Garry's Mod

Garry's Mod

[VJ] Halo Sentinel SNPCs
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Update: 27 Sep, 2019 @ 3:00pm

Patch notes

  • Fixed sentinel emitter being incorrectly targeted by allied NPCs (thanks Cpt. Hazama for the fix!)
  • Fixed randomly spawned sentinels causing other randomly spawned sentinels to abruptly dissapear when killed

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

Update: 22 Sep, 2019 @ 5:58pm

Patch notes

  • Added FX for when shields deplete
  • Added FX for when sentinels die
  • Added new mechanic for Sentinel Constructors
    - Sentinel Constructors will reinforce maps with sentinel emitters up until they are secure enough
    - Sentinel Constructors will prioritize building emitters before engaging if under the emitter cap
  • Added Command in the menu to adjust how many emitters they will place at max
  • Added Button to update the emitters they use
    - You simply adjust the values like normal, and then hit the button to update what the constructors will use.
  • Added H2/3 Sentinel Assemblers
    - Pretty similiar to the constructors, only they go around maintaining the environment instead of constructing reinforcements (purely visual)
  • Sentinel Emitters are now targetable by NPC's
  • Added Command in the menu to disable targeting of the emitters themselves
  • Sentinel damage changed to be much more consistent (ex: Regular: 30 damage over duration, Major: 45 Damage, Protector: 20 damage, etc)
  • Added world model for sentinel gun weapon
  • Added Major sentinel beam weapon variant
  • Added Repair sentinel beam weapon variant
    - Repairs sentinels and emitters, damaged enemies
  • Recoded sentinel beam weapon
  • Added 343 Guilty Spark Model (NPC is WIP)
  • Added an option to disable particle FX
  • Added a slider for the %chance that sentinels fall when they die
  • Added a slider for the %chance that sentinels ignite when they die
  • Added a slider for the %chance that sentinels explode after x seconds (after touching the ground) when they die
  • Added a slider for the %chance that sentinels gib when they die (excludes variants that are missing gibs for now)
  • Added a slider for the %chance that sentinels randomly fire while falling when they die
  • Added a random sentinel spawn (excludes some variants to prevent issues)
  • Sentinel gibs can now ignite
  • Sentinels now drop the weapon variant that corresponds to their own
  • Some sentinels no longer drop weapons that they weren't suppossed to
  • Changed material type of most sentinels since previous material was inconsistent and showed up odd in some areas of maps or not at all on some maps
  • Changed sentinel beam weapon impact FX to match the NPC's beam impact FX (which is also way less taxing)
  • Changed shield FX to be less taxing and properly stop immediately when shields reach 0
  • Sentinels should properly stop attacking after being considered dead (ex: falling)
  • Changed Tag of Halo 3 Protector sentinel to PH since the model is just a placeholder for now
  • Auto Turret weapon should be auto picked up when ran over (sometimes won't because the collision model is a little off at the moment)
  • Fixed enforcer firing extra rockets/bolts at the beginning of it's attacks (in most cases it seems)
  • Fixed enforcer not properly switching weapon types, usually causing it to launch a ridiculous amount of rockets for a few seconds, or fire its bolts at a really slow pace.
  • Fixed auto turret falling akwardly
  • Fixed Halo 2 Sentinel Aggressors dying in the incorrect pose
  • Fixed Halo 2 Sentinel Enforcers dying in the incorrect pose
  • Fixed Halo 2/3 Sentinel Constructors dying in the incorrect pose
  • Fixed Halo 2 Sentinel Aggressor having the wrong impact effect when hit
  • Fixed lights not showing up on Sentinel Auto Turret
  • Fixed lights not showing up on Sentinel Enforcer
  • Fixed weapons not spawning correctly from the spawn menu

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

Update: 26 Aug, 2019 @ 11:07pm

  • Added more particle FX originating from the sentinel's gun on all beam-oriented sentinels
  • Added blue particle FX for sentinel majors, protector, constructor, and auto turret
  • Further optimized code

Update: 25 Aug, 2019 @ 8:45pm

  • Added Halo CE Sentinel (And Major) Variants
    (Note: Currently lacking animations)
  • Added options for CE Variants and Auto Turret to spawn from sentinel emitters (in case you just want respawning turrets to guard a point)
  • Updated some thumbnails
  • Made sentinels friendlier to certain factions

Update: 25 Aug, 2019 @ 5:41pm

  • Added particle FX for sentinel beam laser impact
  • Adjusted engine and firing sounds for most sentinels
  • Raised height at which Enforcers will fight from
  • Lowered height at which constructors will fight from
  • Adjusted sentinel aggressor damage values to be in line to fight players (rather than NPC's)
  • Fixed Sentinel Enforcers not being affected by damage modifier
  • Adjusted max damage modifier from 1x to 5x (default at 1x)
  • Fixed sentinels not giving proper kill credit upon falling or exploding
  • Reduced blast damage radius of sentinels upon dying to prevent chain bombs killing off entire groups of sentinels

Update: 20 Aug, 2019 @ 12:31am

  • Added Sentinel Auto Turret SNPC
  • Added single-use Sentinel Auto Turret weapon (which just spawns the SNPC)
  • (Hopefully) Fixed overly shiny materials on Halo 2 Sentinel Types (Please attach screenshots in the bug section if it still seems so, as it looks fine on my end)
  • Fixed sentinel beams not originating from the guns mounted on the sentinels
  • Fixed sentinel beams not targeting the center of other entities (would be beaming an invisible point above infection forms for example)

Update: 17 Aug, 2019 @ 12:15am

  • Changed material on Sentinel Aggressor & Major to look more metallic shiny
  • Generated bump maps for Halo 2 Sentinel Aggressor & Major
  • Added shinyness to Halo 2 Sentinel Aggressor & Major
  • Generated bump maps for Halo 2 Sentinel Enforcer
  • Added shinyness to Halo 2 Sentinel Enforcer
  • Added shinyness to Halo 2/3 Sentinel Constructor
  • Made Halo 2 Enforcer use most of the aggressors code, but slightly modified. They should now take advantage of the previous changes that the Aggressors got (Affected by friendly? console command, maintain a certain height above the enemy, change Pitch and Roll relative to where they're aiming, etc)
  • Enforcer animation with left arm plate got fixed at some point(?)
  • Changed pitch of Enforcer engine sound to be deeper
  • Changed Enforcer attack type switching from time-based to count-based (Changes attack types every x projectiles)
  • Restructured addon, got rid of unused or unnecessary assets, reducing the addon size from 24MB to 12MB.
  • Cleaned up code further

Update: 15 Aug, 2019 @ 11:27pm

  • Fixed debugging message showing up
  • Generated a new bumpmap for Halo 3 Sentinel Aggressors because the old ones were way fucked up
  • Added shinyness to Halo 3 Sentinel Aggressors

Update: 15 Aug, 2019 @ 3:49pm

  • Made sentinel sound more seamless and reduced it's volume
  • Made sentinel firing sound more seamless
  • Sentinel shield FX no longer obstructs the sentinels vision, vastly improving it's combat effectiveness when under fire
  • Added a temporary slider to adjust the damage of sentinels (aside from the Enforcer)
    (Full menu will come later)

Update: 15 Aug, 2019 @ 12:17pm

Initial upload