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-Fixed the M194 Fragmentation Grenade's beeping sound not looping after the VJ Base Revamp released.
-Made the spawn category icon for the KZ2 SNPCs transparent to better match most other icons for VJ Base SNPCs (Also because it just looks a lot better.
-Fixed a couple voice lines for the Helghast Advanced Assault Trooper not playing at the correct times (e.g: some combat dialogue were accidentally used as man down voice lines).
-All infantry in this mod now use L4D animations that much better resemble the Killzone 2 animations, improving the Killzone aesthetic of this mod as a result. These animations are still based on playermodel animations, so the SNPCs still have the unique features that infantry with PM anims have (e.g: death animations, unique animations for specific weapons, and the ability to throw grenades while moving).
I'd also like to mention that I've gained some resources to make some new SNPCs for this mod, and so more SNPCs are going to be added in the next update! Expect said update to release sometime this year or so.
-Revamped various code in this mod to work with the latest version of VJ Base
-Greatly improved the ragdolls for all infantry in this mod. Special thanks to RED EPSILON for help with this!
-Helghast Support Troopers and ISA Rocketeers now fire rockets at where their target is heading, rather than where their target is currently located.
-Improved the functionality of Radec's cloaking ability.
-All weapons in this mod can now be given to other VJ Base SNPCs via the weapon overdrive menu! Do note however that the STA-11 is used differently by other SNPCs than the Shock Troopers for balancing reasons.
May I ask to see your edits of their QC files? I just gained access to the OG model sources from Ninya and I'm trying to edit them now. Feel free to add me if you'd like to show me them through Steam chat
Yo, that actually sounds like a good idea! Apologies for the late reply. This mod is going to get updated once the new VJ Base update comes out. I could probably ask Ninya for the original model sources for the Helghast models so I could edit their QC file since decompiling them could have a chance of corrupting their models. If I'm able to get a hold of them, I'll try out your proposed fix and let you know how it goes
In regards to the Commando having the Killzone 3 model as a placeholder. I was wondering if you could make it an option to choose between skins when you change it since I prefer the Killzone 3 model over the Killzone 2 one.
Of course it's in the end your decision and I won't unsubscribe the mod over one model.
Potentially yes, but unfortunately I do not know how at the moment. Once I can find away to improve their physics though, I will of course update the mod.
@ducky momo123
You either have an addon that's breaking VJ Base AI, or you are using the SNPCs on a map that has no AI Nodes. It is always recommended to play on maps that have AI Nodes when you want to use SNPCs because AI Nodes allow them to move around the map. However, the INPC mod is heavily outdated from what I remember so that might be breaking VJ Base AI, so I would suggest unsubbing that mod if that's indeed what's happening.
I already used the Inpcs & xdshot's addons and it didn't work so if it's a bug could you fix it if not do you recommend other addons so the npcs don't just stand and shoot but move at the same time?
I will appreciate it
Sorry for the delay, I was in vacation !
After further testing, I discovered that the issue was coming from Ryuunosuke's addons, for unknown reasons, NPCs don't seem to fire on his vehicles.
My project is mainly centered around a military server that would use your NPCs as hostiles for one of the faction, though I might do other things with them
Anyway, it's really a great addon and I like it a lot ! Do you plan on making more updates ? Or perhaps, other NPCs on VJ Base ?
Thanks mate! Glory to the Helghast!
Hi Tigerai_ TTV, I'm really happy to hear you enjoy the mod. I personally haven't encountered any issues when using the SNPCs with LVS, but I can take a second look at that when I have the time. For now though, I would suggest checking to see if any addon conflictions is causing that or making sure none of your Gmod files are corrupted by verifying the integrity of Gmod's files via Steam settings for the game. Also, I'm really interested in hearing about what you're planning with this mod, feel free to share that here if you'd like!
Hi Tigerai_ TTV, I'm really happy to hear you enjoy the mod. I personally haven't encountered any issues when using the SNPCs while using LVS, but I can take a second look at that when I have the time. For now though, I would suggest checking to see if any addon conflictions is causing that or making sure none of your Gmod files are corrupted by verifying the integrity of Gmod's files via Steam settings for the game. Also, I'm really interested in hearing what you're planning with this mod, feel free to share that here if you'd like!
-All SNPC and weapon models in this mod are now pre-cached to reduce lag when spawning them in-game for the first time.
-Put the code that gives the SNPCs unique animations for specific weapons in a more appropriate function, making it work better as a result.
-Added a few more voice lines for the Helghast Commando.
-in case anyone using this mod would prefer this, I have added an option in the settings that allows you to disable death animations for all SNPCs except for Radec.
You either have a conflicting addon or some files in your Gmod directory are corrupted. First try disabling all but this mod and VJ Base to see if that still happens. If that ends up being the case, try verifying the integrity of Gmod's files via steam properties and then see if the issues still occur.
They actually use playermodel animations by default, which were made on top of the Combine Soldier animations. The only animations that are different are the running and idle animations, which I put a link to a mod at the top of the description that changes this. If they're showing up as rebel animations for you, then you may have an addon installed that changes the playermodel animations to that
Hmm, that could be neat. Although I think you can already create squads yourself using the SNPC Spawner tool, I might end up adding some pre-created squads to the mod as well. Happy to hear you enjoy the mod as well mate!
@Rutas_Vadec
As far as I know, the Helghast helmet has never been ported to Gmod as a separate model, which is why that feature is unfortunately absent in this mod. If I can manage to separate it from the Helghast Assault Trooper's model if possible however, I will definitely add that feature to the mod.
@Haze Ps3 #1 fan
Trust me mate, although it might awhile, I'm most likely gonna be working on Haze SNPCs after I finish my next SNPC mod.
@Deathtrooper42
Happy to hear you enjoy the mod so much man, that means a lot! I'd love to add both the Heavy and ARC Troopers to this mod, but unfortunately it seems their models were never ripped or ported to Gmod, so I can't add them for the time being. Nevertheless though, I can say that I will definitely add them to the mod once their models are ported to Gmod. I've added the ARC Trooper to the planned updates section as well. P.S: That static filter you put on top of your Helghast profile picture actually looks badass.
-Added the Helghast Elite Shock Trooper.
-Improved the AI of the Helghast Drone: It no longer needs to be very close to you to move around more freely.
-The hover sound for the drone now loops better.
-Fixed the physics for most weapons in this mod. A few of them unfortunately still have physics bugs due to them having to be recompiled for this mod, but most of them are now fixed.
-Improved the code for Radec's cloaking device so now it generally works better.
-Improved the firing sound effects for the VC32 and ISA Sniper Rifles when they are heard from a distance.
Much Love man keep it up