Garry's Mod

Garry's Mod

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ATP's NPC Cover System
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Content Type: Addon
Addon Type: NPC
Addon Tags: Fun, Scenic, Realism
File Size
Posted
Updated
37.776 KB
11 Jul, 2024 @ 8:41pm
18 Jul @ 12:07pm
15 Change Notes ( view )

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ATP's NPC Cover System

Description
ATP's NPC Cover System
a simple mod i made which makes npcs take cover more often under certain conditions
pretty simple but enhances literally every firefight

very useful because npcs are no longer braindead (mostly) and they can actually utilize the map to their advantage, making battles focus on attrition more

FYI
this only works when the fight is between two npcs, due to the functions it uses that arent available for other classes such as nextbots and players

as of the eight update, this is no longer the case, npcs and players are supported

if you want to see cover points and their quality (determined by color, where red is the worst and green is the best), set sv_cheats to 1 and developer to any value that isn't 0 (like developer 1)

Inspiration
cool fight where npcs crouch and take cover, filmed by fantasiado

Recommended
Dynamic NPC Squads, the squad system allows npcs to share info about their enemies, thus improving their decision-making

Tags
ignore these, they just show up on search queries, yk
npc, cover, cover system, ai, better ai, improved ai, ai mod, inpc, saii, advanced ai, tactical, combat enhancement, firefight improvement, npc behavior, smart npcs, combat ai, enemy tactics, battle improvement, gunfight enhancement, npc intelligence, adaptive ai, realistic combat, enhanced gameplay, npc positioning, strategic ai, combat realism, ai overhaul, npc upgrade, battlefield tactics, combat simulation, enemy cover, npc cover behavior, dynamic combat, improved firefights, tactical positioning, combat strategy, ai enhancement, npc combat improvement, realistic npc behavior, advanced combat ai, tactical npc, intelligent enemies, combat overhaul, npc warfare, enhanced battles, smart enemy ai, realistic gunfights, adaptive combat, tactical gameplay, improved enemy behavior, advanced npc tactics, realistic firefights, dynamic npc positioning, combat ai upgrade, tactical enemy behavior, enhanced npc intelligence, realistic battle simulation

Popular Discussions View All (3)
29
10 Aug @ 12:08pm
PINNED: Bugs
ATP
25
28 Mar @ 4:26pm
PINNED: FAQ
ATP
1
18 Jul @ 12:55am
Is ATP a bot?
CaptainSpeekin
220 Comments
DOOM 28 Aug @ 3:50pm 
thank you
DOOM 27 Aug @ 7:31pm 
What is the name of the map in the video?
Snekenjoyer6 24 Aug @ 9:00pm 
day 100304543 of asking ATP to include <Insert shitty joke suggestion here> into the mod
ATP  [author] 24 Aug @ 8:01pm 
@Goonqil Muntkus, before the latest major vj base update, npcs used to not do this, i might remove their support until i find a workaround or until vrej fixes the ai
Goonqil Muntkus 23 Aug @ 10:38pm 
This mod conflicts with VJ NPCs. Every time the NPCs get into a fight, if one loses sight of another, they won't search for them to engage in combat as they usually would. They just walk away unless the enemy is in their view again.
ATP  [author] 7 Aug @ 8:02am 
@Gake you can configure the mod to make em throw grenades more often

also, influencing ai in order to act in these stages accordingly while not messing stuff up can be difficult, i looked into custom schedules, but they only seem to be for custom npcs
Gake 6 Aug @ 6:53pm 
I have a couple of AI mods that are probably conflicting, but even with that grenade mod (I got it about a week ago) they still don't throw grenades all that often. Maybe they need stages where something like:

1) Suppressing fire stage where they shoot as often as they can and unload a full clip onto the enemy before considering a new stage.
2) Grenade stage that happens with enemies behind cover or grouped up enemies.
3) Cover stage where they run and gun to cover with allies giving suppressing fire.

Something else to consider would be flash bangs, smoke grenades, and flares, but that would be a lot of work. Idk, I was considering the idea of making a flash bang, smoke grenade, and flare mod personally where both the NPCs and players get the ability to use them... Though I'd need to ask the people behind Arc Stim for Vmanip very nicely to use their code on the player side of things and I'd want to include other things, but I don't really have the time to make it.
ATP  [author] 6 Aug @ 3:52pm 
@Gake add me on steam, i could make some changes and have you test them

about the grenade thing, you should get https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3258385599
allows more npcs to throw grenades, and i suggest fighting enemy rebels, not combine, because the game intentionally nerfs the combine

thanks tho, i worked a lot on the cover selection, i needed a balance between performance and good spots, i think what i made is good enough

you can look at the code in gmpublisher to see how it works exactly

for future updates (which will probably be in a year, ETA july 2026) i was planning on making the npcs cover their teammates if they decide to go somewhere farther than the closest most optimal cover spot

right now their get cover quality is weird aswell, i don't understand how a point near a prop gets automatically invalidated even if they're not stuck anywhere, weird ahh gmod
Gake 5 Aug @ 4:54pm 
It occurred to me that the way this reads makes it seem like I don't think what you made isn't amazing. The amount of correct cover identifications is actually pretty good, I'm just burned by the fact for as good of code as this is it makes the NPCs less difficult to deal with which should counter intuitive since getting an angle on the enemy is better than duking it out until death and it did actually inspire the feeling that I needed to do the same which legit made shootouts way more fun... It's just that disconnect when I finally looked down at my health and realized I'm basically topped off.

So, yeah, this mod massively improves the "feel" of the gunfight, but... They REALLY need to learn how to spray and pray as well as toss grenades in between cover seeking with this mod.