Garry's Mod
Campaign Entities
Показані результати 11–20 із 46
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Оновлено: 26 квіт. 2024 о 12:36

Actually fix

Оновлено: 26 квіт. 2024 о 11:11

Small fix

Оновлено: 19 квіт. 2024 о 11:56

Style + remove print

Оновлено: 19 квіт. 2024 о 11:49

do NOT return true in think hook

Оновлено: 16 квіт. 2024 о 18:17

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. )

Оновлено: 27 берез. 2024 о 14:02

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?"

Оновлено: 16 лют. 2024 о 12:16

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.

Оновлено: 26 груд. 2023 о 11:51

headcrab canister fix

Оновлено: 19 груд. 2023 о 19:33

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

Оновлено: 18 груд. 2023 о 14:22

Catch mystery BonePosition error