Garry's Mod

Garry's Mod

VJ Base
Showing 11-20 of 77 entries
< 1  2  3  4 ... 8 >
Update: 26 Jul, 2021 @ 3:05pm

FULL CHANGELOG: Link
VERSION: 2.15.2

  • Added language detection, if VJ Base is NOT set to a unique language, it will be overridden by whatever GMod's language is set to
  • Added complete Chinese (Simplified) translation! - Thanks to @Chenyijun220
  • Menu Changes:
    • New client option: "Automatically Set Language"
    • Removed Weapon Options: "Disable Muzzle Smoke", "Disable Muzzle Heat Wave" (They were unused)
  • Human NPCs with melee weapons will now use their aiming pose parameters (similar to ranged weapons)
  • Removed commands vj_wep_nomuszzlesmoke, vj_wep_nomuzzleheatwave
  • Fixed VJ melee weapons not dealing any damage

Update: 17 Jul, 2021 @ 6:11pm

FULL CHANGELOG: Link
VERSION: 2.15.1

  • Human NPCs will now remember if their secondary attack was interrupted and will have larger chance to fire it again!
  • New global function: VJ_RemoveAnimExtensions(ent, anim)
  • Improved VJ_IsCurrentAnimation
  • Fixed when controlling a human NPC, they don't fire their weapon
  • Fixed human NPCs cutting off their cover animation if the weapon is in burst mode
  • Fixed human NPCs not always properly playing their secondary weapon fire animation
  • Fixed human NPCs firing the secondary round even when their attack was interrupted
  • Fixed spawner creating errors if the NPC is set to spawn with default weapon(s) and it doesn't have any

Update: 12 Jul, 2021 @ 9:51am

FULL CHANGELOG: Link
VERSION: 2.15.0

New
  • Added move frame velocity, object velocity, and sequence velocity to the NPC's corpse based on the NPC's current status, including death animations (Damage force is still added onto this velocity!)
  • Added localized bone velocity to NPC's corpses if it is a bullet damage!
  • Added more Source Hammer input support for the NPCs such changing health or starting an scripted scene
  • Added Source hammer output support to the NPCs (OnDamage, OnDeath, NPCKilled)
  • Added level transition support to the SNPC Bases (Including Half-Life 1 & 2 campaign!)
  • Added multi-damage type support for gib and flinch systems for NPCs!
    • DMG_ALWAYSGIB is now detected, causing the NPC to forcibly gib if possible (Disabled for bullets)
    • Base will now check for DMG_NEVERGIB, if detected, default types will be overridden and the NPC will NOT gib!
    • Removed DMG_AIRBOAT and DMG_DIRECT from the default gib list as it made no sense to have these gib NPCs
  • New AI Updates:
    • Added new AI: Player allied NPCs will now eventually become enemy if they witness the player killing x amount of allies (Default 3)
    • Added animation linking system, allowing a developer to smoothly link unlimited number of animations together
    • Added new behavior system for Tank NPCs --> If enemy is close then run over, if enemy is close but high up then move away to allow the gunner to fire, if enemy is very far then move towards it
    • Added weapon aiming animations for human NPCs (Def: ACT_IDLE_ANGRY), this helps lessen the issue of playing firing animations without firing
    • Added shell preparation system for Tank NPCs, allowing them to fire instantly if the shell is fully loaded, EX: If enemy hides and shell is reloaded & ready to fire, it will fire it as soon as it can
    • Aerial & Aquatic NPCs can now be follow players, be medics, respond to call-for-help, be used by the NPC Mover Tool, Move to an investigation sound, etc!
    • Aerial & Aquatic NPCs now accelerate and decelerate as they move to their destinations
    • Completely redid the AI for Aerial & Aquatic NPCs!
    • When a player collides with an NPC while ignore players is on, it no longer turns to look at the player's direction
    • Creature NPCs no longer attack props that had their collision disabled through the context menu
    • Sequences and idle animations now have walk frames!
    • Tanks are now drive much faster by default
    • Increased the default tank firing distance from 5,000 to 6,500
    • A human NPC that's being controlled with its weapon holstered, it will not play the firing animation
    • Human NPCs who were scared because they didn't have a weapon no longer go to the last enemy position after resetting their enemy
    • Animations are now seeded, which are accessed through self.CurAnimationSeed
    • All NPCs now ignore "monster_furniture" (Appears in HL1) and "npc_furniture" (Appears in HL2)
    • If a human NPC is set to a stationary, it will not attempt to look for a hidden spot
    • Fixed animation walk frames not applying if the previous animation was the same!
    • Fixed animations with delays still playing when cut-off before their play time executes (Fixed by using the new seeded system)
    • Fixed movement animations continue playing after aerial or aquatic NPC has stopped moving
    • Fixed aquatic NPCs that are outside of water trying to chance enemies that are in water
    • Fixed tank NPCs sometimes firing the shell in the opposite direction
    • Fixed if ignored entities were spawned before the NPC, the NPC would detect it!
    • Fixed humans creating the grenade entity at the wrong position, resulting in hitting itself, was very visible when throwing back an enemy grenade
    • Fixed humans that don't have a scared behavior nor a weapon freeze when they seen an enemy, they now at least play idle stand animation
    • Fixed humans not playing their scared idle stand animation
    • Fixed if NPC is following a player that left the game, it would create errors
    • Fixed medic/healing NPCs will often break their current animation or attack just to heal an ally
    • Fixed after allied NPCs become enemy to the player, they print "x no longer likes you" every time the player damages them after loosing sight
    • Fixed Aerial/Aquatic NPCs not properly playing their idle and attack animations
    • Potential fix for a rare AI-related error
  • New Idle Stand System:
    • When the idle stand table is changed and the current idle animation isn't in it, the base will now instantly change the idle animation!
    • Fixed when a custom animation plays while it's unable to reach the enemy, the animation would repeat 2-3 times before idle animation actually plays!
  • Added a box at the bottom left corner of the spawn menu:
    • Has a checkbox to disable AI, turn on ignore players, turn on collidable/keep corpses and spawn NPCs as guards
    • Weapon override option that includes ONLY VJ NPC weapons including the options "none" and "default weapon"
  • New Menu Changes:
    • Dev Settings:
      • Added Print Weapon-Related Information (vj_npc_dev_printwepinfo)
      • Removed print weapon, print accuracy, print ammo
    • Organized and reworded some of the settings & options
    • Removed "Show HUD Display on SNPC killed" option as it can potentially cause issues
  • Added Super Physcannon Support for NPCs:
    • Death animations no longer player
    • Weapons no longer spawn for humans
    • Fixed duplicate corpse spawning, now only the engine-created corpse will spawn
General Changes & Improvements
  • Weapons, items, and extra corpse pieces spawned by NPCs now have identical velocity as the NPC's corpse
  • When using the NPC mover tool, at least 1 NPC will now play "OnReceiveOrder" sound (If available)
  • Default HL1 & HL2 NPCs can now know when they killed a VJ NPC and will react to it
  • New activated/deactivated sounds for the bullseye entity
  • When a human NPC is killed by a combine ball, their weapon now acts properly by applying no gravity & proper velocity
  • Performance optimizations were applied in parts of the base, especially tank and weapon bases
  • NPCs now respect the damage type DMG_REMOVENORAGDOLL
  • Base will now check to make sure April 2021 or newer GMod update is installed as it uses many new features from it
  • Updated Russian translations
  • More parts of the base are now translatable
  • Removed convars: vj_npc_showhudonkilled, vj_npc_printammo, vj_npc_printweapon, vj_npc_printaccuracy
General Fixes
  • Fixed NPC Relationship tool not turning off self.PlayerFriendly when CLASS_PLAYER_ALLY is not set!
  • Fixed NPC bullseye taking damage after the new GMod update
  • Fixed NPC Spawner creating errors when spawning a non-NPC entity with a weapon table
  • Fixed bone-cracking sound not playing when a tank runs over an enemy
  • Fixed when players using VJ weapons that utilize the projectile base, they were unable to damage themselves if ignore players is on!
  • Fixed when using NPC controller on non-VJ NPCs, it spams a console error
  • Fixed a console notice on map spawn (Game trying to find a non-existent file)
  • Fixed a console error appearing when dev mode is enabled for the creature base

Developer function/variable Changes
IT COULD NOT FIT HERE, CHECK THE FULL CHANGELOG!

Update: 25 Jan, 2021 @ 11:12am

FULL CHANGELOG: Link

=-=-=-=-= Version - 2.14.0 =-=-=-=-=
  • New
    • New AI Updates:
      • Can now hear other NPCs! They now react to sounds created by other NPCs! (Works the same way as it did with players)
      • Attacks are now seeded!
      • Attacks with multiple repetitions now support different animation speeds! (Playback rate)
      • Humans no longer back away if the enemy is defenseless - Ex: Civilian, passive animal (Tied to behavior VJ_BEHAVIOR_PASSIVE)
      • They no longer target Combine Turrets that are self-destructing
      • When humans are firing a secondary weapon attack, they now fire at the last hidden position
      • FIXED humans occasionally standing in place for 15-18 seconds after an interruption from their covered position!
      • Fixed when NPCs move back to open a door, they continue playing footstep sounds even though they are not moving
      • Fixed NPCs with leap attacks not properly aiming for the center of the enemy
      • Fixed humans not performing a diamond formation when moving to a hurt allies position
      • Fixed timer-based attacks not always properly stopping the attack when cut off by another animation
      • Fixed sometimes when an attack is cut off, the NPC is unable to preform that type of attack again
    • New Menu Changes:
      • Developer Menu Additions: print number of NPCs in the map, reload sounds, reload materials, reload textures, reload models, reload spawn menu
      • Redid the information menu, it now gives much better & important info and it's now properly organized
      • All clean up buttons are now controlled by a single command (vj_cleanup) and work much better in dedicated servers
      • Removed: vj_cleanup_all, vj_cleanup_snpcscorpse, vj_cleanup_snpcs, vj_cleanup_s_npcs, vj_cleanup_vjgibs, vj_cleanup_spawners, vj_cleanup_groundweapons, vj_cleanup_props, vj_cleanup_decals, vj_cleanup_playerammo, vj_cleanup_playerweapon
  • General Changes & Improvements
    • Updated muzzle flash particles for all weapons
    • Updated trail and explosion particles for RPG rocket, tank shell and grenade
    • Many optimizations were applied throughout the base and many old code has been cleaned up!
    • Number of Lua files has decreased by almost a dozen!
    • Updated and shortened the welcome message
    • VJ Test NPC is now admin only
  • General Fixes
    • Fixed weapons by default having secondary ammo, causing HUDs to think there is a secondary attack
    • Fixed tank NPCs missing a "running over" sound
    • Fixed a rare error appearing in multiplayer when a VJ NPC dies

  • Alien Swarm SNPCs
    • Added a new sight direction for the Queen, its eyes are now the head at the top
    • All textures & materials have been updated with noticeable changes and many fixes, check them out in game!
    • Drone unburrowing on spawn is much smoother, reliable and they no longer see the enemy until they have unburrowed
    • Cleaned up some old code and applied general optimizations
    • Decreased Buzzer's health from 60 to 30
    • Decreased Shieldbug's health from 1000 to 800
    • Updated the controller messages for the Boomer
    • Fixed Boomer changing its move type very quickly when being controlled and SPACE bar is held down
    • Fixed bunch of texture errors that would show up in the console

  • Black Mesa SNPCs
    • Added a secondary grenade launcher attack for the MP5!
    • Added proper burst-firing for the HECU turret
    • Added Half-Life Resurgence support for the turret
    • Added death animation for the Houndeye (1 in 2 chance)
    • Added actual shock wave to the Houndeye!
    • Redid the Hornet, it now replicates the original behavior much better!
    • Reworked the weapon holstering for the Security Guard, it now works as it should (All bugs are fixed!)
    • SPAS-12 is now registered as a close combat weapon, enabling HECU to use it as such
    • Bullsquid's projectile now spawns at its mouth and it can now properly hit its target
    • Assassin's cloak is now properly hides it from enemies and its set time is much more randomized!
    • Disabled the muzzle flash for Assassin to keep its origin more hidden
    • Decreased the health of Houndeye from 200 to 80
    • Decreased the health of Bullsquid from 200 to 120
    • Decreased the health of all zombies & their torso variant is now exactly half of its health
    • Snark now has the class "CLASS_SNARK"
    • Many old code was cleaned up and optimized!
    • Converted to the new Workshop file system
    • Removed some useless lua files
    • Fixed HECU holding the MP5 incorrectly
    • Fixed hornet showing wrong kill name
    • Fixed Bullsquid's and Alien Grunt's attack animations sometimes cutting

  • E.Y.E Divine Cybermancy SNPCs
    • Redid all the attack timers, they are now all properly set and animations are much smoother now
    • Deus Ex's gun now rotates when firing and the missile now goes at constant speed no matter the distance of the enemy
    • All textures & materials have been updated with noticeable changes, check them out in game!
    • Drastically decreased the health of Carnophage, Evil Deer, Forma and Manduco
    • Evil Deer now bleeds Red instead of Yellow
    • Applied class "CLASS_FEDERALISTS" for Federal Trooper
    • Removed "vjanimal" prefix from the class names of the 3 passive animals
    • Reduced number of Lua files
    • Cleaned up some old code and applied general optimizations
    • Kraak no longer shakes the world when it dies
    • Fixed Forma & Evil Deer not always properly damaging the enemy
    • Fixed Turtle Egg not having physics until something collides with it
    • Fixed Turtle Egg having 0 as max health

  • Liberty Prime SNPC
    • Added 4K textures & albedo tint!
    • Added new mini nuke explosion effects
    • Added 1 new sound (Combat)
    • Added support for Cpt. Hazama's Fallout pack, it will be categorized under "Fallout - Robots" if it's installed
    • Laser and melee attacks can now gib NPCs!
    • Its eyes are now the actual eyes of the NPC, (EX: if it turns its head to the side, it will now actually see the enemy)
    • Mini nuke explosion radius is now much greater
    • Changed spawn menu name: Hostile Liberty Prime --> Liberty Prime (Hostile)
    • Code has been revamped, optimized and cleaned
    • Reduced file size, including Lua files
    • Converted to new workshop file system
    • Fixed Liberty Prime moving very close to the enemy, now it keeps a distance of about 1,500 world units
    • Removed the unnecessary death message "A Liberty Prime is now Offline!"
    • Removed the menu, it held one option and it was unnecessary
    • Removed vj_fo3_lp_laserexplosionparticles

  • Developer function/variable Changes
    IT COULD NOT FIT HERE, CHECK THE FULL CHANGELOG!

Update: 28 Dec, 2020 @ 3:10pm

FULL CHANGELOG: Link

=-=-=-=-= Version - 2.13.0 =-=-=-=-=
  • New
    • Revamped NPC Controller:
      • Added first person mode! The player can now switch between first & third person by pressing H
      • Added the ability to zoom in and out by using the scroll wheel
      • Added 3 new options: Camera Zoom Speed, Camera speed (lerping), and Controller Dies With The NPC
      • Added much better initialize message
      • Added proper support for jumping animations!
      • When in third person, the camera will automatically adjust itself to not get stuck in walls!
      • Can now use GMod cameras without the view messing up
      • Updated HUD:
        • Added camera zoom number & icon
        • Added camera third/first icon
        • Will now display attacks that it can do in green
        • If it has an attack but there is a cool down, the icon will now display orange and will turn green once it can preform it again
        • The HUD will now instantly turn off when the user toggles it in the menu
        • Fixed when the NPC is flinching, the HUD wouldn't update!
      • NPCs can now move much closer to walls as it's now calculated using their hitbox instead of a fixed number
      • Changed the way the player respawns:
        • If the NPC is alive, then it will spawn the player above it
        • If the NPC has been removed, then it will spawn the player at the NPC's last location
        • Fixed any possibilities of the player spawning at the map's origin or random far location
      • Many optimizations were done to the old parts of the code
      • Now supports servers with different tick rates
      • Fixed human SNPCs keep firing even after the player has released the firing button
      • Fixed when movement key(s) are released but the SHIFT key is still pressed, the NPC would continue to move!
      • Fixed human SNPCs switching to anti-armor or melee inventory weapons
    • AI Updates:
      • When set to guard, it will now face the guarding position when it moves and comes back to the guard position
      • Now ignore HL1 GMan
      • Fixed players having the ability to make dead or dying NPCs follow/unfollow them
      • Fixed SNPCs that are supposed to always wander freezing for 2 seconds when first spawned
      • Fixed humans not turning to aim at the location of their ally's death when idle
      • Fixed humans not properly facing the enemy when melee attacking
      • Fixed certain animations overtaking death animation for SNPCs
    • Updated Aerial-Aquatic Base:
      • Added better support for the controller
      • Added chase-attack, implements dynamic chase & stop when melee attacking, ex: Enemy moves away while attacking, it will chase the enemy while still playing the attack
      • System is much better to use for developers
      • The NPC no longer slows down when approaching the enemy
      • Fixed when aquatic NPCs were outside of water, they would magically start flying in a random direction
      • Fixed attack animation breaking when moving away
      • Fixed not properly getting into melee range
      • Fixed having chasing issue (Crashing into the ground) when the enemy is a humanoid or smaller
    • Updated SNPC Corpse Collisions:
      • Added an option in the menu that allows the user to pick 6 different collisions options!
      • No longer affected by the GMod "Keep Corpses" option
      • Controlled through the command: vj_npc_corpsecollision
      • Much better system for developers
  • General Changes & Improvements
    • When an NPC that follows a player is killed, it will now print a message in the player's chat box letting them know that the NPC has been killed
    • Crossbow now has proper delay between shots and NPCs will now attempt to stand still when firing (Similar to RPG)
    • Players now use the same muzzle flash particles as NPCs do!
    • SNPC pain sounds by default are now based on the sound duration, allowing for continuous pain sounds without long break or sounds cutting off!
    • When selecting the language option, it will now reload the spawnmenu, this will avoid the need to restart the map
    • Removed effects: VJ_Weapon_PistolMuzzle1 and VJ_Weapon_RifleMuzzle1
  • General Fixes
    • Fixed weapons reloading for players not taking in account for reserve ammo
    • Fixed weapon reloading, firing, and dry firing sounds for players playing twice in multiplayer
    • Fixed flare gun creating a muzzle flash, it now only creates smoke

Update: 30 Aug, 2020 @ 6:22pm

FULL CHANGELOG: Link

=-=-=-=-= Version - 2.12.5 =-=-=-=-=
  • New
    • Allied SNPCs will now recognize that the player died
    • Added a tutorial button for the health modifier tool
  • General Changes & Improvements
    • Sub materials can now be applied to the SNPC's corpse (Must be set by the developer)
    • Health Modifier tool's regeneration option is now defaulted to 5 seconds rather than 8
  • General Fixes
    • Fixed female Rebel animation sets not being able to cover-reload

  • Developer function/variable Changes
    NOTE: Some new or changed functions/variables may not be listed here!
    • SNPC Bases:
      • New: self.DeathCorpseSubMaterials, self:CustomOnChangeActivity(newAct)
      • "OnAllyDeath" sound system is now also called when a allied player dies!
    • Weapon Base:
      • self:CustomOnPrimaryAttack_BeforeShoot() can now take a return statement, returning true will disable rest of the firing code

Update: 27 Jul, 2020 @ 11:04am

FULL CHANGELOG: Link

=-=-=-=-= Version - 2.12.4 =-=-=-=-=
  • New
    • Added a new NPC-only weapon: Crowbar
    • Added Melee Weapon System! (It's mostly made for SNPCs!)
    • Added a melee weapon slot in the inventory for the human SNPCs (Current enemy is (very close and the NPC is out of ammo) OR (in regular melee attack distance) + must have more than 25% health)
    • Added warning messages when using outdated version of Garry's Mod (Especially because of Chromium branch)
    • Updated Weapon Translation System:
      • Added default translations for hold types melee, melee2, and knife to the combine, metrocop, and rebel animation sets!
      • Weapon translations can now accept tables!
  • General Changes & Improvements
    • SSG-08 and RPG can now only be fired if the NPC isn't moving, human SNPCs that are using these weapons will now act more stationary
    • SNPCs will no longer open doors that are locked or not supposed to be opened by NPCs (Applies to func_door & func_door_rotating)
  • General Fixes
    • Fixed humans being scared of their own grenade or an ally's grenade
    • Fixed grenade and melee attacks sometimes cutting off by the weapon firing animation
    • Fixed scared human SNPCs attempting to heal an ally while trying to run away
    • Fixed humans SNPCs often cutting off their death animation
    • Fixed anti-armor weapon changing values for the primary weapon
    • Fixed dead players able to control an NPC via the properties menu (C menu)
    • Fixed a console error on map startup

  • Developer function/variable Changes
    NOTE: Some new or changed functions/variables may not be listed here!
      • New (Humans): self.WeaponInventory_Melee, self.WeaponInventory_MeleeList
    • Weapon Base:
      • New: self:CustomOnPrimaryAttack_MeleeHit(argent), self.NPC_StandingOnly, self.IsMeleeWeapon, self.MeleeWeaponDistance, self.MeleeWeaponSound_Hit, self.MeleeWeaponSound_Miss, self.NPC_BeforeFireSound, self.NPC_BeforeFireSoundLevel, self.NPC_BeforeFireSoundPitch

Update: 2 Jul, 2020 @ 1:25pm

=-=-=-=-= Version - 2.12.3 =-=-=-=-=
  • Added backwards compatibility for self:WeaponAimPoseParameters()
  • TAdded Temporary code unique for the BMS assassin

Update: 2 Jul, 2020 @ 6:14am

=-=-=-=-= Version - 2.12.2 =-=-=-=-=
  • Fixed a bug with the gibbing system

Update: 1 Jul, 2020 @ 10:59pm

=-=-=-=-= Version - 2.12.1 =-=-=-=-=
  • Added self.NextCallForHelpSoundT for SNPCs
  • Fixed certain SNPCs causing an error when gibbed (By readding self.DefaultGibDamageTypes)
  • Fixed a rare error that appeared when turning on ignore players