Garry's Mod

Garry's Mod

Terminator Nextbot
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Opdatering: 22. aug. kl. 12:10

Fix bots being stupid & braindead
All the new optimisations meant the bots were actually respecting their CoroutineThreshes, increased them to compensate
Readd ENT:RestartMotionCoroutine, but don't call it on every task end now, that was dumb
Add .term_cancelPathGen functionality. Setting to true kills any active path generation with a return false
Increase ENT:CanDoNewPath dist tolerances
Make movement_backthehellup a base task

Opdatering: 22. aug. kl. 12:07

Undo mistake commit

Opdatering: 22. aug. kl. 12:05

Fixes & Polish
Give different, shorter "tutorial" message if player joins packed server
Give godmode to players in the tutorial
Start with lots of hunters if a packed server, only applies to like jerma's glee, etc
Replace termHuntBlockScoring2 nwvar with hook
Fix ion cannon purchase not resupplying
Secret mode with the test combine soldiers

Opdatering: 20. aug. kl. 13:48

Fixes
Fix leapers leaping way too far
Fix bots not losing enemies when they go notarget

Opdatering: 20. aug. kl. 13:35

Add ENT:AdditionalRagdollDeathEffects func
Shared func, always passes ragdoll
Fix Ragmod errors

Opdatering: 19. aug. kl. 14:15

err stomp?

Opdatering: 18. aug. kl. 23:57

Sweeping optimisations
Add bot profiling commands
term_debug_totaloverbudgetyields ( finds ambient lag caused by not enough yields )
term_debug_worstoverbudgetyields ( finds freezing caused by not enough yields )

They're very useful.
Used to do sweeping "optimisations", but really just yielded more in hotspots
Cache :PosThatWillBringUsTowards results for way longer
Add a simple fodder-only cache for :GetNextPathArea
Flood mark walkable areas way less for fodder enems
Properly reset .IsSeeEnemy variables, so they don't sit false as the coroutine thinks
Call :ForgetOldEnemies in correct place too
Slow down :FindEnemies calls for fodder bots
Skip wep.Clip1 checks in a couple spots
Remove duplicate :ForgetOldEnemies definition
Replace all obj:IsValid() calls with IsValid( obj )

Opdatering: 13. aug. kl. 17:20

Fixes/tweaks
Expose getFloorTr
Make posIsUnderDisplacement accept a second arg, dir
Fixes edge case of bots getting stuck outside "wraparound displacement" caves
Make RegisterForcedEnemyCheckPos return early for fodder npcs
Return early in GetNearbyAllies if informrad is 0
Make ladder "footstep" sounds more accurate for non-heavy bots
Increase superBadConnection costs

Get rid of .HasFists, just set .TERM_FISTS to false
Only bots with .TERM_FISTS will now attack blocking stuff like crazy
Make everything that calls "WeaponPrimaryAttack" give a lastShootingType
Be way less patient with fodder bots under displacements

Add system to filter out fodder bots giving shoddy intercepts
Generally do a little pass on the intercept sending logic

More yields in movement_stalkenemy
Get rid of duplicate ENT:SetupMotionType()

Lots of tweaks for prototype soldiers
Tweak footstep timing
Add "passive" holdtype state where the smart ones change weapon stance
Completely change movement_shootfromcover BehaveUpdatePriority "enemy too close" logic
Just gotopossimple with our velocity, with some sanity checks
Clamp coverpos search distance
Don't movement_backthehellup off of rooftops/cliffs
Stop early in movement_intercept if we see the new enemy

Opdatering: 12. aug. kl. 0:11

CHECK .HASFISTS in givedefaultweapons

Opdatering: 2. aug. kl. 23:04

Get more info on this annoying error