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Yeah, I figured it would be something like that.
It's a shame, really that in Half-Life 2 you can't have advanced addons the same way you can in Garry's Mod. There are so many mods that enhance NPC AI in GMod, and I often think, "Imagine having this kind of advanced AI in the Half-Life campaign or other single-player mods." =(
It's really tricky to built something like that using cfg scripting (basically a few console commands running from config file). There's an entity which do detect combat sounds, bullet impacts, explosion sounds. However I'll have to spawn such entity for each NPC on the map and it may work incorrectly or not work at all.
Like you said it makes custom campaigns feel more immersive, since Combine NPCs in those usually just stand still until you show up. XD
Hope you don’t mind me saying this, but I think to make your AI mod pack truly complete, it just needs a mod that improves NPCs' hearing—so they’d investigate gunshots or other noises from a certain distance, if that’s possible with the Workshop tools, of course.
I just added it in case it doesn't work without. Two of my other script mods doesn't work without it "Black&White Death Screen", "Dead Space ROG Flatline"
I mean... Breen DOES try to warn them to enter the office so... but yeah, as funny as that sounds it could cause a problem since that area's more or less a giant in-game cutscene.
In what way?