Garry's Mod

Garry's Mod

Terminator Nextbot
Showing 131-140 of 332 entries
< 1 ... 12  13  14  15  16 ... 34 >
Update: 30 Nov, 2024 @ 3:24pm

fix

Update: 26 Nov, 2024 @ 5:06pm

Minor improvements
Add PosCanSeeHull ( used by door patching sanity check )
Make sure GetNookScore doesnt return good nooks next to the skybox

Area validity checks

_index call reduction in unstucker

Remove physics setting HACK ( replaced with ENT.MyPhysicsMass )

Update: 18 Nov, 2024 @ 2:31pm

optimisations, tweaks!

reduced _index calls in expensive funcs
Moved GetTrueCurrentNavArea out of shared.lua
properly handle non-lethal combine ball damage

Update: 17 Nov, 2024 @ 11:15am

tweaks
properly handle area validity in more places
ignore patching random players WHEN some player is being chased by a bot

Update: 13 Nov, 2024 @ 11:55am

tweak

Update: 11 Nov, 2024 @ 2:57pm

dont see long distance thru props
+ bot vs vehicle logic improvements

Update: 10 Nov, 2024 @ 9:23pm

Fix stupid

Update: 9 Nov, 2024 @ 4:50pm

Big update!
Added new system that creates navareas in a grid.
This is used whenever the bot, or players, end up off the navmesh.

In effect, making the bots EVEN BETTER at chasing and HUNTING down players...!

This also means that the bots will now work ( albeit poorly, sloppily ) on maps without a pregenerated navmesh. ( the areapatcher is no substitute for a proper nav_generate )

This new system can be disabled by running terminator_areapatching_enable 0

+tons of other minor tweaks and optimisations! ( see github for full changelog )

Update: 1 Nov, 2024 @ 4:19pm

TFA melee compatibility

Update: 1 Nov, 2024 @ 3:31pm

Bots now destroy abandoned vehicles!

Cleanup for enemy handling, Were some sneaky bugs in there.
Angering polish!
Add CPPI fallback to NO NAVMESH message
& Lots of code cleanup, style consistency changes.