Garry's Mod

Garry's Mod

Campaign Entities
Showing 21-30 of 45 entries
< 1  2  3  4  5 >
Update: 5 Dec, 2023 @ 11:20am

Standardize fade distance stuff for all ents.

Fix rain spawning out of bounds.

Update: 3 Dec, 2023 @ 11:19am

Improve thing respawner's interactions with wire triggers.

Update: 30 Nov, 2023 @ 12:32pm

Fix thing respawner easy copying.

Update: 27 Nov, 2023 @ 10:32am

Far Rain fx is a bit further away
Can toggle far rain on/off.

Fix double headcrab cannister incoming sound in singleplayer.

Respawners no longer have physics when unfrozen.

Fix APC Manhacks toggle not doing anything.

Fix combine shieldwalls being invisible in singleplayer
Fix combine shieldwall texture's scaling.

Update: 15 Nov, 2023 @ 3:43pm

Added new Rain Controller SENT

Tweaked shield plug spark effects
Improved comments for perimiter walls.
Fade distance manager now respects UpdateTransmitState "TRANSMIT_ALWAYS"

Sleeping NPCS now cache the sleeper's models

Weapon Spawn Blocker has a new mode, "JustStripWeapons"
If checked, it'll just strip player's weapons, and won't stop them from spawning new ones.

APC:
Health can be set lower
Now properly caches police + manhack models.

Removed some redundant files
Added materials + modified rain particle for rain SENT.

Update: 6 Nov, 2023 @ 3:57pm

Fix context menu for thing respawners

Update: 6 Nov, 2023 @ 12:43pm

Add "Free mode"
campaignents_freemode
Blocks noclip/weapon/command mandators

Add health/suit chargers that snap to the wall at the recommended height ( 48 units off the ground )

More combat node fixes
Combat nodes now by default, don't render when far away
Add a "place them behind cover" message to their hint.
Combine elites + soldiers will move between combat nodes faster than metrocops.

Fix combine shield interaction with vehicles.

Add easy "1 npc" alias to the Thing Respawner.

Update: 1 Nov, 2023 @ 12:17pm

More weapon blocker fixes.

Update: 1 Nov, 2023 @ 10:47am

Added citadel suit charger.

Combat nodes
Big optimisations
Big behaviour tweaks, npcs will use combat nodes with cover more effectively.

Crabcannister
Small tweaks and polish.

Combine Forcefield
Lets all entites through by default, so props and etc will not be blocked.
Fix shield "on" hum getting stuck not playing.

Checkpoint Dynamic
Fixed stupid bugs.

Weapon Spawn Blocker
Too buggy, Rewrote most of the logic.

Update: 16 Oct, 2023 @ 3:26pm

Improved combat nodes.

Headcrab cannister now doesn't launch when ai is disabled
Also will never launch all at once, added a hardcoded delay that stops them from just yoloing in all at once.

"Fixed" Thing Respawner ( and derivitave's ) MinSpawnInterval being "broken"

NPC Goals by default are now more like "hints"
You can enable the old behaviour with the variable "WorthDyingFor"

Shields no longer eat bullets!
+Added an "AlwaysOn" variable to the shields ( have to power the shield to edit it's variables in the first place )

Perimiter Walls have more options
+ They now prompt their neighbors to drag along the ground.