Garry's Mod

Garry's Mod

Crab Synth SNPC
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Mis à jour le : 13 mars 2024 à 11h23

+ General update along with recent gmod update.

Mis à jour le : 16 mai 2023 à 1h45

+ Fixed the Crab Synth not having any model when spawned directly without model keyvalue set.

Mis à jour le : 10 janv. 2023 à 4h41

+ Fixed the Crabsynth MK2 not having any reflectivity rendered.

Mis à jour le : 8 janv. 2023 à 12h33

+ Fixed the Crabsynth refusing any damage below the absolute of number 1.
+ Added the Crab Synth MK2.
++ Uses the unused animations, from the repository.
++ Uses the non-compressed textures from the beta.
++ Has more melee attacks; both while standing and while running.
-- Higher deploy / undeploy speed.
-- Less damage per second.

Mis à jour le : 14 sept. 2021 à 13h03

- Removed max_health override from spawn menu.

Mis à jour le : 12 sept. 2021 à 7h31

+ Crab Synth will no longer one hit die when a combine ball hits them. The damage output has a ramp - down. The longer the combine ball stays alive, the lesser damage it will deal.
+ Added precision check to crab synth's minigun attack: Crab synth will start firing to wherever the minigun actually aims, and will gradually aim at where the target is.

Mis à jour le : 5 aout 2021 à 2h50

+ Fixed the Crab Synth delaying all range attacks until the end of its idle animation, after taking any explosive damage. + Implemented other necessary changes from Mortarsynth code.

Mis à jour le : 27 juin 2021 à 4h28

+ Fixed crabsynth stopping RunAI entirely if SCHED_RANGE_ATTACK1 is called while not facing the enemy.

Mis à jour le : 20 juin 2021 à 4h03

+ Removed dependency on global variable 'mycrabsynthnpc'.
+ Crab Synth will no longer undeploy its minigun in most cases, will continue shooting until crabsynth_min_retreat_after_numshots is reached.
+ Decreased crabsynth_min_retreat_after_numshots from 200 to 70.
+ Fixed Crab Synth's front spikes overextending while walking.
+ Added gesture anim gest_antennae_extended, unused until new ideas pop up. Scale of the front spikes will be controlled with this gesture, determined by AddGesture and SetLayerWeight.
+ Fixed the gatling gun muzzle not rotating correctly while shooting.
+ Damage hook now triggers entity input / output events, if any is present. Citizens now cheer up when they kill this NPC.

Mis à jour le : 22 mai 2021 à 2h15

- Replaced walk01's animation name from ACT_WALK to ACT_WALK_AIM.
- Removed debug output from charge attack code.