First let me start that I hesitate when asking for help, unfortunately I have deducted this is outside of my scope of technical knowledge. I didn’t joined facepunch before as I heard pretty negative rumors when gmod 13 came out. But this is not really a personal accounting of why or what me has to do with the facepunch community.
So let’s get straight to my problem:
About 1-2 updates ago, I’ve been experiencing some weird npc interaction, basically if you are to shoot any npc with any gun (from a normal pistol round to a rpg round), the targeted npc will produce some unexplained feedback by rotating it’s axis 360 degrees. This comes unnatural to what a source engine game is meant to do, not to mention what me as a player is to witness with this abnormal behavior. To summarize what i Mean, is that when any npc I shoot (use a damage source) will cause that same npc to “Twitch”. Then we have the the casual abuse of just killing a npc_hunter with a crowbar because of this “twitch” problem that every npc has. An other example is if I’m to shoot a dynamic prop npc(turrets or manhacks), it has a chance to reposition the npc in a different facing effecting this “twitch” problem(I’m in position to record this if my problem didn’t get through). Before moving to the other problem let me just add that I have abysmal amount of addons that override npc behavior, now I’m not using any addon bases (like vj’s base). As most of the addons I have just copypaste the same unit with different skins and hexes. And as far I concluded, even completely stripped out of all my addons(I do have like 40 pages of addons), the npc twitching is not “fixed”.
P.S: I’d think this only happens to me as I never seen any topics or threads in facepunch or the steam discussion boards so it’s something from my side. But then again, after so many arrangements and combinations, I end up with the same problem.
Let me prolong the thread onto my other problem:
A month ago, in the september update the autogun was “fixed”. Mainly the tracers and the functionality according to the changelog. And with that an addon came about making a sent for the autogun. Furthermore, I thought of using the autogun sent in the stock autogun map (junkyard map from ep2). And to my expectancy script errors did occur. I thought after removing the sent addon, the script errors will stop and they did. But then something else happened. The tracers disappear. The particle beam when the autogun fires as called “tracer” didn’t generate from the vanilla autogun. The sound and the damage did, but the tracer was completely gone.
Now to my disadvantage and coincidence I removed few addons that transferred some hl2/ep2 mods in gmod with the files overwriting most of the game code so they could work in gmod. And this happened in the same time that my autogun was correctly working(emitting the tracer particle). And because I removed those addons, the files that overwritten the game code were probably not reverted as I thought a verification of game integrity could fix. So to summarize what I think is that those addons who had source mods compatibility fixes, broke the autogun after removal. Then I have another theory that the creator of the sent did say he removed the ep2 game files that made the autogun work with just hl2 installed, but I do own hl2ep2 and i’m clueless to what is going on here.
I have contacted the creator(of the sent autogun) about the tracer particles, however this seems to only happen to me as he can’t replicate the problem.
P.S: if previous threads were posted about my 2 problems, I would appreciate if I can get linked to them in this thread.
P.S.S: I will make a short video demonstrating the problems I have if it helps any of you understand