Garry's Mod

Garry's Mod

| ST: ARACHNIDS. | DrGBase. V2 |
 This topic has been pinned, so it's probably important
✿ MilliPie. ✿  [developer] 14 Aug, 2024 @ 10:43am
BUG REPORT.
Report/Call out any (bad)Bug's you See, Specifically, Error's here. :missing:
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Showing 1-10 of 10 comments
Kaotic_zilla 14 Aug, 2024 @ 12:14pm 
when i spawned the npcs there were bugs ( this is a joke do not take this seriously)
no1nct 14 Aug, 2024 @ 7:50pm 
@Kaotic_zilla there is a way to fix it, the prefered method is to shoot it until it stops ♥♥♥♥♥♥' moving 🔴⚪🔵🔫🔫

"A good bug, is a dead bug."
Jav190510 21 Aug, 2024 @ 10:59am 
Extreme FPS drops when high up on big maps while bugs are spawned

1. Load into a big-ish map (Genesis, Legends)

2. Spawn in abt 6+ bugs

3. Go on a building

4. Move around

5. Profit
Last edited by Jav190510; 21 Aug, 2024 @ 11:03am
✿ MilliPie. ✿  [developer] 21 Aug, 2024 @ 11:03am 
Do the Bug's stop moving when you are on top of it?
Was there Navmesh applied?
Jav190510 22 Aug, 2024 @ 7:58am 
Originally posted by ✿ MilliPie. ✿:
Do the Bug's stop moving when you are on top of it?
Was there Navmesh applied?

There was a navmesh, and the bugs were moving.

edit: Turns out every DRGBASE npc does this to me, its not just starship troopers.
Last edited by Jav190510; 22 Aug, 2024 @ 7:59am
✿ MilliPie. ✿  [developer] 22 Aug, 2024 @ 8:00am 
Awkward enough, that could happen to all nextbot's.

I think it's because they struggle to locate your position where they can't get you so they send lag spike's.
Jav190510 22 Aug, 2024 @ 8:13am 
Yeah, tested it out and it is ONLY Drgbase, I'll send a bug report to the addon itself
GDSK09 8 Sep, 2024 @ 6:05pm 
the flying bugs need to be fixed. even with disabled thinkin turned on, they still move at enemies
✿ MilliPie. ✿  [developer] 9 Sep, 2024 @ 9:13am 
Yea they're meant to only be like a Spawner NPC, Each one spawning from whatever place you set them in, and then shooting them down each time they appear, it's intentional.
Errantem 19 Jan @ 4:47pm 
Might be better, instead of spawning all gibs on death, instead selecting three randomly out of what is available, for performance

Blaster bug example:
function ENT:OnDeath(dmg, hitgroup)
self:EmitSound("ST/DrG/Milli/gib2.mp3", 90)

-- Create a table of all possible gib functions
local gibs = {}
for i = 1, 15 do
table.insert(gibs, function() self["Gib" .. i](self) end)
end

-- Shuffle the table using Random
for i = #gibs, 2, -1 do
local j = math.random(i)
gibs, gibs[j] = gibs[j], gibs
end

-- Call the first 3 gib functions
for i = 1, 3 do
gibs()
end
end
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