Garry's Mod

Garry's Mod

Enemy Variations X
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Update: 24 Aug, 2020 @ 10:08am

[Fixed] Rogues would make other NPCs mad at the player

Update: 23 Aug, 2020 @ 8:45am

OPTIONS
- [Added] You no longer have to use console commands. Every console option has also been added into Utilities -> EV-X. You can adjust all the spawn rates here, enable/disable things, reset spawnrates,..

VARIATIONS
- [Added] Gas variation: Will emit a different sized gas cloud depending on their level, you regain lost health if you escape the gas cloud.
- [Added] Mix2 variation: Is a mix of any 2 other variations, you can also make your own combinations using the context menu. It's visible by its flashing colors.
- [Added] Possessed variation: Doesn't do much yet, but is the most interesting when you have some props laying around. The intensity of his death rage increases depending on his level.
- [Added] Spidersack variation: Spawns baby spiders upon death, amount of spiders depends on his level.
- [Added] Spidersack also introduces evx_random_spiders_chance. There's a small chance for baby spiders to appear on props laying around the map.

FEATURES
- [Added] Enemy levels: All EV-X enemies now have a different level from 0 to 100, for some variations like gnome this has no effect, but for most variations it has a varation-dependent effect. For example, puller types will pull harder and stun longer, explosion types will make bigger explosions, pyros will set you on fire for longer and so on. This means that most enemies now have more intense effects than they did before if they have a high level. Higher levels are less common than lower levels.
- [Added] Enemy levels are visible in the HUD and in the color intensity of the enemy.
- [Added] Context menu option to set your own enemy levels (fixed values).
- [Added] evx_level_force to go along with enemy levels, it lets you force all spawned enemies to have one specific level, if you're into that.
- [Added] evx_level_use_color_intensity to go along with enemy levels, if you don't like that their color intensity goes along with their level, you can disable it.

FIXES
- [Fixed] Rogues would sometimes ignore players entirely, but they now properly hate players just as much.

Update: 16 Aug, 2020 @ 9:00am

- Fix addon conflict with Headcrab Remover

Update: 16 Aug, 2020 @ 4:52am

- Map restarts after changing spawnrates are no longer necessary
- evx_randomize_on_rate_change added which re-randomizes existing NPCs when changing spawnrates, you can disable this behaviour by setting evx_randomize_on_rate_change to 0

Update: 15 Aug, 2020 @ 1:21pm

- Fix mother causing potential script errors by not initializing babies correctly
- Fix mother spawning babies in the wrong direction (up instead of left/right front/back)

Update: 15 Aug, 2020 @ 7:15am

Variants
- Rogue type: hates everyone except their own exact kind (imagine rogue combine attacking manhacks, rogue headcrab
attacking zombie etc..)
- Lifesteal type: their attacks have 2x lifesteal
- Pyro type: their attacks set you on fire for 1.5s, works on props too
- Metal type: only explosive attacks deal damage to them
- Gnome type: their attacks set health to 1hp and taunts

HUD
- Added information when hovering over a variant, their variant, NPC name and HP is displayed

Console
- evx_rate_(type) - set the spawn rate of any ev-x type (you have to restart the map after changing these)
- evx_rate_reset_all - resets all spawnrates to their defaults
- evx_draw_hud - turns the hovering hud on/off

Update: 13 Aug, 2020 @ 1:20pm

- Fixes puller throwing script errors when a puller type NPC was attacking an NPC
- Added context menu option on NPC's to turn them into a specific variant
Something more user-friendly for spawning multiple variants of the same type might be made later.
Note that variants DO NOT SAVE, if you reload your savegame, it's a new random variant, so making saves like this with specific variants for now is just gonna result in you losing your work. Yes, this is an issue and I might fix it later

Update: 13 Aug, 2020 @ 12:25pm

- New "puller" type that pulls you towards them and stuns you
- evx_affect_allies
Disabling this will make it so variations don't apply to Alyx, rebels and other allies
- evx_use_colors
Allows you to disable color coding of enemies
- Decrease boss frequency
- Fix bad behaving damage & mother:
It would execute their killed logic multiple times. This spawned more explosions or babies than intended.
- Fix barnacle mother crashing the game
- Change boss health to 8x original
- Change bigboss health to 16x original
- Take size of NPC into account when mother spawns babies, this gives them better spawn locations
- Explosion type has been made a bit more rare to prevent things from being too easy (like having an explosion type around every corner to instantly take out a group of enemies)

Update: 12 Aug, 2020 @ 4:20am

Initial addon creation.