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Added move frame velocity, object velocity, and sequence velocity to the NPC's corpse based on the NPC's current status, including death animations (Damage force is still added onto this velocity!)
Added localized bone velocity to NPC's corpses if it is a bullet damage!
Added more Source Hammer input support for the NPCs such changing health or starting an scripted scene
Added Source hammer output support to the NPCs (OnDamage, OnDeath, NPCKilled)
Added level transition support to the SNPC Bases (Including Half-Life 1 & 2 campaign!)
Added multi-damage type support for gib and flinch systems for NPCs!
DMG_ALWAYSGIB is now detected, causing the NPC to forcibly gib if possible (Disabled for bullets)
Base will now check for DMG_NEVERGIB, if detected, default types will be overridden and the NPC will NOT gib!
Removed DMG_AIRBOAT and DMG_DIRECT from the default gib list as it made no sense to have these gib NPCs
New AI Updates:
Added new AI: Player allied NPCs will now eventually become enemy if they witness the player killing x amount of allies (Default 3)
Added animation linking system, allowing a developer to smoothly link unlimited number of animations together
Added new behavior system for Tank NPCs --> If enemy is close then run over, if enemy is close but high up then move away to allow the gunner to fire, if enemy is very far then move towards it
Added weapon aiming animations for human NPCs (Def: ACT_IDLE_ANGRY), this helps lessen the issue of playing firing animations without firing
Added shell preparation system for Tank NPCs, allowing them to fire instantly if the shell is fully loaded, EX: If enemy hides and shell is reloaded & ready to fire, it will fire it as soon as it can
Aerial & Aquatic NPCs can now be follow players, be medics, respond to call-for-help, be used by the NPC Mover Tool, Move to an investigation sound, etc!
Aerial & Aquatic NPCs now accelerate and decelerate as they move to their destinations
Completely redid the AI for Aerial & Aquatic NPCs!
When a player collides with an NPC while ignore players is on, it no longer turns to look at the player's direction
Creature NPCs no longer attack props that had their collision disabled through the context menu
Sequences and idle animations now have walk frames!
Tanks are now drive much faster by default
Increased the default tank firing distance from 5,000 to 6,500
A human NPC that's being controlled with its weapon holstered, it will not play the firing animation
Human NPCs who were scared because they didn't have a weapon no longer go to the last enemy position after resetting their enemy
Animations are now seeded, which are accessed through self.CurAnimationSeed
All NPCs now ignore "monster_furniture" (Appears in HL1) and "npc_furniture" (Appears in HL2)
If a human NPC is set to a stationary, it will not attempt to look for a hidden spot
Fixed animation walk frames not applying if the previous animation was the same!
Fixed animations with delays still playing when cut-off before their play time executes (Fixed by using the new seeded system)
Fixed movement animations continue playing after aerial or aquatic NPC has stopped moving
Fixed aquatic NPCs that are outside of water trying to chance enemies that are in water
Fixed tank NPCs sometimes firing the shell in the opposite direction
Fixed if ignored entities were spawned before the NPC, the NPC would detect it!
Fixed humans creating the grenade entity at the wrong position, resulting in hitting itself, was very visible when throwing back an enemy grenade
Fixed humans that don't have a scared behavior nor a weapon freeze when they seen an enemy, they now at least play idle stand animation
Fixed humans not playing their scared idle stand animation
Fixed if NPC is following a player that left the game, it would create errors
Fixed medic/healing NPCs will often break their current animation or attack just to heal an ally
Fixed after allied NPCs become enemy to the player, they print "x no longer likes you" every time the player damages them after loosing sight
Fixed Aerial/Aquatic NPCs not properly playing their idle and attack animations
Potential fix for a rare AI-related error
New Idle Stand System:
When the idle stand table is changed and the current idle animation isn't in it, the base will now instantly change the idle animation!
Fixed when a custom animation plays while it's unable to reach the enemy, the animation would repeat 2-3 times before idle animation actually plays!
Added a box at the bottom left corner of the spawn menu:
Has a checkbox to disable AI, turn on ignore players, turn on collidable/keep corpses and spawn NPCs as guards
Weapon override option that includes ONLY VJ NPC weapons including the options "none" and "default weapon"
New Menu Changes:
Dev Settings:
Added Print Weapon-Related Information (vj_npc_dev_printwepinfo)
Removed print weapon, print accuracy, print ammo
Organized and reworded some of the settings & options
Removed "Show HUD Display on SNPC killed" option as it can potentially cause issues
Added Super Physcannon Support for NPCs:
Death animations no longer player
Weapons no longer spawn for humans
Fixed duplicate corpse spawning, now only the engine-created corpse will spawn
General Changes & Improvements
Weapons, items, and extra corpse pieces spawned by NPCs now have identical velocity as the NPC's corpse
When using the NPC mover tool, at least 1 NPC will now play "OnReceiveOrder" sound (If available)
Default HL1 & HL2 NPCs can now know when they killed a VJ NPC and will react to it
New activated/deactivated sounds for the bullseye entity
When a human NPC is killed by a combine ball, their weapon now acts properly by applying no gravity and proper velocity
Performance optimizations were applied in parts of the base, especially tank and weapon bases
NPCs now respect the damage type DMG_REMOVENORAGDOLL
Base will now check to make sure April 2021 or newer GMod update is installed as it uses many new features from it
Adding : at the end of the entity name applies the chance system
System starts at 1, so :1 means that it always spawns, recommended to just not add :1 for entities that spawn very commonly, just leave the class name only
If no entity is left empty or set to :1, during randomization, the base will spawn the last NPC it checks!
Added self.HasSpawnEntitySound and self.EntitiesToSpawn.SpawnAngle
If a model is set through self.Model, it will now draw the model
Fixed when a table of weapons is used for a non-removing spawner, the NPC would constantly respawn with the same weapon
Fixed single spawners attempting to undo multiple times
self.EntitiesToSpawn.SpawnPosition is now optional
Changed self:CustomOnEntitySpawn(EntityName, SpawnPosition, Entities, TheEntity) to self:CustomOnEntitySpawn(ent, spawnKey, spawnTbl, initSpawn)
Cleaned up & optimized the code + Added comments for readability
Renamed self:CustomOnInitialize_BeforeNPCSpawn() to self:CustomOnInitialize()
Renamed self:CustomOnThink_BeforeAliveChecks() to self:CustomOnThink()
Removed EntityName from self.EntitiesToSpawn as it's no longer needed!