Garry's Mod

Garry's Mod

VJ Base
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Update: 24 Aug, 2018 @ 5:46pm

=-=-=-=-= Version - 2.6.2 =-=-=-=-=
FULL CHANGELOG: Link
  • Added VJ Prop Animatable Entity - prop_vj_animatable (Very simple entity that is used to make props that can be animated)
  • Relationship and pose parameter optimizations were done to save couple of frames

Update: 2 Aug, 2018 @ 2:18pm

=-=-=-=-= Version - 2.6.1 =-=-=-=-=
FULL CHANGELOG: Link
  • Minor weapon base optimizations
  • Fixed non-VJ Base NPCs not being able to use VJ Weapons!
  • Fixed friendly SNPCs that are following a player, will unfollow them if another player angers them
  • Fixed friendly SNPCs that become an enemy to a player don't attack the player right away if it already has an enemy
  • Fixed friendly SNPCs that are become an enemy, constantly spam in the chat that "x no longer likes you"
  • For Devs: Added back self.DeathSkin to avoid errors for old community addons, this variable will not have any function and will most likely be removed again in the future, please update your addons!

Update: 21 Jul, 2018 @ 2:07pm

=-=-=-=-= Version - 2.6.0 =-=-=-=-=
FULL CHANGELOG: Link
  • New
    • Added full support for the new Garry's Mod update
    • Added the weapon K-3! (NPC weapon)
    • Added the ability for developers to make NPC weapons that are fully automatic or a custom pattern, such as burst-fire!
    • The NPC Weapon base now fully supports Combine, Metrocop, Rebel and custom animation sets!
    • Added a blue muzzle flash
    • Added weapon firing gestures!
      • Added for all hold types!
      • Fully works for combine, metro police and citizen animated models!
      • Mainly made for VJ SNPCs, but works fairly well on HL2 NPCs as well!
    • New AI Changes:
      • Added completely new human covering animation system, they now actually use covering animations! (Supports all model sets!)
      • Added a DSP effect when a melee attack causes heavy damage to a player!
      • Revamped the player following System!
        • If the SNPC is melee attacking, it will now continue attacking the enemy, until the player gets very far (4 times the follow distance), then it will stop attacking and catch up to the player!
        • Will no longer break the current activity or attack to catch up to the player, instead they will finish the current activity or attack, then proceed to follow the player
        • When a player makes an SNPC follow or unfollow, they no longer break their current activity or attack to turn and look at the player
        • Humans will no longer constantly face the enemy if they are behind a wall
        • Players can no longer make neutral SNPCs follow them, instead a message will be given saying, "blank is neutral to you, therefore it won't follow you."
        • Players can no longer make stationary SNPCs follow them, instead a message will be given saying, "blank is currently stationary, therefore it's unable follow you."
      • Combine animated models can now use pistols!
      • Recoded the idle system which fixes a lot of idle animation related bugs, including the annoying bug that cut off idle animations!
      • Metrocop and Rebel animation sets can now properly move and shoot with pistols & shotguns!
      • Added cover-reloading support for Metrocop and Rebel animation sets!
      • Human covering system now fully works for any animation set, even custom sets!
      • By default any SNPC that's friendly to a player will now be able to follow them, move out of their way etc!
      • SNPCs that are following a player and are in close proximity will now walk rather than run!
      • Will now wait a little bit before wandering around after an enemy has been killed (min = 3 seconds, max = 5 seconds)
      • No longer detect hornets fired by Alien Grunts (Half Life Source)
      • Humans can break their current movement animation and take cover (if available)
      • No longer flinch when taking cover
      • No longer break their current activity or attack just to move out of the player's way
      • Now have a 1 second delay before calling for help when they get alerted by an enemy damage
      • SNPCs with climbing abilities now work properly again!
      • The call for help animation now properly plays with proper animation length
      • When a friendly SNPC turns on a player, they will now stop moving and face the player
      • SNPCs that are neutral to the player will no longer move out of their way!
      • Fixed the game lagging very badly when couple of SNPCs are stuck in each other!
      • Fixed player-allied SNPCs registering players are neutral rather than ally!
      • Fixed humans taking cover or moving away when getting damaged while reloading
      • Fixed medics healing players or NPCs who are neutral, will now only heal allies!
      • Fixed the melee attack animation getting stuck in a loop for couple of seconds after killing an enemy!
      • Fixed Aerial SNPCs not properly wandering around!
      • Fixed Humans not firing when using a weapon with an SMG or pistol hold type while crouched!
    • Added Player Spawnpoint entity:
      • Sets the spawnpoint for all the players in the server
      • Can set multiple spawnpoints, the game will pick a random one when a player spawns
      • Admins can activate or deactivate the entity by pressing use key
      • When no entity is spawned or active, the game will default back to the map's spawnpoints
      • Only admins can spawn or physgun the entity
    • New NPC Controller Changes:
      • Added completely new tracking system!
      • Added support for the Aerial SNPCs! Can now move around and will now properly stop when not moving!
      • Attacks with face enemy will now face the tracking entity!
      • Fixed the tracking system not working in certain cases, such as looking very far or looking up
      • Fixed SNPCs sometimes glitching or spinning around randomly when the player constantly looks in different directions
      • Fixed when the SNPC is flinching, the player can cut off the animation and walk or attack
    • Added an automatic system for the attack timers:
      • Works both for timer-based and event-based attacks
      • Works for all attack type: melee, range and leap
      • Allows for more precisely timed attacks
      • Saves developers a lot of time when developing SNPCs (The base will automatically calculate the attack duration!)
      • In order to use this automatic system set the self.NextAnyAttackTime_* variable to false (It's set to false by default)
    • New NPC Spawner Tool Changes:
      • Added the option to select "None" in the weapon selection menu
      • Removed a useless message
    • New NPC Relationship Tool Changes:
      • Added the option to make the selected SNPC friendly only to players or both to players and all player allies
      • Moved the "Resistance" class button to the bottom
      • Removed an unused convar for the tool
    • New Menu Changes:
      • Added a new SNPC Setting: Disable DSP Effect On Heavy Damages (Melee)
      • Added a button that links to the Discord server
      • Changed the "Reset Everything" in all the menus to be a button rather than a drop down menu
      • Reorganized a lot of settings & options
      • Updated the credits
      • Fixed the donation button link
      • Removed a old unused option in the SNPC Developer Settings
      • Removed any useless note or white space
  • General Changes & Improvements
    • Most weapons that were semi-auto previously will now fire full automatic!
    • Bullet damage from human SNPCs is now scaled by the selected difficulty!
    • The SPAS-12 is more inaccurate now when used by NPCs
    • When a human SNPC dies from a dissolving damage, such a combine ball, it will now dissolve the weapon that the human was holding as well!
    • The base will now properly detect if a model can't be a corpse, rather than spawn a T-posing model when the SNPC dies
    • AR2 now shoots in bursts of 7 bullets with very high fire rate!
    • No force will be applied to a SNPC's corpse if it plays a death animation, this will fix any problems with crazy physics
    • AR2 now uses a custom blue muzzle flash
    • Major organizations were done in many parts of the base!
  • General Fixes
    • Fixed knockbacks not being very reliable in the SNPC base
    • Fixed SNPCs not properly dissolving when a non-combine ball kills them with dissolving damage
    • Fixed some NPC weapons sometimes randomly spawning a bullet shell or creating a muzzle flash
    • Fixed footstep sounds for SNPCs not properly playing when using events for it while it's playing a moving-attack
    • Fixed medic SNPCs creating errors and not healing on the creature base!
    • Fixed a grammatical error in the Fireplace

Update: 17 Jun, 2018 @ 10:42pm

Small Maintenance Patch

Update: 25 Jan, 2018 @ 1:21pm

SMALL BUG FIX UPDATE - VERSION 2.5.1
  • Fixed SNPCs with gibs or extra model parts not dying due to an error!
  • Fixed the date in the files saying 2017 rather than 2018

Update: 13 Jan, 2018 @ 4:33pm

=-=-=-=-= Version - 2.5.0 =-=-=-=-=
FULL CHANGELOG: Link
Credits: People that gave good suggestions, beta tested, and supported me!
  • New
    • Important Note: The animal base is now discontinued! Instead use the new behavior system implemented in both the creature and human base (More info below)
    • Added driving engine sound when tanks are driving!
    • Added new engine idle sound for tanks
    • Added blood pools for all blood colors! (Used to only be for red and yellow)
    • Added a spawnicon for the NPC Controller
    • Added new distant firing sound for Glock 17
    • New AI Changes:
      • Added a "Behavior" system which currently has 4 types: aggressive, neutral, passive and passive_nature
      • Human SNPCs no longer have a clamped weapon accuracy! (They are now very inaccurate the farther they are, and this will also allow developers to set custom accuracy properly now!)
      • Human SNPCs that are shooting while moving are a lot smoother now! (Especially when transitioning from standing to moving!)
      • MAJOR FIX: Fixed SNPCs staying as alerted forever, this was very noticeable with things like turrets
      • MAJOR FIX: Fixed SNPCs attacking when they shouldn't due to a timer bug in the animation system! This should also help animations cutting off
      • Fixed SNPCs that are being controlled or following player stopping and turning around when a NPC or a player collides with them
      • Fixed a major issue when something dies that was being chased by a group of SNPCs, the group would all try to get to the dead enemy's position and become stuck trying to move
      • Fixed tanks sometimes flipping over, sinking to the ground, or flying for couple seconds!
      • Fixed rarely SNPCs being stuck playing their attack animation after killing the enemy
      • Fixed another bug that sometimes caused static stationary SNPCs to turn (Ex: Turrets)
      • Fixed a bug that caused human SNPCs to suddenly aim when they move for the first time after killing an enemy
      • Fixed player-friendly SNPCs that can become enemy to the player, constantly printing in the chat that it no longer likes you when it's being controlled by another player
    • Added Health Modifier Tool:
      • This replaces the NPC Property Modifier tool
      • Inherits the same abilities as its predecessor with new additions listed below
      • Can now change the health and max health for all entities that can have health (Breakable props, NPCs etc.)
      • Ability to change the max health of an entity by right clicking
      • Ability to heal the entity to its max health by pressing reload
      • Prints a notification to the local player's chat that notifies what they did to which entity
      • Will only heal or change a player's health if the user is an admin
    • Added a button in the "Installed Addons" tab that opens a link to the Github page
    • Added a button in the SNPC options under the process time that opens a link to a video explaining what process time is
    • Added a new particle: vj_bms_turret
  • General Changes & Improvements
    • Updated the projectile radius code to only damage players and NPCs if they are visible! (Developers can disable visibility check, an example of it will be the Houndeye SNPC from Black Mesa SNPCs)
    • Blaster now only shoots out smoke and sparks when fired
    • Gibs only spawn decal if their velocity length is higher than 18
    • Radius damages that have force will now apply it to non-props as well (Such as NPCs or players!)
    • Damage force is now applied to gibs!
    • Implemented major optimizations to the SNPC bases:
      • Optimized the spawning code, which used to cause serious lag when a new entity was spawned while a VJ SNPC was alive!
      • Optimized the code that allowed certain SNPCs not to collide with each other
      • Implemented a custom HasValue function for tables which is a little more optimized than the function that comes with the game!
      • Many small optimizations have been done throughout the base, this should help make the lag less!
      • Removed many unused functions and variables to use less memory
      • Fixed SNPCs calling the self:DoHardEntityCheck() twice when spawned
    • Turret turning and track sounds for tanks are now properly looped
    • NPC Spawner Tool now makes the spawned NPC(s) face towards the player that spawned it
    • Increased all of the blood pool particles to a bigger bounding box, which fixes the particles disappearing when the player is not looking directly at it
  • General Fixes
    • Fixed projectiles staying for 0.07 before actually removing
    • Fixed the No Target tool not printing the player's name (When used on a player)
    • Fixed sound tracks not playing at all in multiplayer! (They will not play for any players that were not rendering the SNPC when it got spawned!)
    • Fixed Tanks playing moving sounds when pushed by something
    • Fixed couple of typos and other small mistakes in the menus
    • Fixed a minor error with pose parameters

  • Black Mesa SNPC
    • HECU Turret's firing muzzle effect is now positioned correctly!
    • HECU Turret now shoots 3 bullets per burst
    • Updated Houndeye's radius damage to the latest system
    • Remade the Snark Nest from scratch!
      • Now spawns 8 Snarks in total
      • When Snarks are spawned, they get thrown around in random directions
      • Much more optimized code
      • Fixed the blood particles and decals
    • Converted all the scientists to the new behavior system
    • Fixed HECU Turret's animations sometimes messing up when retracting or deploying, especially when the enemy constantly moves in and out of sight
    • Fixed HECU Turret doing 10 damage each shot! It now uses it damage convar(vj_bms_turret_d) which does 3 damage per shot! (I left the damage on 10 by accident in the last update)
    • Removed the particle vj_bms_turret, it's now included with VJ Base itself

  • E.Y.E Divine Cybermancy SNPC
    • Added oil blood pool for the trooper when it dies
    • Converted all of the passive animals to the creature base using the new behavior system (Much better AI!)
    • Remade the Turtle Egg from scratch!
      • The code is more optimized!
      • Fixed the blood particles and decals

  • Liberty Prime SNPC
    • Will now stop chasing the enemy when it comes close to the enemy, allowing it to fire its laser and mini-nuke instead of melee attacking
    • Decreased the melee attack and damage distance to allow it fire its laser at closer distances rather than just melee attacking
    • Will now constantly face the enemy when standing still and is 2000 or less world units away from the enemy.

  • Military SNPCs
    • Remade the spawnicons for: U.S. Airborne, Soviet Infantry
    • Major changes were done to the human and tank base! (Check the VJ Base section of the changelog!)

  • No More Room In Hell SNPCs
    • Remade all the spawnicons! (Thanks to Robert for taking the screenshots!)
    • Fixed a debug message being printed when head shotting a child zombie

    Developer function/variable Changes
    ALL DEVELOPER CHANGES ARE LISTED IN THE FULL CHANGELOG, LINK IS ABOVE!

Update: 5 Oct, 2017 @ 4:58pm

=-=-=-=-= Version - 2.4.3 =-=-=-=-=
FULL CHANGELOG: Link
Credits: People that gave good suggestions, beta tested, and supported me!
  • New
    • Added a new tool: No Target
    • Added new SNPC Setting: Players Can Pick Up Dropped Weapons (vj_npc_plypickupdropwep)
    • New AI Changes:
      • Will no longer detect players with No Target on, similar to how HL2 NPCs work
      • When applying a class to a player or another NPC, they will now properly see them as an ally
      • Will now properly reset their enemy when the relationship changes with the enemy
      • Tanks will now properly play their moving track sound when moving on a non-world object
      • Fixed tanks still being able to move while floating!
  • General Changes & Improvements
    • Reduced the amount of push tank SNPCs deliver when running over an enemy
    • Revamped the difficulty system to be more optimized and easier for developers to implement into their addons!
    • NPC Controller will now properly detect the selected entity is an NPC
    • NPC Controller will no longer let you control NPC that have 0 or below health
    • Removed a lot unused Lua files to reduce the amount of files in the base
    • Updated and organized a lot of old files (Especially entity files)
  • General Fixes
    • Fixed tank SNPCs not properly running over players!
    • Fixed being able to take control of door entities using the NPC Controller
    • Fixed using the NPC Controller creating errors when trying to control vehicles

  • Black Mesa SNPCs
    • Houndeye is now immune to sonic damage
    • Houndeye now deals sonic damage rather than shock

  • E.Y.E Divine Cybermancy SNPCs
    • Manduco can now be set on fire, but it won't take any damage

  • Zombie SNPCs
    • While controlling the Burnzie, you can now ignite or extinguish the fire!
    • Burnzie will now actually be on fire, rather than the old bad looking fire particle

    Developer function/variable Changes
    NOTE: Some new or changed functions/variables may not be listed here!
    • New global NPC functions: self:VJ_HasNoTarget(argent), self:VJ_GetDifficultyValue(int)
    • SNPC Bases:
      • New: self:CustomOnChangeMovementType(SetType), self.Immune_Fire, self.Immune_Sonic, self.Immune_Melee
      • Removed: self.Immune_Freeze (Had no effect)

Update: 26 Sep, 2017 @ 12:29pm

=-=-=-=-= Version - 2.4.2 =-=-=-=-=
FULL CHANGELOG: Link
Credits: People that gave good suggestions, beta tested, and supported me!
New Official Addon! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1148147383
  • New
    • Added a new effect: VJ_Laserrod_Red
  • General Changes & Improvements
    • Blaster now shoots bullet traces rather then the physical rods
    • Reorganized and did small changes to the SNPC setting menus
    • Done a major optimization to SNPCs that don't collide together! (Ex: Spider Queen and a baby spider from the Dark Messiah SNPCs)
    • Slightly optimized player-friendly SNPCs that become enemy to the player if attacked
    • Optimized the "hide or run" code for the human base
  • General Fixes
    • Fixed SNPCs with custom death model spawning the model only as prop_physics!
    • Fixed human SNPCs with custom or weapon-translated reload animations setting the reload time to 0, which resulted in the reload animation being cut off or not even playing!

  • Military SNPCs
    • Fixed German soldiers creating missing sound errors in the console

    Developer function/variable Changes
    • SNPC Bases:
      • New: self.AllowPrintingInChat
      • Removed unused variables: self.VJCorpseDeleted, self.BecomeEnemyToPlayerSetPlayerFriendlyFalse, self.NoLongerLikesThePlayer, self.PlayedResetEnemyRunSchedule

Update: 8 Sep, 2017 @ 4:51pm

=-=-=-=-= Version - 2.4.1 =-=-=-=-=
FULL CHANGELOG: Link
Credits: People that gave good suggestions, beta tested, and supported me!
  • New
    • Added proper turning system for the NPC Controller, which allows for SNPCs to play turning animation!
    • Added a custom code that will make ground SNPCs properly drop to the floor!
    • Added a confliction check to detect if something is overriding VJ Base (Currently only for SLV Base!)
  • General Changes & Improvements
    • Renamed many files and organized a lot of old codes
    • Applied proper hitgroup detection for human and animal bases
  • General Fixes
    • Small bug fix in the creature base related to ragdolls
    • Fixed a typo error in the AI Schedule module

Update: 30 Aug, 2017 @ 12:17pm

=-=-=-=-= Version - 2.4.0 =-=-=-=-=
FULL CHANGELOG: Link
Credits: People that gave good suggestions, beta tested, and supported me!