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Releases: DrVrej/VJ-Base

3.1.0

24 Dec 22:49

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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-clicking an entity will now print its engine save table to the console
    • Pressing the Reload key 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

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:
  • Spawn as Guard NPC 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 Contact and Information tabs into About & 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 --> Trivial
    • Intermediate --> Expert
    • Crazy --> Lunatic
    • Human 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_Undead tag
  • Added parameter save to VJ.AddClientConVar
  • VJ.AddConVar and VJ.AddClientConVar now return the ConVar object they create
  • NPC Bases:
    • Neutral NPCs now use D_NU instead of D_VJ_INTEREST to better match default NPCs
    • Added: self:Controller_OnCalcView(controller, ply, origin, angles, fov)
    • self:CreateExtraDeathCorpse() and self:CreateGibEntity() now return the entity they create
    • Can now return true for self: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)

3.0.3

28 Apr 08:09

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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 which self.MeleeAttackDamageAngleRadius uses to determine if an entity is within radius
  • Added Target to self.EnemyData, it's a cached value of self:GetEnemy(), use it when you're already retrieving the self.EnemyData
  • Added more helpful notes for various variables

3.0.2

22 Apr 08:01

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  • 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

20 Apr 07:53

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  • 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

19 Apr 04:21

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VJ Base Revamp (3.0.0)

DEVELOPER CHANGELOG: https://drvrej.com/project/vjbase/revamp-dev/

📺 REVAMP SHOWCASES 🔗

📺 OFFICIAL ADDON REVAMP SHOWCASES 🔗

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_ or vjseq_ 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_ and vjseq_
    • 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 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 ...
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v2.16.0c

29 Jan 22:45

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  • Fixed 64-bit check causing false positive 😅

v2.16.0b

29 Jan 21:30

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  • Added check for 64-bit and Chromium Garry's Mod branches
  • When outdated version of Garry's Mod is being used, parts of the base will now be disabled to avoid console errors
  • Updated Russian translations

v2.16.0

29 Jan 03:45

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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 Addons button in the Contact & Support tab
    • Added a tutorial button in the Installed Plugins tab
    • 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

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 Synth to Aerial NPC
  • Renamed convar vj_npc_sd_ongrenadesight to vj_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
  • Added global functions: VJ_CreateBoneFollower(ent, mdl), VJ_AddCorpse(corpse), VJ_AddStinkyEnt(corpse, checkMat)
  • Added self.VJC_Player_DrawHUD to the NPC Controller
  • Added enums for attack type system: VJ_ATTACK_NONE, VJ_ATTACK_CUSTOM, VJ_ATTACK_MELEE, VJ_ATTACK_RANGE, `VJ...
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v2.15.3b

16 Jan 22:25

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  • Fixed a rare error that can occur with human NPCs when the tables self.AnimTbl_WeaponAim or self.AnimTbl_ScaredBehaviorStand are applied in the idle system.

v2.15.3

14 Jan 05:46

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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_generic is 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.AlertedToIdleTime to the creature & human bases
  • Removed self.ParentsEnemy from projectile base