Garry's Mod

Garry's Mod

Enemy Variations X
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Update: 24 May @ 5:00am

GetInflictor() becomes GetAttacker() fix

Update: 23 Nov, 2023 @ 1:16pm

New update crashes game

Update: 20 Jul, 2023 @ 1:57pm

Added more options, spy variant test, removed psychic

Update: 21 Aug, 2021 @ 2:16pm

Add option to disable psychic on chimera

Update: 7 Sep, 2020 @ 2:26pm

[Change] When chimera spawns, it will now spawn as the same NPC that died, holding the same weapons (instead of always being a combine soldier)

Update: 7 Sep, 2020 @ 1:55pm

[Change] Detonation is no longer a banned essence, now you can kamikaze anything you want!
[Change] Spidersack is re-enabled
[Change] The settings now have additional help text for all the options, the chimera spawnrate now resides under 'Bosses' instead of 'Spawnrates' because it uses a different system (explained in the menu)
[Change] Possessed NPCs will now properly use their abilities with other NPCs, the only exception is that they won't teleport far, far away when attacked like when a player attacks them because they can get lost quickly
[Change] Possessed's teleport activation range was nerfed, you have to get a bit closer now before he starts teleporting to you
[Change] Possessed no longer deals triple damage, it was really frustrating to get killed almost instantly by a shotgunner and they don't really need this damage buff anyway
[Change] Detonation NPCs will now properly use their abilities with other NPCs
[Change] Damage to Chimera is no longer weirdly capped to "15", you can use rockets and stuff again to deal extra damage like you'd expect, I fixed the instakill weapons (like pistol headshot chimera) in a better way
[Change] Chimera's psychic variation no longer spams your menu, but rather the inventory selection. Spamming the menu was very disruptive because it makes your mouse appear, and you'd tend to click out of the game
[Change] Disabling chimera now works properly if you set their spawnrate to 0

Update: 6 Sep, 2020 @ 11:46am

[Added] Chimera type, which is a proper boss (unlike the boss types). Naturally, chimera will only spawn as a combine soldier when you kill NPCs in the game, as a 1/100 chance by default. This is because melee & other NPCs didn't feel fun with chimera, and if it's that rare it should at least be a good experience, so everything was balanced around the combine soldier.

That being said, you can still turn any enemy into a chimera boss if you want by setting their FIRST variation type to 'Chimera'.

When the chimera spawns, the camera will focus on it for all players and music starts playing. The chimera has 1000 HP and will switch between variations over time, but also anytime it damages you.

Weapons that work best against the chimera are automatic guns, especially to the head.

[Added] Context menu for the essence entity so you can set its variation and level, if you want to spawn custom essences yourself. Note that you can become ANY type this way and it may not always work as you'd expect, since you can create and become 'banned' essence types (types of essence that don't normally spawn)

[Added] Detonation variation, works much like a minecraft creeper

[Changed] Possessed now has more abilities, mostly involving teleportation. Find out for yourself.

[Disabled] Rogue because it was fundamentally broken. In order to properly make "hostile/friendly" relationships, I'd have to do 10x more the work, similar to what robotboy did in his "make friendly/hostile" NPC code.
[Disabled] Spidersack & random spiders because I don't feel like they really added anything interesting.

Update: 30 Aug, 2020 @ 11:25am

[Fixed] HUD not showing that mother is a deployable

Update: 30 Aug, 2020 @ 11:02am

Additions:
[Added] Player variations through enemy drops called "essence". You can 'use' essence to eat them and gain their effects. The player will gain the same effects as the variation does for the NPC, so you can get knockback, puller, pyro, etc.. as a player. These player variations run on a timer that is lower the higher your essence's level is.

Variations that would normally only work when you die, like explosions, will also double as deployables for a player. In the case of the 'explosion' variation, you can then choose to either die (and explode like normal), or crouch and use secondary fire to 'deploy' an explosion at the aimed position. Currently only explosion, gas, possessed and mother are also deployable.

[Added] Credits entity, see Entities > EV-X > Credits

Settings:
[Setting] "Enable music" setting in EV-X > General or evx_allow_music as a console variable, music is currently only relevant if you pick up a Lv. 100 essence
[Setting] "Essence drop chance" setting in EV-X > Spawnrates or evx_essence_chance as a console variable, 1 means NPCs (and players!) drop essence all the time
[Setting] "Essence timer factor" setting in EV-X > Spawnrates or evx_essence_timer_factor as a console variable, acts as a multiplier for the amount of time you get a variation for when you eat an essence

Changes:
[Change] Metal was nerfed to reduce damage taken by 90% from non-blast sources instead of being totally invincible

Update: 26 Aug, 2020 @ 2:14pm

[Fixed] Big boss now properly uses their level to determine damage
[Fixed] Not all spawnrate changes caused a recalculation of weights (and consequently a re-randomization of NPCs)
[Fixed] Mother children use the mother's model in the case of NPCs that use one NPC as a base but with a different model applied