Garry's Mod

Garry's Mod

[VJ] Random's Black Mesa Ground Forces Expanded [Black Ops & H.E.C.U.]
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Update: 12 May, 2024 @ 7:47am

- Added more delay to H.E.C.U. dodge timer, with an initial delay of 5 upon spawn, and then a wait period after each dodge attack being between 10 - 22 seconds.
- Deleted a few more unused materials.

Update: 12 May, 2024 @ 6:21am

- Deleted a dew unused materials.

Update: 12 May, 2024 @ 6:10am

- New salute animation for when the SNPCs spot the player.
- Instead of a flashlight having the chance to spawn on an SNPCs chest, it'll spawn from their "eye" attachment.
- Fixed incorrect friendly convar for the H.E.C.U. faction.
- When the SNPCs are on fire, they can either use the "Bugbait_Hit" animation or "DANCE_01" animation.
- Added more animations for when the SNPCs use a pistol.
- The door busting function is no longer run using the CustomOnThink function, being moved to the CustomOnThink_AIEnabled function.
- Added a self-healing mechanic where the SNPCs will heal themselves using a health vial when damaged, dropping a health vial prop when done.
- Added the BMCE variant of the Black Ops Assassin.
- Assassins now utilize the avoid danger code, as well as being able to dodge certain entities.
- Assassins pick up health kits or vials to heal.
- Assassins now have more dialogue.
- Fixed bug where if the SNPCs are playing the burning animation, they can still dodge if they detect a dangerous entity.
- Slight, and I mean very slight optimizations in some bits of code.
- Added the Men In Black variant of Black Ops.
- Added the No Visor Heavy Black Ops, which through Lua, can have the chance to wear a bonemerged hat.
- Removed the extremely broken fire variations for the weapons, now, where the weapons can only have a burst fire mode the same as the VJ Base AR2, or a fixed automatic firing mode.
- Fixed the Spas-12 not being found in the NPC weapons menu.
- Fixed Spas-12 being an automatic instant kill weapon.
- Ported over some of the H.E.C.U. idle animations from Black Mesa, their grenade throw animation, and both of their melee animations.
- Added breathlayers to the pistol idle animations.
- Fixed missing textures for the Tan Scar firearm.
- Optimized random grenade throw animation code, shortening it to three lines and making it so they can pull from a table of 5 animations for every grenade throw, instead of only picking 1 of 5 options and sticking with it forever.
- H.E.C.U. Hazmat now has the self.Immune_Fire flag set to true.
- H.E.C.U. Hazmat & Firebug now shouldn't play the on-fire specific pain sound when on fire.
- Increased duration between dodge for the H.E.C.U. faction.
- Removed duplication dodge timer variable.
- Headshot FX also has a convar to enable or disable the feature. [vj_bms_expanded_headshot_fx]

Update: 28 Apr, 2024 @ 8:41am

[New models will be added in the next update]

This all took about a 1 - 2 weeks to develop.

- A weapon-switching system has been added.
- Added new weapons for both factions. [Silenced MP5K, M1911, Tan-Scar, and a silenced MP7]
- Optimized parts of the SNPCs code.
- New death animations. (For when moving, on fire, electrocuted, and from explosions)
- Updated dodging mechanic.
- Added a system similar to the dodging mechanic, where if the SNPCs detect certain entities, like ar2 ball or grenades, they'll roll to the left or right.)
- Altered weapon stats.
- A lot of new dialogue for the SNPCs.
- If valid, add flashlight attachment to SNPCs weapons muzzle attachment or chest attachment.
- Added chance for gesture grenade throw animation.
- Updated hit group flinching code, adding gesture flinching to the tables.
- Certain effects emit from SNPCs when killed under certain conditions.
- Updated hold-type animations.
- Hopefully, I fixed duplicate ragdolls spawning from certain death animations.
- Grenades now have a small trail that follows them.
- Updated a few variable stats.
- Certain gesture animations play when talking to each other, idle dialogue, follow or unfollow the player.
- Idle fidget gesture animations. (Head, nose scratching, rolling the shoulders, turning left or right and more.)
- New gesture fist-pumping animation when the SNPCs successfully kill their target.
- New M4 model and sounds :D
- Fixed Black Ops Enforcer trying to spawn with a non-existent weapon.
- Added specific voice lines when the SNPCs kill the player or Gordon Freeman NPCs. (Only 5 are recognised by the SNPCs)
- Faction-specific secondary weapons, as the H.E.C.U. have access to the M1911, and the Black Operation forces specifically utilise a suppressed MP5K.
- Fixed there being duplicate variables in the code.
- Fixed Fire-Bug and Mopp suit H.E.C.U. from reacting to fire.
- Quite a few changes to certain variable stats.
- Added randomized heal animations.
- Added two new Black Operation Forces SNPCs. (Black Ops Tanker & Pilot)
- Added an additional model for the H.E.C.U. Pilot.
- Added proper idle animations when the SNPCs are equipped with a pistol.
- Randomized pitch a bit more for dialogue.
- New EFT voice lines for when spotting the player, and unfollowing them.

Update: 17 Oct, 2023 @ 6:13am

- Fixed/Improved the door busting mechanic.
- Replaced door kicking sound with the one from Copycats Phenomenon.

Update: 8 Oct, 2023 @ 1:56am

- SNPCs melee attack packs more of a punch towards players, slowing them down a bit and having a 1 - 3 chance in knocking out the player's weapons out of their hand.
- Added Black Ops Disruptor.

Update: 28 Sep, 2023 @ 7:01am

-Fix

Update: 24 Sep, 2023 @ 1:35pm

-Quick relationship fix.

Update: 23 Sep, 2023 @ 10:12am

- Black Ops Scout added.
- If an SNPC spawns with the Sniper rifle, there idle animation is changed, and their behavior to chase enemies is disabled.
- Lots of stuff for certain NPC behavior has been randomized.
- Update to SNPCs fire reaction Pain VO.
- SNPCs now react like combine soldiers when on fire. ( Can be disabled through convar)
- Some new death effects for both Black Ops & H.E.C.U. HEV combatants.
- Small update to the H.E.C.U. Assassin.
- Some other small misc changes.

Update: 13 Sep, 2023 @ 8:08am

-Hopefully fixed missing textures for a few models hats.
-Fixed two SNPCs not being able to spawn with a weapon.
-H.E.C.U. Field Surgeon now only uses flash grenades.
-SNPCs now have a chance to fire off a flare when alerted. (Pretty uncommon / rare to do so.) - Also best to disable this feature when indoors.