Releases: DrVrej/VJ-Base
Releases · DrVrej/VJ-Base
3.1.0
SHOWCASE VIDEO: https://www.youtube.com/watch?v=3YZlv8qZuKI
Additions & Revamps
- Added the ability to use NPC melee weapons while using the NPC controller!
- Added category icons to the NPC weapon override selection in the spawn menu
- Added placeholder text for text boxes in various menus
- Added more ways to determine the target entity's name for all the tools
- Added flame extinguish sound to the campfire and changed the ignition sound
- Added full copying (duplicator and save) support for the base:
- Added support for NPC guarding, copied NPCs will now set the guarding position based on where they spawned instead of the original NPC's position
- Supports most dupes and saves made before this update, including ones from 10 years ago!
- Dead or dying NPCs can no longer be copied to avoid zero health and "ghost" NPCs
- Ground weapons and default base entities can now be copied properly
- Campfire now saves its state when copied
- Fixed weapons sometimes not spawning with human NPCs after loading a save
- Fixed human NPCs losing their weapon if a copy of them is spawned
- Fixed tank NPCs removing their gunner if a copy of them is killed
- Fixed saves creating double gunners for tanks
- Fixed copied NPCs spawning broken if the original NPC was copied while performing actions such as attacking, flinching, turning, etc
- Fixed cases where copied NPCs spawn with their AI frozen until another NPC forces them to start processing again
- Fixed copied NPCs spawning with bunch of errors if the original NPC was in middle of moving or playing an animation
- Fixed copied aquatic and aerial NPCs spawning broken in certain cases
- Fixed applying a weapon to an NPC using the Equipment tool not being included in the copy
- Added 2 new abilities for the Entity Scanner tool:
Right-clickingan entity will now print its engine save table to the console- Pressing the
Reloadkey on an entity will now print its Lua table to the console
- Added
NPC Client Settings:- Added
Soundtrack Volume Override, which overrides soundtrack volume for all NPCs - Added
Spawn NPCs as guards, a duplicate of the setting found in the spawn menu
- Added
Changes & Improvements
- NPCs that use all-axis turning now use their target's center for the turn position, this makes aquatic and aerial NPCs look much better!
- Projectiles fired by NPCs will now go through the NPC's parent (if it has one)
- View punch for NPC melee weapons is now based on the damage amount instead of a static number
- NPC melee weapons can now push NextBots as well
- NPC spawner tool now displays all the details when hovered over an item in the spawn list
- Humans can no longer flinch while throwing a grenade (This fixes them from flinching while throwing away an enemy grenade!)
- Human NPCs can now detect, pickup, react to the following grenades and dangers:
Frag Grenade,Sticky Grenade,Nitro Glycerine, andNerve Gasfrom M9K SpecialtiesFrag GrenadeandAlt Frag Grenadefrom CSS Weapons on M9K BaseM67 GrenadeandRGD-5 Grenadefrom Insurgency: Modern Infantry Combat ExplosivesHE GrenadeandIncendiary Grenadefrom Counter-Strike: Global Offensive Miscellaneous PackMk2 Grenade,Mills Bomb,No69 Grenade, andStielhandgranatefrom Day of Infamy Explosives PackF1 GrenadeandRGD Grenadefrom S.T.A.L.K.E.R. WeaponsGrenadefrom Underhell SWEPs
Spawn as GuardNPC option no longer saves between sessions to prevent users from misusing it- Revamped NPC controller HUD to use better fonts, styling, spacing, and colors
- Improved material cubemaps for human gibs
- NPC mover can now select NPCs that aren't registered in the spawn menu
- Combined
ContactandInformationtabs intoAbout & Contact - Applied Quality-Of-Life changes for various menus
- Applied workarounds for projectile collisions issues after the recent Garry's Mod update
- Applied optimizations for weapons
- Applied optimizations for certain NPC AI actions
- Applied optimizations when an entity is spawned
- Applied optimizations for all the tools, especially for network messages
- Applied optimizations for NPC Controller
- Reduced memory usage by NPCs and various base entities
- Reduced total number of network messages in the base from 18 to 14
- Renamed some difficulties:
Child's Play-->TrivialIntermediate-->ExpertCrazy-->LunaticHuman Eradication-->Extinction
- Removed console command
vj_tool_spawner_update
Fixes
- Fixed hit timing for NPC melee weapons constantly getting desynced
- Fixed attack animations getting cut off when the enemy is out of range while using an NPC melee weapon
- Fixed NPC melee weapons never playing their miss swing sounds
- Fixed NPCs not losing enemies out of sight distance if an ally is currently engaging an enemy
- Fixed "on player sight" sounds getting overlapped by idle sounds
- Fixed humans interrupting flinches, attacks, and other activities to move or hide when damaged while engaging an enemy
- Fixed NPCs sometimes breaking after jumping or leaping when using certain models
- Fixed certain cases where player-controlled NPCs wouldn’t fire their weapons
- Fixed player weapons not playing sounds for the local user in multiplayer
- Fixed NPC mover throwing errors when unselecting an NPC from the menu list
- Fixed an error when an NPC attempts to start a dialogue with another NPC that has sounds disabled
- Fixed player weapons without dry-fire sounds creating errors when empty
- Fixed a rare error in the idle dialogue sound system
Notable Developer Changes
- Added
VJ.GetName(ent, useClassFallback) - Added
entity.VJ_ID_Undeadtag - Added parameter
savetoVJ.AddClientConVar VJ.AddConVarandVJ.AddClientConVarnow return the ConVar object they create- NPC Bases:
- Neutral NPCs now use
D_NUinstead ofD_VJ_INTERESTto better match default NPCs - Added:
self:Controller_OnCalcView(controller, ply, origin, angles, fov) self:CreateExtraDeathCorpse()andself:CreateGibEntity()now return the entity they create- Can now return
trueforself:OnDangerDetected(dangerType, data)to completely skip the default danger reaction - Renamed
self.NextIdleSoundT_Reg-->self.IdleSoundBlockTime - Deprecated
self:Controller_CalcView(ply, origin, angles, fov, camera, cameraMode)
- Neutral NPCs now use
3.0.3
Changes & Improvements
- Difficulty selection is now organized from easiest to hardest
- Projectiles can no longer block an NPC's line of sight
- Relationship override convars now save again due to popular request
- Applied minor optimizations
- Updated Chinese translations (ZH-CH)
Fixes
- Fixed NPCs not playing alert sounds and animations if it had heard or sensed something before seeing the enemy
- Fixed tank NPCs randomly turning 180 degrees when set to guard
- Fixed NPCs that turn in all axis and dynamically change their turn speed having incorrect speed after the first change
- Fixed NPCs with dissolve immunity taking damage from certain dissolving entities such as custom Combine balls
- Fixed fireplace creating an invisible physics entity
- Fixed a very rare error with the tank gunner NPCs
- Fixed a typo in the settings menu
- Fixed NPC mover tool enabling wandering and disabling after an NPC has been unselected even if it didn't have those behaviors enabled before
- Fixed clicking "Unselect All" in the NPC mover tool not unselecting all the NPCs properly
- Fixed tank gunner NPCs not following the chassis NPC if its relationship table was changed dynamically (such as Relationship tool)
Notable Developer Changes
- Added
self:MeleeAttackTraceDirection(), return a vector to override direction of the attack whichself.MeleeAttackDamageAngleRadiususes to determine if an entity is within radius - Added
Targettoself.EnemyData, it's a cached value ofself:GetEnemy(), use it when you're already retrieving theself.EnemyData - Added more helpful notes for various variables
3.0.2
- Added new system for turning speeds to NPCs
- Made relationship overrides in AI settings not save as people keep misusing it
- Applied alias for player spawn point entity to keep pre-revamp saves with a player spawn point entity working
- Fixed NPCs investigating default HL2 NPCs that they had just killed
- Fixed NPCs turning faster while attacking
- Fixed NPC Spawner tool creating NPCs with wrong relationships
- Fixed default Resistance members not allying with VJ NPCs that have the "Player Friendly" relationship override
- Fixed applying wrong movement velocity for corpses after the NPC plays a death animation
3.0.1
- Player NPC's grenade now beeps every half a second
- Applied backwards compatibility for
self.PlayerFriendly, please stop using this though! - Applied bunch of backwards compatibility for outdated packs
- Fixed NPCs sometimes t-posing when stuck because of another NPC (Was mostly visible with human NPCs)
- Fixed english text not appearing if a localization doesn't exist for a specific phrase
3.0.0
VJ Base Revamp (3.0.0)
DEVELOPER CHANGELOG: https://drvrej.com/project/vjbase/revamp-dev/
📺 REVAMP SHOWCASES 🔗
- Main Video: https://www.youtube.com/watch?v=N9IrkEMv9jU
- Tank NPCs Overhaul: https://www.youtube.com/watch?v=tVAt9QlUCTg
- Expanded NPC Relationships: https://www.youtube.com/watch?v=eABVtzouXuI
- NextBot Support: https://www.youtube.com/watch?v=KZCfBQIe3-M
- Sound Revamp: https://www.youtube.com/watch?v=0Ii-MFUZRxM
- NPC Suppression AI Demo: https://www.youtube.com/watch?v=BFYuxB2JO5I
- New Weapon Drop System for NPCs: https://www.youtube.com/watch?v=aN4-WJk8q7s
- New Weapon Firing Gestures for NPCs: https://www.youtube.com/watch?v=dh6hUqvLfF0
📺 OFFICIAL ADDON REVAMP SHOWCASES 🔗
- Half-Life Resurgence Revamp: https://www.youtube.com/watch?v=c9NjyG8jlzo
- Military SNPCs Revamp: https://www.youtube.com/watch?v=eOfhZuvu4_U
- No More Room In Hell SNPCs Revamp: https://www.youtube.com/watch?v=84bs-IZ2v4Q
- Zombie SNPCs Revamp: https://www.youtube.com/watch?v=-5tXTUYY6nc
- Left 4 Dead Common Infected SNPCs Revamp: https://www.youtube.com/watch?v=dkd39bebTw4
- Alien Swarm SNPCs Revamp: https://www.youtube.com/watch?v=4K6L_535dkg
- Dark Messiah SNPCs Revamp: https://www.youtube.com/watch?v=KfDB9Z2Irmc
- E.Y.E Divine Cybermancy SNPCs Revamp: https://www.youtube.com/watch?v=1cT0pwwbRRg
- Zombie Panic NPCs Revamp: https://www.youtube.com/watch?v=TfGZdtlaCzE
Additions & Revamps
- Added unique firing particles for the Blaster
- Added unique kill icons to many weapons, projectiles, and entities
- Added new view model for the RPG
- Added 6 new difficulty settings
- Added a way to scale how much physics damage & force an NPC can receive (Ex: Can make bulky NPCs receive 50% less physics damage)
- Added new NPC jumping system:
- Added max rise, drop and distance an NPC can jump
- Added trace to make sure the NPC isn't attempting to jump onto a non-solid surfaces
- Can use the new system to clone HL2 behaviors (Ex: Antlions, fast zombies, combine hunters)
- Developers can now properly define jumping limitations for NPCs (Rise, drop, distance)
- Fixed landing animations not always working or cutting off randomly
- Fixed sometimes getting stuck in jumping mode, especially when being controlled by a player
- Fixed NPCs jumping off of high places, such as buildings or towers
- Fixed NPCs jumping in water thinking it's solid surface
- Fixed human NPCs having abnormal jumping abilities
- Fixed following system interrupting movement jumps and climbs
- Added new aiming & firing system:
- Added firing cone system to weapons that determines whether or not the NPC can fire its weapon!
- Added new bullet spread system that depends on many factors:
- Distance from the NPC to the target position (Further distance = less accuracy)
- Target's movement speed (Faster movement = less accuracy)
- Suppression system where if the NPC is actively being damaged, it will cause accuracy loss
- NPC's aiming proficiency
- The weapon's accuracy
- Added proper rate of fire (RPM) system for weapons
- Added better bullet direction system, allowing the NPC to fire at more effective areas of the enemy!
- NPCs now look/aim at the enemy's eye position if most of the enemy is behind cover
- NPCs can now fire weapons at much higher fire rate than before
- NPCs now fire the projectile at the enemy's last visible location if the enemy becomes hidden middle of the attack
- Human NPCs will now fire there weapon through objects that don't block bullets (Ex: Fences)
- Human NPCs now aim using only upper body when possible
- Human NPCs no longer do a full turn constantly while firing a weapon
- Human NPCs no longer crouch-fire if their aim will be blocked by a map brush
- Fixed human NPCs not aiming their weapon in certain situations (Ex: weapon's secondary fire)
- Added new NPC animation system:
- Added alerted walking and running animations for all default human animation sets!
- Added unique walk and run aiming animation for female Citizen-based humans
- Added an animation transition system for sequences! (Similar to activities)
- Added general walk frame system, allowing any animation to play its walk frames!
- Added the ability to play sequence gestures (Gestures without defined activities)
- Added smarter tag handling, can now add as many
vjges_orvjseq_tags in the animation, and it will work correctly! - Added better idle animation support for human NPCs with weapon translations
- Added secondary fire animation for Citizen-based humans
- Sequences and activities now use the same system, making unintended animation or AI behavior less likely to occur
- Aerial & Aquatic NPCs now use the same animation system as other NPCs making everything streamlined
- Simplified the system to be more accessible for developers
- Can now combine
vjges_andvjseq_ - Works better in multiplayer
- Fixed human NPCs firing gestures not playing half of the time!
- Fixed gestures cutting off if played right after each other
- Fixed activities that have sequences with different durations not returning the correct animation duration when play animation is called
- Fixed transition between schedules (ex: between movements) playing a wrong idle animation
- Fixed idle animations with multiple sequences randomly cutting off in the beginning of the animation
- Fixed NPCs occasionally playing wrong idle animation for couple seconds after spawning
- Fixed NPCs with multiple idle animations cutting off near the end before completing the animation
- Fixed attack times breaking if it doesn't use a attack animation but has previously performed another attack with animation
- Fixed human NPCs putting down their weapon between movements, instead they will now constantly aim their gun!
- Fixed human NPCs that use player models t-posing when unarmed! Can now idle, walk, run, cower, etc
- Fixed human NPCs randomly crouching after a movement and then standing back up
- Fixed Combine-based humans t-posing when idle with a shotgun in certain situations
- Fixed Citizen-based male humans t-posing when idle with a pistol in certain situations
- Fixed Citizen-based female humans t-posing when playing alerted idle with a melee weapon in certain situations
- Fixed human NPCs unable to fire in certain situations because of idle weapon translations
- Fixed idle animations with walk frames not working correctly on the human base
- Added new NPC grenade system:
- Added AI tree to determine how to perform the throw:
- Enemy not valid --> Best position away from the NPC and allies
- Enemy valid AND Enemy visible --> Enemy's position
- Enemy valid AND Enemy not visible AND last seen position is visible --> Enemy's last visible position
- Enemy valid AND Enemy not visible AND last seen position is not visible --> Cancel attack
- Enemy valid AND Enemy not visible AND last seen position is not visible AND grenade is live throw back --> Best position away from the NPC and allies
- Added support for event-based grenade attack
- Added gesture animation support, allowing the NPC to continue firing their weapon while throwing the grenade
- Added better enemy flushing position check, allowing it to be able to flush enemies in more situation
- Will now use the enemy's last known position if the enemy is suddenly no longer valid (dead, removed, lost, etc) while it was about to throw a grenade
- When throwing back a grenade, it no longer removes and recreates a new entity on throw, which maintains all of the grenade's data!
- Grenades that are thrown back will now keep their fuse timers, allowing for realistic scenarios such as exploding in the NPC's hand
- Will now maintain the direction it is attempting to throw instead of changing it when it's about to throw
- Now uses the same system as other attacks, fixing unexpected behaviors
- Applied major optimizations
- Code is more developer friendly now and is able to handle customization much better
- Fixed when throwing a grenade in random direction, it changes it on throw, causing the grenade to be thrown with weak velocity
- Fixed velocity not applying properly for grenade types
- Fixed if it tried to throw back an enemy grenade and the attack failed, it would end up freezing and breaking the NPC!
- Fixed not properly turning to the throw destination
- Fixed melee attacks overriding and breaking grenade attacks
- Added AI tree to determine how to perform the throw:
- Added new system for NPCs moving out of friendly player's way:
- Added a system to predict if the player is going to collide with the NPC depending on the player's speed, size and location
- Added better handling when there are many friendly NPCs in a small area
- Added better handling when the NPC is following the player
- NPCs will now move out of the way if they are in the way of a prop being held by the player (gravity gun, USE key pickup, etc.)
- Now dynamically calculates for all sizes of NPCs whether it is the size of an insect or a building
- NPCs will now face the player as they move away unless there is an active enemy
- Fixed NPCs often ignoring the player and refusing to move away
- Fixed human NPCs not properly facing and firing at the enemy while moving away
- Fixed in certain cases this behavior would override and break other behaviors
- Added better collision & damage bounds system for NPCs:
- Added a system where the base will try to set the best possible damage bounds
- Improved collisions with vehicles
- Better performance --> No longer needs to recompute the damage bounds every time the NPC's angle or position or animation is changed
- Fixed NPCs getting stuck inside each other
- Fixed Aerial & Aquatic NPCs often failing to set their velocity because something was near it
- Fixed Aerial ...
v2.16.0c
v2.16.0b
v2.16.0
SHOWCASE VIDEO: https://www.youtube.com/watch?v=cxKFiM6zVuI
Danger Detection AI: https://www.youtube.com/watch?v=XuaMWPTe6rA
Eating AI Demo 1: https://www.youtube.com/watch?v=vWg_yg0QoSw
Eating AI Demo 2: https://www.youtube.com/watch?v=kRGzymEIe7k
Improved Hitboxes for NPCs: https://www.youtube.com/watch?v=J3ZQEaoz5ro
Player Animation Support For NPCs: https://www.youtube.com/watch?v=SLg5ods0Fw4
Weapon base update, secondary fire for players: https://www.youtube.com/watch?v=EFRvy0RdVgU
New NPC controller weapon, hammer I/O support, new spawnicons: https://www.youtube.com/watch?v=FfSN7gG9urU
VERSION: 2.16.0
New
- Added the ability to toggle movement jumping when controlling an NPC by pressing the key "J"
- Added a bone follower system for NPCs, its purpose to set specific collisions rather then a box (Ex: HL2 Strider)
- Added stink system to corpses and gibs for organic type of NPCs (Effective and optimized!)
- Added new damage bounds for all NPCs, allowing parts outside of the NPC's collision to be damaged and provide more precise hitgroups!
- Added Hammer support for NPCs, allowing map makers to better control VJ NPCs through Hammer!
- Added 2 new options to the NPC Spawner tool: "Relation Class Override" and "Friendly To Player Allies"
- Added a new default test NPC: Player NPC
- Added player secondary attacks for AR2, SMG1, SPAS-12, and Glock 17
- Added custom view and world models for the NPC controller weapon with animations & sounds!
- Added new spawn icons for all default NPCs, weapons and entities!
- AI Changes:
- Added danger system (details below)
- Added following system (details below)
- Added default player animation support for human NPCs
- Added 0.15 second processing delay on spawn for all NPCs to give the engine enough time to fully initialize the NPC (This will fix couple of spawning issues)
- NPCs will now hear bullet impacts, so if a bullet is fired from an unknown being, they will turn and look at the impact location
- Now use Source engine NPC state and condition systems
- Humans will now only find a hiding spot to reload their gun if the enemy is further than 650 units
- Human jumping is a bit better and more realistic
- Humans will now try to move to a random location if they fail to find cover from danger (Ex: grenade)
- Humans will now keep their aim angle until fully transitioned to idle
- Humans now detect HL1 grenades
- Better gesture reloading system for humans
- Humans no longer regard other NPCs or players as a hiding zone
- Guarding NPCs will no longer be called to an ally's position that got damaged by something unknown
- Guarding NPCs will no longer move to the position of a friendly NPC that got killed
- Guarding human NPCs will now set a new guarding location automatically if it avoids friendly fire
- Guarding human NPCs will now only move to a covered position if it's within 60 units and they will now automatically set the guarding location to the new covered position
- MAJOR: Fixed NPCs refusing to chase the enemy after the enemy becomes reachable again if it was unreachable previously
- MAJOR: Fixed NPCs getting stuck in a loop where they move and stop constantly while another ally is fighting an enemy
- MAJOR: Fixed Default NPCs always choosing to target VJ NPCs over other default NPCs (They now share equal relations!)
- MAJOR: Fixed humans not being able to fire their weapon in some situations, especially when using custom animation sets!
- Fixed NPC not properly turning to look at an enemy player that is shining flashlight on it
- Fixed humans setting the clip of a weapon to full when they switch between weapons (Clips number will now stay!)
- Fixed human AI often breaking if its weapon was forced to change while playing a reload animation
- Fixed humans that are moving to a covered reload position still playing the reload animation even though their weapon was changed
- Fixed an issue that caused the NPC to continue engaging when its enemy is detected and reset within a 0.5 second
- Fixed damage-driven parts of the AI running when AI is disabled or VJ_STATE_FREEZE is applied (Ex: Flinching)
- Fixed human NPCs that don't have a weapon interrupting higher priority objectives in favor of running away (Melee attacking, jumping, following a player, etc.)
- Fixed human NPCs without a weapon attempting to aim their gun when transitioning from combat to idle
- Fixed temporarily interrupting follow player or medic behavior in favor of going to the location of an enemy that was lost (Not killed)
- Added danger detection for human NPCs:
- When a danger is detected, they will attempt to flee the area if they believe it is a danger to them
- Developers can make the NPC play a unique sound similar to grenade detection
- Works alongside the existing grenade detection
- Tank NPCs now set danger hint in the location they are about to fire
- Some of the things that are detected as danger (These are only some of the possible dangers!):
- Tank shells, VJ combine ball and VJ SMG grenade
- Props that are one fire, and props like barrels that are about to explode
- Combine mine that is triggered and about to explode
- The location that the Antlion Worker's spit is going to hit
- Combine Flechette that is about to explode
- Antlion Guard that is charging towards the NPC
- Player that is driving a vehicle at high speed towards the NPC
- Manhack that has opened its blades
- Rollermine that is about to self-destruct
- Combine Helicopter that is about to drop bombs or is firing a turret near the NPC
- Combine Gunship's is about to fire its belly cannon near the NPC
- Turret impact locations fired by Combine Gunships, or Combine Dropships, or Striders
- The location that a Combine Dropship is going to deploy soldiers
- Strider is moving on top of the NPC
- The location that the Combine or HECU mortar is going to hit
- SMG1 grenades that are flying close by
- A Combine soldier that is rappelling on top of the NPC
- Stalker's laser impact location
- Combine APC that is driving towards the NPC
- Added NPC Follower tool
- Added new following system for NPCs:
- Replaces the old player following system
- Can now follow anything, even non-living objects like props!
- Now accounts for NPC's size, so larger NPCs no longer attempt to come very close to their leader
- Human NPCs will now stop and reload before continuing to follow
- Will now stop to attack or do other activities if the leader isn't far away
- Will now stop activities and attacks if the leader is very far
- Much better custom developer support
- Menu Updates:
- New NPC settings:
Disable NPCs Calling for Help,Disable Gib/Death VFX - Added
Incompatible Addonsbutton in theContact & Supporttab - Added a tutorial button in the
Installed Pluginstab - Difficulty selector in the options menu is now ordered
- Spawn menu NPC selector now recognizes NPC weapon categories
- Removed:
Disable Gib Decals,Disable Gib/Death Particles and Effects
- New NPC settings:
General Changes & Improvements
- Reduced file size from 113 MB to 84 MB!
- Major optimizations were applied to the main parts of the base, expect performance increases!
- Can now pick up flare rounds and wooden boards by pressing E
- Wooden Board now receives damage force and has proper health (50 hp)
- Better weapon handling when controlling a human NPC
- VJ Corpses and gibs now have health based on their model
- Default gib fade time is now 90 seconds
- Weapon base now handles player animations much better (especially idle, reload and deploy animations)
- Decreased the chance of NPCs using the secondary fire for the AR2
- NPC Controller weapon now has a delay between each "fire"
- Improved human NPC melee attacks:
- Now deal knockback by default
- Can now deal melee damage to more types of props and destructible objects
- Player's screen shake is now based on the damage amount
- Now properly sets the current damage type (Same one used by default HL2 humans)
- Is now much more customizable for developers
- Developers can now apply the bone angle to the player's camera when controlling an NPC
- Improved duplicator behavior and console prints on VJ NPCs
- Developers can now disable the NPC Controller HUD
- Updated language localizations
- Renamed
Mortar SynthtoAerial NPC - Renamed convar
vj_npc_sd_ongrenadesighttovj_npc_sd_ondangersight - Removed convars:
vj_npc_nogibdecals,vj_npc_nogibdeathparticles
General Fixes
- Fixed NPC pain sounds overlapping with other sounds
- Fixed a player that is already controlling an NPC having the ability to control another NPC at the same time using the context menu option
- Fixed NPCs that have stop-movement state applied being able to move while controlled by a player
- Fixed damage force not applying to NPCs with single bone corpses (Ex: Combine Turret)
- Fixed RPG setting a visible rocket before the player/NPC has actually set it
- Fixed rare error with VJ Corpse system when attempting to fade out a corpse
- Fixed console error when attempting to play a player footstep sound on an NPC
Notable Developer Changes
- Added comments describing functions, tags and variables to major parts of the base
- Added Entity Tag System:
- Stored in the variable
self.VJTags - Tags can be added using
self:VJTags_Add(...) - List tag enums and other information can be found in
autorun/vj_globals.lua
- Stored in the variable
- Added global functions:
VJ_CreateBoneFollower(ent, mdl),VJ_AddCorpse(corpse),VJ_AddStinkyEnt(corpse, checkMat) - Added
self.VJC_Player_DrawHUDto the NPC Controller - Added enums for attack type system:
VJ_ATTACK_NONE,VJ_ATTACK_CUSTOM,VJ_ATTACK_MELEE,VJ_ATTACK_RANGE, `VJ...
v2.15.3b
v2.15.3
New
- Added Combine Ball entity
- AI Updates:
- Added a alert to idle transition time (4 - 6 secs), effects of this are very apparent for human NPCs, they will keep their weapons aimed for a little bit!
- Humans NPCs will now use their weapon aiming animation when they play an idle animation while alerted
monster_genericis now ignored by all NPCs
General Changes & Improvements
- AR2 now has a secondary fire, allowing NPCs to fire a Combine Ball!
- Completely redid the Confliction menu (Menu that popped up when another addon was overriding VJ Base)
- Optimizations were applied to the weapon and projectile bases
- Updated the plugins and contact/support menus with new button fonts, colors and minor fixes
General Fixes
- Applied a potential fix for a new hook.Add bug that occurs 1 in like 999,999 times after the new GMod update
- Fixed an error that occurs when a weapon is about to fired and it's removed
- Fixed console errors when a non-human VJ NPC uses a VJ weapon
Notable Developer Changes
- Added
self:NPC_SecondaryFire_BeforeTimer(eneEnt, fireTime)to the weapon base - Added
self.AlertedToIdleTimeto the creature & human bases - Removed
self.ParentsEnemyfrom projectile base