Garry's Mod

Garry's Mod

ANPlus [BASE] | Replacer Update
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Update: 3 Feb, 2023 @ 8:36am

Update: 3 Feb, 2023 @ 2:39am

CHANGES

  • Fixed issues with "OnPhysgunFreeze" hook.

Update: 2 Feb, 2023 @ 9:05pm

Update: 27 Jan, 2023 @ 5:46pm

CHANGES

  • Some function changes:
    >ANPlusFireEntity(entity, marksmanAiming, pos, ang, count, force, spread, delay, burstCount, burstReset, fireSND, distFireSND, entPreCallback, entPostCallback, callback)
    - New marksmanAiming bool (works the same way as with the SWEP base) makes the NPCs use a new function instead of GetAimVector()

    >ANPlusFireBullet( bullet, marksmanAiming, pos, delay, burstCount, burstReset, fireSND, distFireSND, callback )
    - New marksmanAiming bool,
    - New pos vector must be supplied to use marksmanAiming function,

Update: 26 Jan, 2023 @ 3:02pm

CHANGES

  • Changes to ENT:ANPlusMeleeAct(target, act, speed, rspeed, dist, full360, cooldown, callback) and ENT:ANPlusDealMeleeDamage(dist, dmg, dmgt, viewpunch, force, full360, sndhit, sndmiss, callback):
    > full360 now works in 2 ways. You can either set it to true and make your NPC deal melee damage 360 degrees or insert full360 as a table which will restrict angles at wich melee attacks will hit:
    local full360 = { ['Pitch'] = 70, - Up/Down ['Yaw'] = 45, - Left/Right ['Roll'] = 360, - Well... Roll? }

  • Added a new function ENT:ANPlusRangeAct(target, act, speed, rspeed, distMax, distMin, full360, cooldown, callback)
    > Similar to the ANPlusMeleeAct with the difference that it doesn't restrict which weapons can be used with it and comes with different distance values (min and max).

  • Added a new function ENT:ANPlusFireEntity(entity, pos, ang, count, force, spread, delay, burstCount, burstReset, fireSND, distFireSND, entPreCallback, entPostCallback, callback):
    > A QOL function to launch entities (grenades, rockets, etc)

Update: 26 Jan, 2023 @ 2:47pm

Update: 25 Jan, 2023 @ 12:14pm

Update: 25 Jan, 2023 @ 11:43am

Update: 24 Jan, 2023 @ 2:02pm

CHANGES

  • Added new NPC function ['OnNPCFollow'] = function(self, ent, state):
    > It fires every time NPC follows/unfollows something/someone (follow/unfollow state is determined by the "state" variable).

  • Removed ['PlayerAlly'] variable,

  • ['Relations'] tab was updated to take "player" as a value instead. If you wish to change the disposition of your NPC to other players:
    ['Relations'] = { ['Default'] = { ['MeToNPC'] = { "Default", 0 }, ['NPCToMe'] = { "Default", 0 } }, -- Like/Hate/Fear/Neutral/Default(no change) ['player'] = { ['MeToNPC'] = { "Default", 0 } }, -- Like/Hate/Fear/Neutral/Default(no change) },

Update: 24 Jan, 2023 @ 12:52pm