Garry's Mod

Garry's Mod

Dynamic NPC Squads
A apresentar 1-10 de 14 entradas
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Atualização: 10 de out. às 16:25

Little tweaks

Atualização: 1 de ago. às 14:37

Big crash fix, don't do squad stuff with striders.
+lots of small tweaks.

Atualização: 31 de jul. às 16:22

Tweaks, potential crash fix

Atualização: 11 de jul. às 22:26

Small tweaks, fixes.

Atualização: 6 de jul. às 18:06

Let striders, helicopters, gunships join squads

Atualização: 21 de jun. às 12:13

Improve "Blacklisting" logic
Blacklisted/crashing npcs now call for backup, instead of doing nothing.

Added DYN_NPC_SQUADS.dynSquadTeams utility table.

Properly dissolve squads if any members hate eachother

+ misc small tweaks

Atualização: 18 de mai. às 14:05

Error stomp

Atualização: 11 de mai. às 12:40

Code cleanup + optimisations


Made autorun a loader.

OnEntityCreated optimisations/tweaks.
Returns early if :IsNPC() check fails.
Only creates one timer.simple.

Rework "idle/alert" logic a bit, to be more readable.

npc.DynamicNpcSquadsIgnore doesn't cancel the timer.

All assault/reinforce funcs now take priority variable.
0 priority is highest priority.

Made squads more likely to leave enclosed areas.

Atualização: 1 de mai. às 13:16

More polish
Wandering squad leaders will now "direct" their members away from other squads, meaning they'll spread out a bit more when wandering.

Fixed squads not using up assaultpoints when acquiring them
( npcs won't flood other squads with backup, backup will come as more of a trickle )

NPCs clear areas much more aggresively
( less redundant wandering back and fourth after a fight )

Improved compatibility a bit
( dynsquad prioritizes SetSquad/GetSquad over the squadname keyvalue )

Moved all "Yapping" logic to a new autorun file

Atualização: 26 de abr. às 19:27

Bug stomp