Garry's Mod

Garry's Mod

1,789 ratings
Global Aggro (Target Players / NPC War)
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Content Type: Addon
Addon Type: Tool
Addon Tags: Cartoon, Fun, Movie
File Size
Posted
Updated
15.372 KB
15 Aug @ 8:36am
3 Sep @ 12:34pm
11 Change Notes ( view )

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Global Aggro (Target Players / NPC War)

In 2 collections by Freef
Freef's Misc Mods
47 items
Global Aggro Target Showcase Mods
9 items
Description
Gameplay trailer on cs_militia
Makes all hostile NPCs attack your location and/or engage in a war, requires map to have a navmesh for nextbots and nodegraph for HL2 NPCs!
Includes Nextbot support for ZBase, VJBase and DrGBase

Utilities->Admin has a menu of the following console gizmos:
global_aggro_target_players 1 to activate hostiles targeting players
global_aggro_uncollide_doors to uncollide all doors
global_aggro_npcwar_enemies_hunting 1 to activate your enemies hunting your friends, opposite is global_aggro_npcwar_friends_hunting 1
global_aggro_schedule_override 0 to make them less aggressive

You can also customize if neutrals and unsupported Nextbots should be included in calculations.

Reload map if they freeze up, AI overhauls may conflict, movement efficiency/distance depend on navmesh quality & distance
This mod doesn't spawn enemies on its own. Works great with NPC Groups, NPC Daemon / Global NPC Group Spawner (disable seek out enemies!) and iRaids. Don't forget Better Keep Corpses!

I've always hated how in NPC Spawner battles, the NPCs would either not know where you are or just wait to ambush you, even if you've just killed one of their buddies close by.

That's why I developed Global Aggro. Every ~2 seconds, the NPCs on the map receive new information on one random player. The mod also attempts to override their state to an aggressive charge instead of a passive ambush (can be disabled). If you're a developer, you can use global_aggro_z_debug_print to see information on the changes being made.

The mod also supports NPC wars. Using the hunting options, NPCs will be split into 2 teams based on their relation to the player who was randomly selected for the calculations. Either one or both teams will then attack each other. Note for DRGBase: I am unable to read the player relationship while ignore players is enabled. In such a case, the script will assume the Nextbot belongs to team hostile.

This does nothing on Nextbots if they do not provide the same NPC API or are part of the 3 bases. You'll have to ask the developer to add an option for giving them a max awareness or for supporting the NPC calls of this mod. If you still want to use them, there's an option which will attempt to set them to a team hostile/friendly, but this is a bit buggy.

Inspired by NPC Attack point
152 Comments
Freef  [author] 28 Sep @ 8:59am 
Works fine for me when using the mods in description
Jboy9786 28 Sep @ 6:41am 
I don't know, even with navmeshed maps this still doesn't work half the time
Dr. Walter λ 23 Sep @ 5:43am 
works with dynamic npc squads?
him 19 Sep @ 6:44pm 
not working?
Jboy9786 19 Sep @ 3:10am 
mind you, this doesn't work if you want to have 2 factions who are already hostile to each other bust also to the player because the settings specifically say hostile to the player and allies to the player, TL;DR, if 2 factions hate your guts, this won't work at all
UNSKILLED 4 Sep @ 5:10pm 
i want an aggro mod like army of 2, where the most dangerous player or npc is targeted. lmk if there is on like that
R4NG3RS1 4 Sep @ 4:43pm 
i think the new update may have broken combine ai or something. even when their schedules are overridden, they just decide to camp wherever they spawned. i don't have any addons that alter ai behavior either.
Cosmos 1 Sep @ 2:57pm 
Police assault in progress
The Courier 30 Aug @ 4:08pm 
peak
miles cool kid 30 Aug @ 9:03am 
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