Garry's Mod

Garry's Mod

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Campaign Entities
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Content Type: Addon
Addon Type: Entity
Addon Tags: Build, Fun, Roleplay
File Size
Posted
Updated
26.424 MB
10 Oct, 2023 @ 12:47pm
24 Sep @ 3:11pm
37 Change Notes ( view )

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Campaign Entities

In 2 collections by SkeletonWagen
My Bigger Projects
27 items
Save Making Toolbox
11 items
Description
Lost Half Life 2 mechanics. And MUCH MORE!

Wouldn't it be nice if saves were less stupid? Limited?
If campaigns could be a breeze to make, if the bar, was raised?

It would be nice if you could script an assault...


If you could make NPCs actually work on top of props...


You could play ambient sounds...


Stop distant props from lagging...


You could place checkpoints?


You could script the spawning of anything...




What if you, could load a save, from within a save? What would YOU. Do then?




And those are only the biggest features...
You can also,
  • Spawn SLEEPING NPCS!
  • Spawn in a boss combine APC that runs down the player...
  • Spawn an armed version of the buggy and airboat.
  • Place the crushing Combine Walls...
  • Use dynamic player checkpoints, with spawn protection and everything.
  • Place combine forcefields that dice up anything caught between them.
  • Fade the player's screen, even their weapons!
  • Run console commands. ( Blockable via "campaignents_commandmandator_enabled 0" )
  • Use variants of NPCs ( snipers, empty turret, rebel turret, embedded rollermine ).
  • Rain headcrab canisters down.
  • Strip noclip away from players.
  • Silence any map's baked-in soundscape.
  • Place supply caches.
  • AND! Block players from spawning in their own weapons!

Now you're wondering something along the lines of...
How can i create anything with my weapons blocked?
Or with my noclip stripped away?
Everything stops blocking, when AI is disabled.


And...
The cherry on top? Anything interactive, dynamic, all the spawners...
Includes Wiremod support.


Github [github.com]

Credits:
Sleeping NPCs ( Rewritten from scratch + included in this addon )
Realistic Forcefield ( Copied, fixed for saves. Fixed the bugs. )
Popular Discussions View All (26)
212
3 Sep @ 11:30am
PINNED: Bugs or Errors
Dr. Evil
195
1 Oct @ 1:30pm
PINNED: Suggestions
SkeletonWagen
88
13 Oct @ 1:07pm
PINNED: Stuff made with this addon!
SkeletonWagen
732 Comments
rextrixis 10 Oct @ 3:26pm 
I pasted my collection in the description of each bug clip I've made. If you want, you can check those to find a conflicting addon, and put all conflicting addons in the description to help out so I know whats an issue and whats not. The headcrab canisters are peak when they work.
rextrixis 10 Oct @ 3:14pm 
I'm on x64 as well
SkeletonWagen  [author] 10 Oct @ 3:08pm 
i'm on the x64 branch, if you're on dev then it's probably the anim merging

thing is though, lots of addons merge animations like this, like the headcrab mod probably does
SkeletonWagen  [author] 10 Oct @ 3:06pm 
Rubat has been merging all the anims from episodic npc models, if it happens with no other addons installed it's probably that
rextrixis 10 Oct @ 2:56pm 
Happens on all maps
SkeletonWagen  [author] 10 Oct @ 2:21pm 
Try on gm_construct to be sure
SkeletonWagen  [author] 10 Oct @ 2:21pm 
Do you have AI nodes for that map? i know it doesn't come with them default
That's my first thought
rextrixis 10 Oct @ 1:34pm 
I'd assume an AI replacement mod would cause that, but the only mod I have that could cause conflict is headcrab takeover. Nothing else I have messes with the headcrab functionality. I'll get a clip later if this isnt the issue.