Garry's Mod

Garry's Mod

ANPlus [BASE] | Replacer Update
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Opdatering: 9. dec. 2022 kl. 16:21

CHANGES... Uhhh, okay so:

  • ['Default'] variable in ['Relations'] table got a new relation "Default":
    > Setting this instead of "Hate", "Like", and etc will keep default relations for your NPC and vice versa.

  • A bunch of new functions which I'll just list below:
    > ENTITY:ANPMuteSound(bool) - Let's you mute all sounds (except scripted sentences) made by your NPC,
    > ENTITY:ANPlusShootEffect( att, bone, muzzleeffect, smokeeffect, smokeafterfiredelay ) - Allows you to add muzzle effect to any entity,
    > ENTITY:ANPlusShell( att, bone, type, scale, angVec ) - Allows you to add spent casings effect to any entity,
    > ENTITY:ANPlusFireBullet( bulletTab, delay, burstcount, burstdelay, firesnd, distfiresnd, callback ) - Allows you to make any entity fire bullets,
    > ENTITY:ANPlusGetEnemies() - Allows you to get a table with all possible enemies of your NPC,
    > ENTITY:ANPlusGetBonePosAndAng(ent, bone, pos, ang) - Lets you set the position and angles of one entity according to bone position and angles of another,
    > ENTITY:ANPlusParentToBone(ent, bone, nocollide, pos, ang) - Lets you to precisely parent one entity to bone of another,
    > ENTITY:ANPlusParent(ent, att, nocollide, pos, ang) - Same but for overall parenting and attachments,
    > ENTITY:ANPlusUnParentFromBone(ent, bone, solid, collisiongroup) - Lets you to unparent one entity from another,

Opdatering: 6. dec. 2022 kl. 9:10

CHANGES:

  • function ENT:ANPlusParentToBone( ent, bone, nocollide, pos, ang ) has been added:
    > It lets you in a very easy way to parent one entity to a bone of another entity (eg your NPC).

Opdatering: 5. dec. 2022 kl. 7:12

CHANGES:

  • [RemoveOrReplaceOnDeath] variable has been removed.
  • ['OnNPCCreateEntity'] function is now shared between the Client and Server.
  • Added new NPC function ['OnNPCRagdollCreated'] = function(self, ragdoll) that lets you access NPC ragdoll on death. Mind you that this function is shared between the Client and Server.
  • Fixed errors related to ['CurBones'].

Opdatering: 5. dec. 2022 kl. 3:43

Opdatering: 5. dec. 2022 kl. 3:38

CHANGES:

  • Hotfix:
    lua/autorun/addnpcplus_base.lua:1372: attempt to index loval 'v' (a nil value) 1. ANPlusRandomTeleport - lua/autorun/addnpcplus_base.lua:1372 2. OnNPCThink - lua/autorun/anp_proto_jeff.lua:396 3. unknown - lua/autorun/addnpcplus_base.lua:1166

Opdatering: 4. dec. 2022 kl. 16:51

CHANGES:

  • Relations hotfix

Opdatering: 4. dec. 2022 kl. 14:57

CHANGES:

  • ['Allies'] variable overhaul:

    --OLD--
    ['Allies'] = { ['npc_citizen'] = true ['npc_zombie'] = true ['ANP NPC Name'] = true }
    > Old code while functional allowed only for choosing between friends and foes.

    --NEW--
    ['Relations'] = { Mind you, relationships between ANP NPC of the same name are created automatically and are set to D_LI. ['Default'] = { ['MeToNPC'] = { "Hate", 0 }, ['NPCToMe'] = { "Hate", 0 } }, -- "Hate" / "Like" / "Fear" / "Neutral" -- ['npc_citizen'] = { ['MeToNPC'] = { "Like", 0 }, ['NPCToMe'] = { "Like", 0 } }, ['ANP NPC Name'] = { ['MeToNPC'] = { "Like", 0 }, ['NPCToMe'] = { "Like", 0 } }, },
    > New code allows for much better control. You're able to choose precise relations between NPCs.

    Mind that ['Default'] variable must be present for the code to manage NPCs that were not put in this table.

    > If you don't wish to use it and leave the NPC relations as they should be by the default, set this new variable to "nil" (['Relations'] = nil).

Opdatering: 3. dec. 2022 kl. 11:20

CHANGES:

  • Fixed a lot,
  • Added even more,

Opdatering: 1. dec. 2022 kl. 13:38

CHANGES:

  • ANPlusGrenadeThrow function has been changed to support custom entities as grenades:

    --OLD--
    ENT:ANPlusGrenadeThrow( target, anim, speed, bonename, throwdelay, fuse, distmin, distmax, maxlastseen, cooldown )

    --NEW--
    ENT:ANPlusGrenadeThrow( target, entity, anim, speed, bonename, throwdelay, forcemul, distmin, distmax, maxlastseen, cooldown, callback )
    > Variable "entity" has been added (entity class),
    > Variable "fuse" has been changed into "forcemul" (force multiplier to better support "grenades" with different physics).

Opdatering: 29. nov. 2022 kl. 13:29