Garry's Mod

Garry's Mod

Black Mesa SNPCs
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Update: 19 Apr @ 12:31pm

- Added 2 new sonic attack animations for the Houndeye
- Added foot scuff noise to all the zombies
- Added model event based footsteps sounds to all the zombies
- Added model event based melee attacks for Alien Grunt, Bullsquid, and all the zombies!
- Houndeye's sonic attack now uses model event!
- Black-Ops Assassin has double the ammo as it's dual pistols
- Security Guard Now has a chance to spawn without a: Vest, radio, flashlight
- Snarks will now constantly wander around while idle
- Updated Snark's jumping while chasing to be go more up rather than forward
- HECU Marines now have a chance to spawn without a: Holster, chest packs, hip packs, thigh packs
- HECU Marines can now spawn without any headgear
- Zombies now deal more damage when swinging both arms!
- Decreased the chance of a Houndeye playing the "look around" idle
- Bullsquid's range attack is now predicted, allowing it to hit moving enemies!
- Bullsquid's range attack trajectory is now curved and is much more random
- Improved gib effects
- Hornets now use same collision as bullets
- Redid the melee attack distances for all NPCs
- Updated the fire rate for all weapons
- Renamed all the entity class names to be shorter
- Fixed scientist female animations conflicting with default rebel animations
- Fixed Black Ops Assassins flipping towards an obstructed direction
- Fixed Black Ops Assassin's cloaking not working correctly
- Fixed Black Ops Assassin's right hand pistol dropping invisible if killed while cloaked
- Fixed all NPCs playing death sound when gibbed on death
- Fixed Security Guard playing holster animation on spawn
- Fixed Security Guard dropping an invisible Glock 17 on death
- Fixed Security Guard's holster bodygroup not correctly setting on death
- Fixed Zombies erroring in cases where they are removed while dying
- Fixed Zombies on fire idle and walk not working correctly
- Removed ton of file checks to speed up loading
- Removed all of the health and damage convars

Update: 28 Jan, 2023 @ 7:03pm

  • Balanced the spawn chances for the random zombie spawners
  • Updated to the latest version of VJ Base
  • Revamped the alert menu that pops up when VJ Base is missing
  • Fixed a weapon bug with the Security Guard
  • Fixed HECU Turret retracting its gun without delay after enemy is dead/lost
  • Decreased the number of Lua files

Update: 25 Jan, 2021 @ 11:14am

  • 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

Update: 20 Dec, 2019 @ 11:48am

=-=-=-=-= Version - 2.10.0 =-=-=-=-=
FULL CHANGELOG: Link
  • New
    • Added aquatic base and revamped the aerial base!
    • Added a Secondary Fire system for the weapon base! (NPC-exclusive)
    • Added a rifle grenade entity which can now be fired by NPCs that are using the VJ SMG1
    • Added a flag entity (Cosmetic)
    • Added Properties Menu for SNPCs! (Right Click SNPCs while holding C):
      • The options appear at the bottom of all VJ SNPCs and is separated from rest of the settings by a bar to make it organized
      • Ability to control SNPCs from the menu without needing the NPC Controller weapon
      • Ability to toggle guarding, which makes the SNPC guard its current position and hold it for as long as possible
      • Ability to toggle wandering
      • Ability to make the SNPC a medic or not
      • Ability to quickly make an SNPC allied or hostile to you
      • Ability to slay the SNPC
      • Ability to enable developer mode (For debugging purposes while creating an SNPC)
    • New AI Changes:
      • Added a conversation system (Dialogue)
      • Added a grenade flush-out AI for humans! (Basically, throwing grenades at enemy cover positions to flush them out)
      • Added Neutral system!
        • Neutral SNPCs will not attack until provoked
        • When provoked it will attack ANY SNPC or player it finds threatening
        • Aid any ally SNPCs that are under attack
        • Responds to nearby movements and threatening sounds
        • Once it has killed an enemy or lost sight of the enemy, it will calm down until provoked again
      • Humans will now crouch run when moving to a covered position
      • Creatures will now randomly move around if the enemy is unreachable
      • Humans will now interrupt their reloading if the enemy is close
      • Humans can now jump up or down places where they are able to
      • Increased the default grenade throwing distance from 1,000 to 1,500 world units
      • If an SNPC is following a player and an ally of that SNPC turns against the player, it will now unfollow the player and become enemy
      • Updated the jumping system for creature SNPCs, they are now able to jump down/up from many locations instead of being restricted to certain places like before
      • Chasing Navigation will now update every 1 second if the SNPC is 2,000 units away from its target, this change was made to lower frame drops due to navigation
      • Now properly know if all of the visible enemies and will not randomly reset enemy when one of them is killed
      • Fixed humans bobbing their heads when firing a weapon
      • Fixed the "Scared behavior" for humans not working properly (The animations for it are also a lot smoother now!)
      • Fixed when humans moving to a covered position, they would sometimes get stuck
      • Fixed player-friendly SNPCs that are supposed to be friendly to each other, were sometimes attacking each other
      • Fixed not resetting enemy if an ally has seen an enemy but it's not in range (This was often a problem with stationary SNPCs, such as turrets)
      • Fixed flinching animation often getting cut off
    • Redid the blood decal system:
      • Decals will now spawn from attacks that don't have damage position! (Ex: Melee attacks from other NPCs)
      • Now has a 50% chance of spawning 1 - 2 decals on the floor (below the damage location)
      • Decreased the default decal distance from 300 to 150 world units
      • Fixed sometimes the decal not spawning because it's not filtering the SNPC itself
    • Updated the NPC Spawner tool:
      • Can now make NPCs spawn with their default weapon(s) by setting their equipment to "default"
      • "None" and "Default" are now listed at the bottom of the weapon list
      • Fixed "None" being named as "Unknown" (Weapon selection)
    • Updated the SNPC menu:
      • Updated "Current Enemy" in the developer menu to show more information
      • Removed the option "Print Alerted" in the developer settings (vj_npc_printalerted also removed)
  • General Changes & Improvements
    • SNPCs no longer damage players if "ignore players" is on
    • SNPCs that are playing a death animation can now continue bleeding if hit
    • Better dynamic light positioning code for weapons, it also has a safe check to avoid any possible errors
    • Major optimizations have been done for the SNPC & Weapon base
    • RPG and Flare Gun now have much better spawning position and landing positions (Especially for NPCs)
    • SNPCs no longer get gibbed by "shock" damages
    • Decreased the speed of the rocket fired from an RPG
    • By default, creature SNPCs now have a minimum pitch of 90 rather than 80
    • Revamped the tank base!
    • Renamed some of the main files to shorter and better names
    • Renamed ob_vj_bullseye & ob_vj_npccontroller to obj_vj_bullseye & obj_vj_npccontroller
    • Reduced Lua file count by removing 16 Lua files
    • Changed the directory for many of the models and materials to avoid any possible confliction with other addons
    • Deleted 2 unused models
  • General Fixes
    • Fixed a major rendering bug that caused particles or effects to glitch through the SNPC's models
    • Fixed Medic SNPCs not removing the health vial prop if the ally moves or gets killed
    • Fixed MP40's muzzle flash spawning at an incorrect location
    • Fixed an animation stuttering issue with the human base (Rare issue, was only present in certain models)
    • Fixed the white blood decal texture flickering in certain situations
    • Fixed many overlapping sounds in SNPCs
    • Fixed a turning animation bug for SNPCs

  • Black Mesa SNPCs
    • Fixed a bug with the Security Guard that caused it not to fire its weapon
    • Changed the directory of the Glock (Same with materials)

  • Military SNPCs - Emplacements
    • Optimized for VJ Base 2.10.0

  • Left 4 Dead Common Infected SNPCs
    • Updated AI Director:
      • Added support for Special Infected SNPCs
      • Made some optimizations
      • Fixed an issue where common infected wouldn't get removed from the AI Director's table when they died

Update: 21 Jul, 2018 @ 2:40pm

=-=-=-=-= Version - 2.6.0 =-=-=-=-=
FULL CHANGELOG: Link
  • Black Mesa SNPCs
    • Added drawing and holstering system for the Security Guard!
      • This system will only work if the Security Guard has it default weapon (Glock 17)!
      • When the Security Guard sees an enemy, it will now first draw its weapon before shooting!
      • If the Security Guard has its weapon out and hasn't seen an enemy for while, it will holster it back!
      • Both drawing and holstering have animations and sounds!
    • Added the new HECU Marine models!
      • New firing and signal animations!
      • Fixed the MP5 having incorrect hold type!
    • Added the newer models for both Scientists and also the Security Guard
    • Added a custom reload sound for the MP5
    • MP5 now shoots long bursts rather than semi-auto, to match how the HECU use it in the game!
    • Black Ops Assassin now waits about 2 to 3 seconds before jumping when it first sees an enemy

Update: 13 Jan, 2018 @ 4:53pm

=-=-=-=-= 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 @ 5:02pm

=-=-=-=-= 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 @ 12:35pm

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

Update: 29 Dec, 2016 @ 12:31pm

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

Update: 1 Jan, 2016 @ 9:53am

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