Garry's Mod

Garry's Mod

[VJ] Halo Sentinel SNPCs
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Update: 10 Mar, 2020 @ 11:30pm

Fixed an error if attempting to spawn the Sentinel Emitter entity or with a Constructor

Update: 10 Mar, 2020 @ 9:08pm

  • Added additional check right before a Sentinel Constructor spawns an Emitter appear to make sure they don't spawn the emitter on top of something, including itself (Usually caused Sentinel Constructors to get themselves stuck inside Emitters they had spawned)
  • Added better detection before an Emitter spawns a Sentinel to make sure it doesn't spawn a sentinel inside another sentinel or entity (thus clogging spawns)
  • Added a slight screen shake to Enforcer's rockets to give some "oomph"
  • Added a variable to prevent Sentinels from being infected
  • Other fixes

Update: 23 Feb, 2020 @ 3:51pm

  • Improvements towards Sentinel Emitter placement by Constructors. They should properly avoid placing emitters where Sentinels would spawn stuck.
  • Removed and cleaned up lots of old unnecessary code
  • Fixed Enforcer's shields blocking Line of Sight on NPCs (Including the enforcer itself)
  • Fixed Enforcer's bolts causing damage to it's own shield at times
  • Tightened the gap between Enforcer's shields
  • Fixed Shield Protector not spawning shields
  • Fixed Shield Protector shields to be more consistent and protect sentinels from dying
  • Lowered maximum height possible of Enforcer
  • Adjusted the Healing and Shield Protectors to navigate around their target out a bit further so they don't get targeted down as much as other sentinels

Update: 22 Feb, 2020 @ 3:12pm

  • Sentinels are no longer pin-point accurate, and instead strafe their beams across their target in a slicing motion, more akin to the original games
  • Beam-based sentinels have got a damage buff across the board to account for their inaccuracy
  • Fixed Healing Protector sentinels not healing allied sentinels amidst combat
  • Drastically increased range of Healing and Shielding Protectors
  • Added a "Reset to Default" Button on the Halo Sentinels setting page
  • Slightly adjusted timed death
  • Fixed another longstanding bug with sentinels twitching when far away from their target or if their Line of sight was blocked
  • Fixed script error when spawning non-VJ base npc's on the map with sentinel emitters (Note that regular NPCs wont attack emitters for now, only VJ ones will)
  • Fixed script error relating to Super Sentinel's projectile
  • Slightly modified 343 GS
  • Other changes that I forgot

Update: 2 Feb, 2020 @ 5:56pm

  • Possibly fixed longstanding issue with Enforcer spamming rockets (again)
  • Possibly (for real this time) fixed Random sentinel spawns attacking each other when they weren't suppossed to
  • Reduced Trails on Bolt projectiles (fired from Enforcer and Needler sentinel) to improve performance
  • Reduced gib trail FX to improve performance
  • Reduced rocket explosion FX to improve performance

Update: 2 Feb, 2020 @ 1:20am

Hotfixed broken movement

Update: 2 Feb, 2020 @ 12:21am

  • Made Sentinel death explosion damage more violent and consistent since it's been more so bugged since it was implemented (since they no longer clump together as much as they used to)
  • Sentinels have updated death sound FX!
  • Sentinels that have fallen, yet not exploded yet (AKA TimedDeath) will react much more violently prior to exploding. They are ticking time bombs, so make some distance!
  • Added additional sound FX to corpses
  • Changed gib physics to react more realistically
  • Fixed bug causing Sentinels to attack their own when Sentinels were enemies to players
  • Fixed bug causing Emitters not taking damage
  • Possibly fixed script error relating to movement
  • Fixed bug causing Enforcers to not die

Update: 26 Jan, 2020 @ 8:10pm

Update released! Lots of new sentinels that come from Halo Wars. They serve a lot of different roles compared to your typical sentinel. However, they are still missing Halo Wars models as of now which will come in a later update. I programmed all the functionality, I just didn't want to hold the update on modeling as that will take me a while to figure out.

  • Movement 2.5!
    - Sentinels now accelerate, decelerate, and have a set amount of time that they travel before changing positions. This greatly improves the flow of their movement in general
  • Added (H3) 343 Guilty Spark
    - Normally unarmed, you can set a command in the "Halo Sentinels" panel to arm Guilty Spark. He comes with a lot of his normal dialogue, but some isn't included yet because some functionality doesn't exist. His beam weapon is a bit stronger than most sentinel's weapons, and he has 300 Hull and 300 shield, with increased shield regen as well.
  • Added Halo 2 Aggressor Major Needler Variant
    - This sentinel works similiar to other sentinels, but has a needle weapon akin to the Enforcer's alternate fire. This originally existed in Halo 2, but was ultimately cut from the game.
  • Added (HW) Aggressor and Aggressor Major
    - These sentinels work differently than your standard Halo 1 - 3 Aggressor. Instead of firing lasers, they fire a high-powered beam weapon that deals lethal damage. Of course since they focus most of their damage in a single projectile every few seconds, they aren't as good with dealing with tons of low health enemies. However, the damage they do deal is much higher compared to the standard Aggressor.
  • Removed (PH) Protector Sentinel
  • Added (HW) Healing Protector Sentinel SW0459
    - These sentinels aren't armed like any other sentinels, and they aren't very durable nor nimble, but they make that up for their special ability to heal other sentinels in the midst of battle
  • Added (HW) Shielding Protector Sentinel SW0459
    - Similiar to the Healing Protector, these sentinels aren't armed, durable, nor nimble. However, they possess the special ability to project a shield onto allies which are taking damage. This shield provides a large health buffer to the sentinel which upon expiring sets the sentinel's health back to it's maximum
  • Added (HW) Offensive Protector Sentinel SW0459
    - Purely sentinels that can provide combat support. They function more similiar to the standard Aggressor, but with a higher rate of fire but lower damage.
  • Added (HW) Super Sentinel (Thanks to Ivan04 for help on getting the freeze functionality for this!)
    - This sentinel is about as slow as an Enforcer but not nearly as durable, and prefers to stay at long artillery ranges. However, it makes up for it with it's special crowd control weapon. It's weapon fires fast blue projectiles that explode on impact, dealing little damage, but freezing every NPC within, allowing other sentinels to effortlessly deal with them. For now, this special variant uses the default model as a placeholder with teal coloring.
  • Changed names and tags of the sentinels in general
  • Changed and updated thumbnails of all sentinels
  • Added weighting for the Random Sentinels: Under sentinel options, you can now determine the chance that a certain Sentinel will spawn. A higher number relative to others means it has a higher chance of appearing, and 0 indicates it won't spawn at all as a random sentinel.
  • Added custom trails for each sentinel (Constructors and such were using default trails)
  • Added Sentinels change engine sounds based on their movement speed
  • Added a check for Sentinel Constructors to prevent them from building over another entity, to prevent NPC's from getting stuck and emitters getting build over/within each other
  • Fixed a script error when spawning sentinel emitters
  • Much more since I wasn't taking patch notes as much this time

Update: 22 Dec, 2019 @ 8:36pm

New Movement System! (Thanks to Dr.Vrej)

  • SNPCs now attempt to hover in a radius around their targets
  • SNPCs now attempt to keep a minimum distance away from their targets (more drastic for an artillery unit like the Enforcer)
  • SNPCs now roll properly when moving
  • SNPCs now attemmpt to keep a minimum to maximum height above their targets
  • Fixed a somewhat longstanding issue with Sentinels jittering about when attacking
  • Possibly fixed an error and performance issue with certain FX not dying

Update: 26 Oct, 2019 @ 1:25am

Patch notes

  • Made sentinels better ally with other NPCs that are considered player allies
  • Added fireFX for when sentinels fall and die
  • Added fireFX for gibs
  • Added gibs for Sentinel Enforcers
  • Added gibs for Sentinel Constructors/Assemblers
  • Added gibs for Sentinel Emitters
  • Added death model for Sentinel Enforcers
  • Added death model for Sentinel Emitters
  • Added some other effects when stuff dies (such as screenshake)
  • Sentinels preserve velocity when starting to fall
  • Fixed sprite trail not dissapearing when falling
  • Fixed shieldFX not playing if taking lethal damage from full health and other cases
  • Potentially optimized sentinels more by removing code that was running post death
  • Fixed Enforcers not obeying custom death commands
  • Fixed Enforcers not being able to ignite
  • Fixed an error that occured when NPCs used sentinel weapons
  • Fixed a bug causing sentinels to target their own emitters if they were enemies

As usual, I recommend deleting the .gma file if you're not seeing the changes or additions.