Garry's Mod

Garry's Mod

Dynamic NPC Squads
704 Comments
Male_09 26 Aug @ 11:22am 
"Removed grigori support."
i cry oceans seeing this
StrawWagen  [author] 22 Aug @ 7:51pm 
The kenni ones? Think so
Venom Snake 22 Aug @ 5:46pm 
does this work with enhanced combine ai?
StrawWagen  [author] 13 Aug @ 9:40pm 
No clue, def wont crash your game or anything
the weather channel 13 Aug @ 8:19pm 
Does this work for inpcs by any chance
Ocean 6 Aug @ 9:44pm 
"npc_dynsquads_enabled" = "1" min. 0.000000 max. 1.000000
game lua_server" but when i do npc_dynsquads_enabled 1 it just does nothing
Ocean 6 Aug @ 9:42pm 
why wont the FREAKING COMMANDS WORK
Ocean 6 Aug @ 9:41pm 
"unknown command"
baccabab 5 Aug @ 3:26am 
Can u add tool to add squads? I mean u can connect needed NPCs into squad manually by toolgun
Snekenjoyer6 28 Jul @ 12:13am 
day uhhhhhhhhhhhhhhhh something for asking for a cvar for changing the max squad size
John the Tester 20 Jul @ 7:38am 
workshop masterpiece
ATP 19 Jul @ 5:17am 
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An_Unknown_Player[FIN] 11 Jul @ 7:06am 
From my experience, the leader is the first one that moves. Could also be that it's been a coincidence.
StrawWagen  [author] 10 Jul @ 5:53pm 
idk the engine handles that
gabefoster567 10 Jul @ 5:17pm 
HOW WILL THEY KNOW WHO IS THERE LEADER
Gamebit 19 Jun @ 4:46pm 
Now I can make full on wars!
NullPug 15 Jun @ 7:57pm 
Would it be possible to have the console commands accessible through the spawn menu?
ProfFalkenJR 15 Jun @ 7:52pm 
Does this work with VJ units?
Sif 7 Jun @ 7:01pm 
@Freedom The Weirdo

Probably because VJ recently updated.
Ready 4 Jun @ 3:40pm 
does this work with Enhanced Sandbox NPCs? I think it has it's own squad system or not, I think it just makes NPCs be able to be in squads than improved behaviour with them
StrawWagen  [author] 28 May @ 9:51pm 
Are you on a map with AI nodes?
s99547319 28 May @ 9:49pm 
seems broken for some reason
wont work for rebels or combine at all weird
StrawWagen  [author] 27 May @ 1:57pm 
Not really sure it ever worked with vj base
Freedom The Weirdo 27 May @ 10:54am 
I love using this mod with vj military snpcs but not sure if its just me but it seemed like the vj snpcs have stopped forming squads even with this mod installed.

I find that weird because it worked perfectly before
Wesch 24 May @ 1:56pm 
Tested it out ingame works good :steamthumbsup: thanks for the quick fix!
StrawWagen  [author] 24 May @ 1:46pm 
Should be fixed now, thanks for making the clip
StrawWagen  [author] 24 May @ 1:32pm 
Nvm, yeah it's dynsquads
Wesch 24 May @ 1:27pm 
Yeah i disabled all the mods and it seems to only do this with this mod combined with iNPC, after i disabled this mod i would no longer see this animation bug.
StrawWagen  [author] 24 May @ 1:23pm 
That really doesn't look like anything dynsquads does, i can check it out tho
Wesch 24 May @ 11:20am 
here is the clip
StrawWagen  [author] 24 May @ 11:05am 
Send a clip
Wesch 24 May @ 8:04am 
Conflicts with iNPC
Breaks Metro Cop Reload Animation with pistol
Nesigmohka1 22 May @ 5:57am 
HIM
Icery 21 May @ 10:55am 
I have an idea for new feature.

While in default AI as we know, there is a bug with most resistance npcs, when they try to use crouch cover low hint, the animation does not play right. Leaving them exposed for damage.
And over all the default AI sends them for slaughter anyway.

So i thought, if squads used ai_goal_standoff and their leader as the battle line target. Oh my.. That would be absolutely glorious.
Even Combine or any custom npc would greatly benefit from it.

So something like "npc_dynsquads_usestandoff" ? :D

So yeah, would try to create something myself but, yeah don't know Lua. :c

Anyway thank you so much for your effort.
StrawWagen  [author] 17 May @ 4:04pm 
Yes
nicknewman5151 17 May @ 1:00pm 
does this work on vortigaunts?
StrawWagen  [author] 16 May @ 11:14am 
Glad it's gettin used :steamhappy:
Icery 16 May @ 3:37am 
Thank you so much for npc_dynsquads_ignoremapcreated
Now this mod is beyond perfect.
Normie Thots 26 Apr @ 5:23pm 
Gotcha, I appreciate the transparency!
StrawWagen  [author] 26 Apr @ 4:35pm 
The error message is an engine error, my fixer is just a bit slow
Normie Thots 26 Apr @ 3:56pm 
Ahh so it only happens when it detects it? That’s a relief, maybe make the error messages part of the developer mode output since the related errors fix themselves and wouldn’t need further intervention in most cases?
StrawWagen  [author] 26 Apr @ 3:24pm 
It kicks out offending npcs, the error would last forever before I made it kick them out
Normie Thots 26 Apr @ 3:04pm 
When using a zombie mod that allows infections it often leads to this error;

"ERROR: Squad 'dyn_6466' has enemies in it!
monster_zombie doesn't like Metro Police (Police)"

Is it at all possible to have it just kick out the offending npc or sanity check something hasn't changed on it's own? There's no good way to disband the squad aside from all of it's members dying.
StrawWagen  [author] 24 Apr @ 4:32pm 
Forgot to add the idle wandering feature to the description, oops!
дабстеп мытищи 13 Apr @ 7:26am 
Nevermind, I think it works exactly that way, but in rare occurences it may fail
дабстеп мытищи 13 Apr @ 6:45am 
So maybe there is a lack of inter-squad communication.
I think if one metrocop squad encounters a group of rebels and starts shooting, they should call in other squads for reinforcement

Is it the case?
дабстеп мытищи 13 Apr @ 6:40am 
awesome addon!
I see something funny though - one squad of metrocops decided to just wander around the other side of the map, while all their teammates are fighting in deadly warfare (i've set the capture point)
дабстеп мытищи 13 Apr @ 6:38am 
okay it was the map problem (ai nodes)
дабстеп мытищи 13 Apr @ 6:35am 
NPCs just stand still. If I place an enemy just next to them they will shoot and move a little bit but they don't move towards the dynasquad goal thing
StrawWagen  [author] 10 Apr @ 8:08pm 
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