Garry's Mod

Garry's Mod

E.Y.E Divine Cybermancy SNPCs
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Update: 19 Apr @ 12:33pm

SHOWCASE: https://www.youtube.com/watch?v=1cT0pwwbRRg

- Added hitgroup based gesture flinching to Carnophage, Manduco, Federalist Trooper, Forma, and Evil Deer
- Added better rocket spawn position for the Deus Ex
- Added leap attack in air and gliding animations for Forma and Evil Deer
- Added new particles for Manduco's fireball from the original game!
- Added new spawnicons for all the NPCs
- Carnophage's melee attack is now continuous and deadlier
- Manduco's melee attack now damages from all 4 hands instead of only 2!
- Manduco's and Deus Ex's range attacks are now predicted, allowing them to hit moving enemies!
- Deus Ex will no longer chase when the enemy is visible and in a certain range, instead it will focus on firing the missiles at the enemy
- Federalist Trooper is no longer friendly to Combine
- Increased step height for Deus Ex and Kraak to allow them to step up, down, and over larger objects / walls
- Attacks now use model events for: Carnophage, Forma, Evil Deer, Kraak, Manduco, Federalist Trooper
- Footstep sounds now use model events: Forma, Evil Deer, Deus Ex, Kraak, Manduco
- Increased Manduco's fireball max damage from 20 to 25
- Deus Ex will now keep its gun raised as long as it's alerted
- Redid all of the hitboxes to better match their models
- Renamed Federal Trooper to Federalist Trooper
- Revamped the alert menu that appears when VJ Base is missing
- Optimizations
- Removed all of the convars
- Fixed bunch of sound and effect bugs in the projectiles and the Turtle Egg
- Fixed Deus Ex's animation getting stuck on melee attack when the enemy is far away in certain situations

Update: 25 Jan, 2021 @ 11:14am

  • 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

Update: 13 Jan, 2018 @ 4:36pm

=-=-=-=-= 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 @ 5:05pm

=-=-=-=-= 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: 30 Aug, 2017 @ 12:28pm

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

Update: 29 Dec, 2016 @ 12:49pm

=-=-=-=-= Version - 2.3.0 =-=-=-=-=
FULL CHANGELOG: Link
Credits: People that gave good suggestions, beta tested, and supported me!

Update: 1 Jan, 2016 @ 9:21am

=-=-=-=-= Version - 2.2.0 =-=-=-=-=
FULL CHANGELOG: Link
BEING RELEASED: Liberty Prime SNPC
Credits: People that gave good suggestions, beta tested, and supported me!

Update: 3 May, 2015 @ 3:15pm

=-=-=-=-= Version - 2.1.0 =-=-=-=-=
FULL CHANGELOG: Link
UPCOMING: Liberty Prime SNPC
Credits(Suggestions, testing and support): People who went on my testing server and EnlistedDiabetus for the huge support!

Update: 2 Jan, 2015 @ 11:00am

=-=-=-=-= Version - 2.0 =-=-=-=-=
FULL CHANGELOG: Link
UPCOMING: Fallout 3 SNPCs
NOTE: THE BASE IS NOW A COMPELETLY DIFFERENT SYSTEM!
Credits(Suggestions, testing and support): People who went on my testing server and EnlistedDiabetus for the huge support!

Update: 24 Aug, 2014 @ 11:22am

=-=-=-=-= Version - 1.3.0 =-=-=-=-=
FULL CHANGELOG: Link
BEING RELEASED: Military SNPCs(4 Packs)
UPCOMING: (Maybe) VJ HUD, (Maybe) Cry Of Fear SNPCs
Credits(Suggestions): People who went on my testing server
    VJ Base
  • New
    • Added blood pools for the SNPCs!
    • Added a weapon base for both players and NPCs!
    • Added better sight angle for all of the SNPCs, before it was 45 degrees now it's 80 degrees
    • Added better weapon spread for the humans
    • Added a custom grenade for the human SNPCs
    • New menu changes:
      • Added 3 new SNPC setting: Disable Blood Pools, Disable Chasing Enemy, Disable SNPC Chat
      • Updated some of the help notes to make them more helpful
      • Fixed some typos and grammer such as "musics"
    • Added much better animation system
    • Added a new firing sound for the MP 40
  • Changes & Improvements
    • Player's walk/run speed no longer reset to regular Garry's Mod speed after it finished getting infected, instead it gets the speed before the player was infected
    • Small AI Changes
    • When a SNPC is pressed E to follow you, they now face you
    • Updated all of the weapon's recoils
    • Improved the muzzle flash color for all of the weapons
    • Improved the Glock's hands textures
    • You can no longer switch your weapon when reloading with my weapons
    • Improved the fireplace's light position
    • When spawning my SNPCs, it no longer creates that water-like effect
  • Fixes
    • Fixed a really important bug in the animation system
    • Fixed when the player is already infected and gets infected again, but it doesn't slow down for another 5 seconds
    • Fixed humans shooting from their feet
    • Fixed when the player is infected and its infecter is removed, the heartbeat sound getting removed as well
    • Fixed humans playing their grenade sound rapidly when they see a grenade
    • Fixed the glock's hand replacing the Half Life 2 HEV hand!
    • Fixed when SNPCs calling for help, they also call the enemy to help them!
    • Fixed weapons giving the player a pistol ammo when picked up
    • Fixed when combines or rebels are using one of my NPC weapons, it creates errors (It still sometimes happens)
    • Fixed the game thinking that my weapons have a secondary ammo
    • Fixed some grammer mistakes printed in the chat when making a SNPC follow or unfollow you
  • Alien Swarm SNPCs
    • Added Default Drone Spawner, Beta Drone Spawner
    • Added alert animation for the default Shieldbug
    • The Shieldbug now goes into defensive positon when it's close to the its enemy
    • The shieldbug no longer takes damage when something hits its front legs
    • Default Shieldbug now damages nearby enemies on death
    • Increased all of the drone's melee attack and damage distance
    • Made the Default Shieldbug not to spawn blood pools
    • Fixed some of the coding catagories and names
  • Black Mesa SNPCs
    • Added alert animation for the Houndeye
    • Made the Black Ops Assassin a bit less accurate
    • Made the Black Ops Assassin's first pistol to cloack as well
    • Made the bullsquid not to spawn blood pools
  • Dark Messiah SNPCs
    • Added better position for the regular spider when it dies to avoid the it dieing in a weird position
    • Giant Worm can now attack its gas 10000 world units away instead of 5000
    • Increased Regular Spider's and Facehugger's melee attack and damage distance
    • Made the Giant Worm not to spawn blood pools
    • Made the Facehugger use small blood pools
    • Fixed Giant Worm missing a lot when range attacking
    • Fixed the spiders being visable for 3 seconds before playing the unburrow animation when summoned by the Spider Queen
    • Fixed the spiders not playing the unburrow animation when summoned by the Spider Queen
  • E.Y.E Divine CyberMancy SNPCs
    • Made the animals use small blood pools
    • Fixed kraak's alert animation attempts to play twice