( Obviously there is something wrong with the Npc spawner )
This one of the entities that i feel that you can do easily with.
From what I seen from your previous entities this is kind of your specialty.
Here is some suggested features to add with it. ( Depends on you )
1. A Difficulty system, Chosen between Easy - Hard.
2. What type of Enemies to fight
Combines with Hyper Elite Combines, Big Combines, Hyper CP Elite and Hostile Gunhacks and Manhacks.
Zombies with Deathzombies
Antlions that are powerful or shitload of antlions.
All of the sametime. ( With Every NPC that aims to kill you. )
3. Choose how many amounts of waves to play.
4. How many Enemies that spawn per wave.
5. Making this Multiplayer Compatible. ( Depending how it goes )
6. Spawn with a Toolgun and Physgun ( In the original, doesn't allow physguns or toolguns )
7. Enable/Disable to spawn with Hl2 weapons.
8. Ammo Drops and Health from Dead Npcs.
9. Enabling an Endboss at the final wave.
10. Non Toybox version ( IDEAL )
Well it depends how you feel about it.[/QUOTE]
I COULD SO DO THAT.
OH MAN.
Though it'd take some time to make, yeah. I could do that.
[QUOTE=Jackarunda;36777296]I COULD SO DO THAT.
OH MAN.
Though it'd take some time to make, yeah. I could do that.[/QUOTE]
Well i knew that you could do it.
The code that you done is much more complex then the Original Survival entities.
BTW i edited my reply with the music that i suggested.
Take a look at the video too. Might give you a sense of what its missing and needs to be fixed.
O yea by the way U will like the music its sick.
[QUOTE=axin107;36777339]Well i knew that you could do it.
The code that you done is much more complex then the Original Survival entities.
BTW i edited my reply with the music that i suggested.
Take a look at the video too. Might give you a sense of what its missing and needs to be fixed.
O yea by the way U will like the music its sick.[/QUOTE]
That music [i]is[/i] sick.
I'll release the next one or two updates for the explosives, then I'll come back to this and make a few survival entities.
"Spawn for instant balls-to-the-wall combat challenge."
Jackarunda, I thank you for making this into reality.
I'm glad to be of assistance for your ideas.
Well I hate to interrupt your little brainstorm here, but there was another GM13 update, and you know what that means-more broken stuff! Luckily, the code-error spammage is limited to happening when you spawn the Hyperelite CP or Combine-armed citizens, but I though I'd give you a heads up, it appears whatever hacky code you use to create/postition models relative to NPCs is a bit broke.
[QUOTE=G-Enigma;36781319]Well I hate to interrupt your little brainstorm here, but there was another GM13 update, and you know what that means-more broken stuff! Luckily, the code-error spammage is limited to happening when you spawn the Hyperelite CP or Combine-armed citizens, but I though I'd give you a heads up, it appears whatever hacky code you use to create/postition models relative to NPCs is a bit broke.[/QUOTE]
I [i]just[/i] ran gmod 13 right now, the morning of July 15th, 2012.
Nothing's wrong. You lie, Sir.
Also,
[lua]local pos,ang=self.Owner:GetBonePosition(self.Owner:LookupBone("ValveBiped.Bip01_R_Hand"))
pos=pos+ang:Forward()*10-ang:Up()*2+ang:Right()
self.NiceModel:SetRenderOrigin(pos)
ang:RotateAroundAxis(ang:Up(),180)
ang:RotateAroundAxis(ang:Forward(),180)
ang:RotateAroundAxis(ang:Right(),-10)
self.NiceModel:SetAngles(ang)
self.NiceModel:SetModelScale(Vector(0.5,0.95,0.95))
self.BarrelModel:SetModelScale(Vector(2.2,0.7,0.7))
self.SecondBarrelModel:SetModelScale(Vector(2,0.7,0.7))
pos=pos-ang:Forward()*5+ang:Up()*3.5+ang:Right()*0.2
self.BarrelModel:SetRenderOrigin(pos)
pos=pos-ang:Up()*3.5
self.SecondBarrelModel:SetRenderOrigin(pos)
ang:RotateAroundAxis(ang:Right(),1)
self.BarrelModel:SetAngles(ang)
self.SecondBarrelModel:SetAngles(ang)
self.NiceModel:DrawModel()
self.BarrelModel:DrawModel()
self.SecondBarrelModel:DrawModel()[/lua]
This is [b]completely[/b] standard procedure. Your face is hacky.
But I'll re-distribute my version just to make sure.
[QUOTE=Jackarunda;36783097]I [i]just[/i] ran gmod 13 right now, the morning of July 15th, 2012.
Nothing's wrong. You lie, Sir.[/QUOTE]
:pwn: but [url]http://cloud-2.steampowered.com/ugc/1155422234355641001/C84B7828C302BFCE85F90601FC3BABDAA848BF87/[/url] ! , [url]http://cloud-2.steampowered.com/ugc/1155422234355630129/4E6B46AED63C47F30DBED0ED482BB3E33F87498D/[/url] ??
[QUOTE=Jackarunda;36783097]Also,
[lua]HAAAXXXXX[/lua]
This is [b]completely[/b] standard procedure. Your face is hacky.
But I'll re-distribute my version just to make sure.[/QUOTE]
I don't know much lua, everything seems hacky nowadays :tinfoil:
[QUOTE=G-Enigma;36783420]:pwn: but [url]http://cloud-2.steampowered.com/ugc/1155422234355641001/C84B7828C302BFCE85F90601FC3BABDAA848BF87/[/url] ! , [url]http://cloud-2.steampowered.com/ugc/1155422234355630129/4E6B46AED63C47F30DBED0ED482BB3E33F87498D/[/url] ??
I don't know much lua, everything seems hacky nowadays :tinfoil:[/QUOTE]
Those errors...
About 5 days ago, I noticed in gmod 13 that the custom weps weren't drawing properly. So I fixed it. Released an update. It looks like somehow either the update didn't go through or yours isn't updating.
I run on my own version, but as of right now the two versions should be the same. I've synched them twice.
[editline]15th July 2012[/editline]
Oh what the fucking fuck.
THE FUCK.
I removed my version from addons and downloaded the workshop version.
It's fucked.
My version works. I use the workshopper to update and apparently it doesn't update. I don't know what to do.
[editline]15th July 2012[/editline]
What the fucking HELL!
The spawner doesn't even have its GUI!
Have ANY of my updates been registering?! FOR FUCK'S SAKE
I'm uploading the proper gmod 13 version here to the thread for download from mediafire. Take it if you don't want to deal with the fact that the workshop version appears to be in its very first version.
A survival entity eh? That is a brilliant idea, With these Npc's it would provide hours of fun, and we can count on Jackarunda to make a unique and fresh twist for it :D
(Not to bug you AGAIN about this) Not everyone can afford EP2, I think you should make a non-ep2 version. Otherwise I will just have to change the NPC (I know how =D)
Edit: Something is really broken with my pages. anytime the next post will be a new one I know :P
[QUOTE=Pigbear;36793614](Not to bug you AGAIN about this) Not everyone can afford EP2, I think you should make a non-ep2 version. Otherwise I will just have to change the NPC (I know how =D)
Edit: Something is really broken with my pages. anytime the next post will be a new one I know :P[/QUOTE]
EP2 is on sale for $3.99 until the 23rd. You're saying you can't afford to spend around 4 bucks?
It's a great game anyhow, so 4 bucks is a steal. Get it.
Yes I am, Plus I have it on the Xbox.
I was just pointing out some don't I can just pirate it for models if necessary (I DO NOT WANT TO D: D: D:)
Just a bug I found, it seems like this addon messes up close quarter npcs that are spawned from the npc list.
If you spawn say a black headcrab it won't jump at you, it will walk towards you, stop. Walk to the left then finally hiss and jump Same with zombies. Anyone else noticed this?
[QUOTE=danielb677;36849718]Just a bug I found, it seems like this addon messes up close quarter npcs that are spawned from the npc list.
If you spawn say a black headcrab it won't jump at you, it will walk towards you, stop. Walk to the left then finally hiss and jump Same with zombies. Anyone else noticed this?[/QUOTE]
I have indeed noticed this awkward inefficient behavior in most NPCs actually, but I thought it was just the way they were without any game scripts to rely on.
I'm going to remove the pack from my addons and see if it's the cause of the weird behavior. If it is, I'll have to pull some shit.
Did you have any luck? I get the feeling it has something to do with the npc ai script you left in?
Also, how's the survival entity coming along?
[QUOTE=danielb677;36860755]Did you have any luck? I get the feeling it has something to do with the npc ai script you left in? [/QUOTE]
Gah, fuck.
Without the addon, all NPCs track you in real-time and constantly close on you. Grr.
It IS that script I left in. The script gives NPCs move orders to their target's location, but the problem is that they still go to the target location even if the target has moved, and even IF the target is there, they go to the location (must finish forced task) before re-engaging in autonomous combat.
I think I'm just going to remove the script.
This will cause NPCs to no longer pursue their targets over long distances, but we will regain efficient behavior. Also I'm pressured to remove it because it will cut down on lag when playing Zombie Survival when there are 30+ zombies on the map.
Does that sound good?
[editline]20th July 2012[/editline]
[QUOTE=danielb677;36860755]Also, how's the survival entity coming along?[/QUOTE]
The survival entity is coming along BITCHINGLY. Been working on it day-and-night, not because I feel like I have to but because I WANT to. Thing's coming along better than I had ever hoped.
Unfortunately, screenshots don't really convey the awesomeness because most the awesomeness currently is in sounds and mechanics.
It's already beyond the point where it's acceptably working, but I'm perfecting it. Soon I'll release it: Zombie Survival, and then I'll get tons and tons of feedback for how to change and whatnot so I can go about making Combine Survival etc all correct.
Yes, the script should be removed, maybe you will find a way to fix the problem in the future? Who knows.
And that is brilliant! I am eagerly awaiting it's release!
edit: I just thought of something else you might like to implement, a small script to make npcs investigate sounds rather than just turn to face them, say you spawn a zombie, then throw a grenade into a room through a doorway next to the zombie, it could walk in the room look around and then return to its post? Instead of simply turning to the noise?
Hmmm, it seems the "prey" Faction isn't working quite right, they charge me even though they are meant to run? It won't let me nselect "None" As a weapon so I have to give them crowbars.
[QUOTE=danielb677;36861814]Yes, the script should be removed, maybe you will find a way to fix the problem in the future? Who knows.
And that is brilliant! I am eagerly awaiting it's release!
edit: I just thought of something else you might like to implement, a small script to make npcs investigate sounds rather than just turn to face them, say you spawn a zombie, then throw a grenade into a room through a doorway next to the zombie, it could walk in the room look around and then return to its post? Instead of simply turning to the noise?[/QUOTE]
They're already [i]supposed[/i] to do that. HL2 soundscripts and all... but... just doesn't work in gmod most the time.
Yeah, I will fix the prey issue and the "None" issue before the next update.
I have run out of music on my end to insert into the survival entity's soundtrack list. I've used all the good HL2 songs, all the good HL2 song remixes and a few songs from other video games.
If there are any tracks that are [b]unvoiced[/b] that you think would either be:
1. good to play while fighting or
2. good to play at the end of a wave (should be roughly ten seconds) or
3. good to play when a wave has been failed (should be roughly ten seconds),
Link me either via PM or the thread with a good quality .wav or .mp3 and I will add it if I think it's good.
If you want, that is.
I'd rather spend my time making robust coding than scouring the internet for songs.
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