Garry's Mod

Garry's Mod

ANPlus [BASE] | Replacer Update
Showing 221-230 of 301 entries
< 1 ... 21  22  23  24  25 ... 31 >
Update: 24 Jan, 2023 @ 12:47pm

CHANGES

  • Weapons dropped by NPCs can now be picked up:
    > Doing so gives the picking Player ammo (ammo type is determined by the SWEP.Primary.AmmoType while the amount is determined by the current ammo count in the clip).
  • Dropped NPC weapons (made on my base) will now despawn after 10 seconds.

Update: 24 Jan, 2023 @ 12:25pm

Update: 23 Jan, 2023 @ 11:46am

Update: 23 Jan, 2023 @ 10:32am

CHANGES

  • Added a new NPC variable ['HearDistance']:
    > Set a distance at which your NPC will be able to hear things (doesn't literally set NPCs' hearing distance but rather affects ['OnNPCHearSound'] function).
  • Added a new NPC function ['OnNPCHearSound'] = function(self, ent, dist, data):
    > Triggers when NPC hears a sound made by Weapons, NPCs, and Players.

Update: 22 Jan, 2023 @ 10:37am

CHANGES

Update: 22 Jan, 2023 @ 10:01am

CHANGES

  • ANPlusGetBonePosAndAng has been renamed to ANPlusSetToBonePosAndAng (it still does the same thing),
  • Added a new function metaENT:ANPlusGetBonePosAndAng(bone, pos, ang):
    > It simply returns the adjusted position and angle of a given bone with the second (pos) and the third (ang) value.
  • Function ANPlusGetHitGroupPos has been renamed to ANPlusGetHitGroupBone as of now it also returns the bone's angle and the ID of the said bone itself.
    - USAGE -
    local pos, ang, boneID = ENT:ANPlusGetHitGroupBone( hitgroup )

Update: 21 Jan, 2023 @ 11:44am

CHANGES

  • Added new function metaENT:ANPlusRemoveHealth(val, limit):
    > It allows you to remove a certain amount of health from an entity down to the limit value.
  • NPC function ['HealthRegen'] lost its first value as it was serving no purpose:
    > BEFORE
    ['HealthRegen'] = { true, true, 1, 1 },
    > AFTER
    ['HealthRegen'] = { true, 1, 1 },

Update: 20 Jan, 2023 @ 8:18am

Update: 20 Jan, 2023 @ 8:02am

CHANGES

  • Fixed ANPlusParent spitting up errors if not attachment was set,
  • Fixed ['DamageDealtScale'] being unable to go lower than 0,
  • SWEPS got a new table which allows devs to set flashlights for them:
    from the newly added Pulse Pistol from CUP
    SWEP.FlashlightTab = { ['SmartMode'] = true, -- If true, flashlight will only activate if owner is in combat or alerted and deactivate if idle. If false, flashlight will activate on spawn. ['SpotlightAttachment'] = "1", ['SpotlightPos'] = Vector( -1, -1.2, -6 ), ['SpotlightAng'] = Angle( 0, -90, 0 ), ['SpotlightWidth'] = 5, ['SpotlightLength'] = 20, ['SpotlightColor'] = Color( 170, 255, 255, 255 ), }

Update: 19 Jan, 2023 @ 3:41pm