Garry's Mod

Garry's Mod

Dynamic NPC Squads
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Update: 10 Oct, 2024 @ 4:25pm

Little tweaks

Update: 1 Aug, 2024 @ 2:37pm

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

Update: 31 Jul, 2024 @ 4:22pm

Tweaks, potential crash fix

Update: 11 Jul, 2024 @ 10:26pm

Small tweaks, fixes.

Update: 6 Jul, 2024 @ 6:06pm

Let striders, helicopters, gunships join squads

Update: 21 Jun, 2024 @ 12:13pm

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

Update: 18 May, 2024 @ 2:05pm

Error stomp

Update: 11 May, 2024 @ 12:40pm

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.

Update: 1 May, 2024 @ 1:16pm

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

Update: 26 Apr, 2024 @ 7:27pm

Bug stomp