Garry's Mod
Dynamic NPC Squads
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Aggiornamento: 10 ott 2024, 16:25

Little tweaks

Aggiornamento: 1 ago 2024, 14:37

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

Aggiornamento: 31 lug 2024, 16:22

Tweaks, potential crash fix

Aggiornamento: 11 lug 2024, 22:26

Small tweaks, fixes.

Aggiornamento: 6 lug 2024, 18:06

Let striders, helicopters, gunships join squads

Aggiornamento: 21 giu 2024, 12:13

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

Aggiornamento: 18 mag 2024, 14:05

Error stomp

Aggiornamento: 11 mag 2024, 12:40

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.

Aggiornamento: 1 mag 2024, 13:16

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

Aggiornamento: 26 apr 2024, 19:27

Bug stomp