Garry's Mod
Dynamic NPC Squads
Does it work with Realistic Combine Soldiers AI mod?
Just askin
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there is alot of addon that make the combine soldier more realistic pls name the addon you want to ask.
StrawWagen  [sviluppatore] 1 giu 2022, ore 22:57 
I tested it and it sent an aftershock through my wall and fried my microwave
StrawWagen  [sviluppatore] 1 giu 2022, ore 22:57 
does this happen for you too?
Messaggio originale di f2p_vui123 #savetf2:
there is alot of addon that make the combine soldier more realistic pls name the addon you want to ask.
I believe he's referring to the one that was recently posted to the workshop not too long ago

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2807525115
Looking at the code, it seems like it has references to its own squad system. Meaning it will most likely conflict in some way with this addon's squad system. Though seeing as the Stalker like AI's script hooks server side, it should most likely take precedent over this addon's system.
when i used them together i got no errors
It semi-conflicts, It doesn't spam error codes when in tandem with this mod but it'll remove most of the Stalker-like AI features. Like where Soldiers would crouch run when pressuring you, Slow walking/Trying to be stealthy. Those features would dissappear. The only one that will remain is them throwing quick grenades.

Forgot to mention, They lose the ability to fire from long distances if this mod is enabled. They can only see you from far away. Their accuracy becomes horrible aswell.
Hello creator of that mod here. Above me pretty much summarizes it, tested it both with and without the addon. And also their firing would not be automatic anymore. For the creator, not bad of a mod, i saw the code and its literally much more complex than mine so ill give u that.
StrawWagen  [sviluppatore] 4 giu 2022, ore 18:40 
Don't see why this would break crouch running, break view distance, mess with their firing, or break stealth, My code checks if the npcs have an enemy, or are alert, and if so, it doesn't do anything.
Ultima modifica da StrawWagen; 4 giu 2022, ore 18:43
StrawWagen  [sviluppatore] 4 giu 2022, ore 18:42 
This addon only adds behaviours for idle npcs.
Your addon really only touches npcs when they're fighting something.
Ultima modifica da StrawWagen; 4 giu 2022, ore 18:49
Messaggio originale di StrawWagen:
This addon only adds behaviours for idle npcs.
Your addon really only touches npcs when they're fighting something.
yesterday i checked your code and one of the functions returns the default npc alert state or combat state if im right. i think those two states are hardcoded to the default combine ai? and mine is custom schedules and ACT so that might be causing it idk.
Ultima modifica da kenni; 4 giu 2022, ore 22:50
StrawWagen  [sviluppatore] 4 giu 2022, ore 22:55 
if you remade all the NPC_STATE or removed all the default schedules then yea ♥♥♥♥♥ ♥♥♥♥♥♥
StrawWagen  [sviluppatore] 4 giu 2022, ore 22:57 
Only thing that i see happening here is me kicking the npc's sched to alert_face breaking your schedules
StrawWagen  [sviluppatore] 4 giu 2022, ore 22:57 
idk if thats how your stuff is setup tho
Messaggio originale di StrawWagen:
idk if thats how your stuff is setup tho
yea. Honestly your code is hard to understand idk if i can make a compatability.
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