Garry's Mod

Garry's Mod

Dynamic Combine Rappelling
259 Comments
Arel 15 Sep @ 2:54am 
they jump down with the animations but they end up dying in the process. any ideas which mod class is causing this?
†GOTSR♰ 5 Sep @ 7:51am 
@classic game just download a spawner addon
w.black57  [author] 4 Sep @ 8:42am 
@Delta29

The mod does not depend on Nav meshes or AI nodes (although the AI node is used by the npc itself, technical AI nodes is still needed). So yes it works on ANY map
Delta29 4 Sep @ 6:34am 
does this work for the Combine faction in Map Sweepers? and is it truly compatible with ANY map?
classic gamer 3 Sep @ 4:43pm 
Can you make option in spawn menu to spawn random combine soldier please. I found it weird the menu doesn't have that option.
w.black57  [author] 31 Aug @ 5:13pm 
I mean, you did contribute hehe :cat_cool:
UNIT1  [author] 31 Aug @ 5:07pm 
haha me contributer
thank you broooo!
UNIT1  [author] 31 Aug @ 4:52pm 
@w.black57
its all good i won't mind if you put mine in the redirect
:steamhappy:
w.black57  [author] 31 Aug @ 4:44pm 
@UNIT1

Hey thanks for this! Im very sorry if I abandoned this, kinda lost motivation in updating this haha.

Ill update my page to redirect towards this updated one if you dont mind.
UNIT1  [author] 31 Aug @ 11:30am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3559726519?
Here y'all go
I made a custom animation supporter version if your using retail-like anims
(might be a little wonky but convars should still work!)
kemakangi 31 Aug @ 10:24am 
awsome
Heavy 30 Aug @ 1:43am 
👍
Djtrainer2002 29 Aug @ 12:18pm 
Good :D
ProjectSundial 27 Aug @ 5:33pm 
I already thought that this mod is great, but the fact that it works on other addons makes it even better
:steamthumbsup:
UNIT1  [author] 26 Aug @ 12:44pm 
@ w.black57
Not what I meant
Sorry
What I meant by is like combine animation replacers don’t work with this
w.black57  [author] 25 Aug @ 11:07pm 
@UNIT1

I dont make animations, these are just hl2 default animation :sadfaye:
UNIT1  [author] 25 Aug @ 3:56pm 
brooo when is custom animation support coming
:steamsad:
t51 enjoyer 24 Aug @ 8:15am 
you should make it so they can also climb up and not just go down
Pursuer's pursuer 22 Aug @ 6:46am 
btw not the deployable ones its kinda like the ones individually around the npc
Pursuer's pursuer 22 Aug @ 6:43am 
I did its really cool but im just wondering if u can make a forcefields for the normal combine npcs not vj base
w.black57  [author] 22 Aug @ 12:36am 
@Cyan Mecha

I suggest checking out Rychh's combine, they are awesome :SelicyGrin:
Pursuer's pursuer 22 Aug @ 12:07am 
Yo dude can you maybe like make an addon for combine soldiers having forcefields around them so they have more protection that would be really cool if you can make an addon based on this.
Gake 4 Aug @ 12:34pm 
[BUG] if the roof isn't high up from the group they're landing onto they will basically hover in the air for a set amount of time. Since the mod doesn't take into account distance it has problems dealing with smaller ledges. I recommend doing a trace to determine distance and setting time animating based on distance.
w.black57  [author] 1 Aug @ 2:37am 
@Yuizi

Nope, just the combine soldiers (normal ,elite , prisonguard, shotgunners)
Yuizi 31 Jul @ 7:06pm 
does it work with metropolice?
Beretgate 27 Jul @ 11:21am 
yes it works with model replacements (at least the ones i use)
w.black57  [author] 26 Jul @ 8:37pm 
@Bub

Maybe? I haven't tested :sadfaye:
BuB 26 Jul @ 6:09pm 
does this work with model replacers
John the Tester 23 Jul @ 1:14pm 
the mod is gud
w.black57  [author] 14 Jul @ 5:41pm 
@Glass of Lime Soda

Sure! No problem :SelicyGrin:
Glass of Lime Soda 12 Jul @ 1:39pm 
Hello, is it ok for me to take the lines "
owner:SetNPCState(NPC_STATE_SCRIPT) -- Disable default AI
owner:SetSchedule(0) -- SCHED_NONE to stop wandering
owner:SetKeyValue("spawnflags", bit.bor(SF_NPC_START_EFFICIENT)) -- Disable reactions
"

And implement them into my weapons mod?

It seems to fix the reloading issue I have been dealing with.

I do not mind crediting you if I ever upload the thing.
w.black57  [author] 10 Jul @ 6:28am 
@Gunnery Sergeant

If you don't intend to add AI mods for the combine, then no it does not add anything other than making them rappel down
Gunnery Sergeant 10 Jul @ 5:27am 
I meant like does it only add the rappelling or does it also affect their normal "battle AI"?
w.black57  [author] 6 Jul @ 5:31am 
@Gunnery Sergeant

Pretty much 'commands' the npc to do something. So if you consider that changing AI then yes in a sense only the part if they are higher than their target
Gunnery Sergeant 6 Jul @ 5:05am 
Does it change the AI or does it just add the rapelling?
santicuccaro 29 Jun @ 9:26am 
jack just execute this command on the console "wblrappel_enable 1"
Jack 23 Jun @ 4:48am 
it doest work for me can someone exsplane how to make it work?
beaaniebb 13 Jun @ 7:03am 
finally they don't just go another way
sk8furniture 10 Jun @ 7:03pm 
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sk8furniture 10 Jun @ 6:55pm 
I enlist you with the power of the infamous
nuke
‎ ‎ ‎/ \
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‎ [ ]
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/_ | _\
I give you the key and the launch codes for it. I hope you use it wisely.
‎ .--.ㅤㅤㅤㅤ☢︎ ⌝
/.-. '---------- _____ code
\'-' .--"--""-"-' | don't| O ________ O
'--' |press| " [ 634542 ] "
| -----------| --------- " ------------- " _____
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Jibby the Jizzy 9 Jun @ 2:12pm 
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batman 7 Jun @ 8:23am 
could you add a version that could make it so that they can use a rope to climb small ledges?
Bamcublam 6 Jun @ 10:28am 
@?<MaXx>? Be original please.
?<MaXx>? 6 Jun @ 10:22am 
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◆ G R E E N ◆ 6 Jun @ 1:09am 
:steamthumbsup:
◆ G R E E N ◆ 6 Jun @ 1:09am 
:steamsalty:
67Stone 4 Jun @ 9:54am 
oui
Grey 3 Jun @ 7:07pm 
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