Garry's Mod

Garry's Mod

Sandbox Wanted | Notoriety System
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Update: 8 Sep @ 7:25am

- Added Compatibility to NPC Prop Breaching so that they will also target barricades
- Added console command and config: wblnot_notoriety_wanderingnpcdespawndiffaction (default 0) in which will despawn all wandering npcs that are not the same faction of the active notoriety (i.e. Killing a wandering zombie will give 1 star zombie faction, and will despawn all other wandering NPCs instead of marking them)

Update: 2 Sep @ 7:21am

- Updated again (got my files mixed up!)

Update: 2 Sep @ 7:14am

- reverted

Update: 2 Sep @ 3:10am

- Fixed using the setting of stars buttons to trigger the resttime

Update: 2 Sep @ 2:45am

- Fixed 30 second timer being +1 second (showing 31 seconds left instead of 30)
- Fixed notoriety draining on resttime (if notoriety drain is enabled)
- Added feature for Loadout Progression System for Sandbox so that you gain 100 points when killing all VIPs "ending the game"

Update: 1 Sep @ 8:35am

Added Feature: Added Spawn platform entities (Spawn Control)
These can be spawned under Spawnmenu -> Entities Tab -> WeNot
Has two modes:
1. GREED MODE - It will be the position where NPCs will spawn, if "Enable Spawning on Platforms" is enabled
2. RED MODE – Marks the area as a no-spawn zone for the dynamic spawn (blocks NPC spawning in the area w/ configurable radius).
- Configurations to save the platform position and state, so in startup it will still be there

Added Feature: Wave Rest Time
- An option to have a rest time before the notoriety stars increase to the next star

Added Feature: Added Override Despawn distance
- If enabled, you can set the Despawn distance for all Wanted system spawned NPCs, overriding the dynamic despawn mechanic
- Example if you set the distance to 3000 will make all NPCs farther than 3000 to despawn

Others:
- Fixed NPCs not moving when they are in an area in the map where players cant see them (Usually NPCs can't track players if spawned too far away or no view of the target)
- Disabled Wipey by default
- Disabled notoriety loss when all tagged npcs are dead by default

Update: 15 Jul @ 4:17pm

Reverted, think i broke something

Update: 14 Jul @ 5:56pm

- Wandering NPCs are now disabled by default
- Notoriety loss on tagged NPC death is now disabled by default

Update: 28 May @ 9:38pm

MAJOR CHANGES
- Added DRG Base Compatibility
* DRG Base NPCs will now properly chase their target if they are newly spawned and is behind walls
* DRG Base NPCs will now properly behave properly when tagging other NPCs
* fixed most lua errors when spawning in DRG Base NPCs
* Excluded 'spawners' and 'random' when browsing for NPCs in quick add faction or Create/Edit faction menu
* Some Non-DRG-Nextbots might work, but some might not. Use at your own risk
* Due to limitations, they will not spawn as wandering NPCs

OTHER CHANGES
- NPCs will now face their target on spawn
- Changed NPC Notoriety Tagger tool description

Update: 27 May @ 4:15am

MAJOR CHANGES
- Added Zbase Compatibility:
* All Zbase NPCs relationships to other npcs are now handled properly during notoriety (for base HL2, VJ and Zbase)
* With this you can create a faction of mixed NPCs from different NPC bases and they will work together to take you (and other marked NPCs) down.
* Lua Errors are less probable
* Note that some Vehicular NPCs (helicopters might still work) might not work as intended and will probably start attacking fellow faction members, please avoid them for now

- Changed Faction Edit/Create Menu to have better visualization:
* The Weight & Spawndistance are now hidden
* Adjusted default width size of the other columns

- Added Configuration: Enable Despawn effects
* By default, there won't be a white glow on npc despawn
* You can now enable the white glow when npcs despawn using this config

- Changed Quick Add Faction
* Merged Quick Add Faction into a single button. The other option feels useless now.
* Added 'Clear All' in Quick Add Faction NPC list
* Compatibility with Zbase added and can list down Zbase NPCs properly

- Improvements on despawning to improve immersion
* NPCs will not despawn under any circumstances (except being too far & notoriety wipe) if they have Line-of-Sight to any player

OTHER CHANGES
- npc bullseyes and combine mines created during high notoriety will be removed, instead of every npc bullseye and combine mine in the map.
- Fixed lua error when wandering NPCs are ON and that there are no listed factions
- Removed table Debug in console when creating faction using quick add faction
- Fixed notification progress of quck add faction, it will now notify every 25% progress properly
- A error notification will show when quick add-ing a faction with no faction name or nothing in the list
- Restricted Faction name to not allow Purely numeric names
- In Browsing NPCs/NPC category it will now arrange the list alphabetically by default
- In Weapon category it will now arrange the list alphabetically by default
- Previous Wandering NPCs will now despawn when selecting a different faction/npc star on the Wandering NPC combo box

Please report any bugs if you can! Thank you!