Garry's Mod
Campaign Entities
กำลังแสดง 11-20 จาก 46 รายการ
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อัปเดต: 26 เม.ย. 2024 @ 12: 36pm

Actually fix

อัปเดต: 26 เม.ย. 2024 @ 11: 11am

Small fix

อัปเดต: 19 เม.ย. 2024 @ 11: 56am

Style + remove print

อัปเดต: 19 เม.ย. 2024 @ 11: 49am

do NOT return true in think hook

อัปเดต: 16 เม.ย. 2024 @ 6: 17pm

IRON TIDE UPDATE

Standardized the "Proximity" system
Thing respawners, perimiter walls, and sleeping npcs are all triggered now through the same, optimized system.

Perimiter wall's sounds are now properly semi-global in multiplayer.

Sleeping zombies are no longer oddly quiet after they wake up
( Most apparent on the fast zombie. )

อัปเดต: 27 มี.ค. 2024 @ 2: 02pm

Lots of polish for the combat nodes

Use HL2 asset beam for the NPC goals ( no missing textures! )

Add "No Delay" option to headcrab canister

Add support for multiple soundscape paths.
Multiple paths are separated by spaces
Eg; sounds/sound1.wav sounds/sound2.wav

More entities now spawn properly rotated.

Add convars

campaignents_sv_fadeents
"Enable/disable the fadeout on laggy Campaign Entities"

campaignents_sv_hints
"Enable/disable the campaign entity hints?"

อัปเดต: 16 ก.พ. 2024 @ 12: 16pm

Add NoAutoModel field to thing respawner
Disables the "Automatic Model" grabbing system.
This means you can override npc_citizen models, etc.

Added "Autocopy" system to thing respawner + derivates.
Spawning a thing respawner with the toolgun, will automatically copy the settings of whatever was hit with the toolgun!

Improved NPC Goal flow
+ Thing respawners can now capture the goalid of goals

Combine forcefields optimisation.

Combat Nodes
Damage will always "wake up" melee npcs in combat node trance.

Another compat fix attempt with sleeping npcs & dynamic squads.

FIx style.

อัปเดต: 26 ธ.ค. 2023 @ 11: 51am

headcrab canister fix

อัปเดต: 19 ธ.ค. 2023 @ 7: 33pm

Proper Dynsquads compatibility
+ dynamic respawn manager waits longer before discarding respawn

อัปเดต: 18 ธ.ค. 2023 @ 2: 22pm

Catch mystery BonePosition error