Garry's Mod

Garry's Mod

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[VJ] Rebel Displacer (npc)
   
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Content Type: Addon
Addon Type: NPC
Addon Tags: Fun, Roleplay
File Size
Posted
Updated
37.279 MB
31 May @ 2:36pm
7 Jun @ 11:59am
8 Change Notes ( view )

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[VJ] Rebel Displacer (npc)

In 1 collection by rycch
Rycch's Custom NPCs
17 items
Description
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Pre-redacted message home from a Resistance field operative:

"How's everything going at home? I am sure its more pleasant there than what I have been dealing with out here, even with the baby. Command located a Combine bunker somewhere north of the City 17 ruins. They sealed all the entrances and think we can't get in without a frontal assault. Lucky for us we still got the tech advantage. The egg heads have been cooking up something that should allow us to quickly go in there and take them out by surprise. No explosives though. Sad I know, I remember how much you loved blowing up Striders back in the day. Anyway the stuff is "too delicate", so all we got are these old surplus AR1 carbines. Packs more of a punch than an smg but its nothing like the raw power of an AR2...or AR3 for that matter. All goes well though, I hope to be home before the end of the month. Actually thinking about it now, I might be able to stop home before diner. One way or another, see you two soon."

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If you enjoy the addon, don't forget to leave a thumbs up!

The Resistance continues to expand their arsenal against the Combine. May I introduce you all to the Rebel Displacer. This is a rebel that has been trained to the use a newly developed teleportation harness. As the war against the Combine continues, different Combine cells have been increasing their defenses and fortifications against Resistance attacks. To avoid costly assaults, the Resistance has continued to leverage their technological advantage over the Combine in the field of local teleportation. Tech like this allows rebel operatives to quickly jump behind enemy lines or into strongholds to dispatch targets and sabotage equipment.

Each Rebel Displacer is equipped with a surplus AR1 carbine and a teleporter backpack. The teleportation pack allows the operatives to jump directly to an enemy's location. Additional short range jumps can be employed to keep the enemy confused. The AR1 carbine is provided to these operatives due to its small size, low weight, and increased stopping power increasing the Displacer's combat effectiveness.

For all its advantages the teleportation harness does come with drawbacks. The harness is weak to explosives and, though resistant to gunfire, can be damaged to the point of failure. As such, Displacers are not equipped with explosives of any sort. If the harness does fail, it will open up an unstable portal that will dissolved most matter caught in the detonation, including the wearer.

Features of this NPC include:
  • Weapons: Rebel AR1 carbine
  • Tools: Teleportation harness
  • Custom animations
  • Custom death sequence

Feel free to offer feedback and suggestions. Such things help me with future development of addons. This npc was a pain in the neck when it came to fixing edge cases. It any issues are found, like the npc teleporting into walls, please provide the map you found this issue on. I was able to use a new capability in VJ base to find the actually ai nodes on the map for valid teleporation points. A fallback method is used in any instance that these nodes do not exist or are not usable.

In the meantime, enjoy!

A massive thank you to everyone I credited here. None of this would have been possible without them.

Credits:
EJ_5527 - Rebel Displacer model
[SGN]Chervotnadze - AK74u model and materials
Zippy - Original baseline weapon and npc code, heavily modified by me
172 Comments
Roshiro 31 Oct @ 11:19am 
Really cool idea! Wish their teleportation animations were a bit longer for telegraphing reasons. Good work!
Rocket Raccoon 23 Sep @ 2:58pm 
good npc +++W i need more npc !
Foxtrot 8 Aug @ 9:57pm 
i love these custom half life 2 stuff, creative and still looks like half life
Frosty 8 Aug @ 1:20am 
@rycch so im pretty sure there might be some kinda help on the internet about programming something but i think key features would (also) be that shot combines have the chance of surviving their shots, but being Incapacitated (or whatever its called) during battle, so they just lay there either until they bleed out (maybe 15 seconds) or Until someone drags/carries them to safety and heals them. Ofcourse i know that is hard. Take your time big boss.
Rivulet Gaming 7 Aug @ 8:06am 
I've got to say I very much enjoy these half-life themed NPC mods and am very excited to see what you have cooking next! :steamthumbsup::slimehappy:
rycch  [author] 4 Aug @ 12:31pm 
@Sergeant Gundick The hat is the one Russel uses in Hal Life Alex. I wanted the displacers to have more of a test pilot look to them.
Sergeant Gundick 4 Aug @ 12:23pm 
very cool, the hats do feel a bit off but still very cool.
rycch  [author] 29 Jul @ 4:22pm 
@Rift Fighter That could be one way of looking at the concept.
Rift Fighter 26 Jul @ 11:37pm 
So, I had this idea for a Spikewall revamp thinking of it being an elite version of a Wallhammer like normal it can deploy a manhack but it can also use drop shields the kick is that the drop shields are electrified and can move towards you and obviously damage you. This would need to give the player more agency to move across the map and to not stay in one place too long
rycch  [author] 25 Jul @ 5:32pm 
@Frosty Had an idea like this. Still thinking about how I would implement it