Garry's Mod

Garry's Mod

[VJ Base] Humanimal SNPCs: Part 1 - The Humanimal's [Rebirth Update!]
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Update: 24 Jan @ 8:27am

- Fixed evolve convars not working!!!

Update: 24 Jan @ 8:08am

- Humanimal's will hang around light sources when idle.

Update: 24 Jan @ 7:30am

Update: 24 Jan @ 7:29am

- Improved handling of bleed and slowing mechanics, improving rng in certain values.
- When a Humanimal kills an enemy, they receive a permanent buff to their damage.
- Improved damage scaling when charging, lowering the scale, and I think I made it so the buff is properly removed when they stop charging.
- Fixed evolve timer handling for the newborn.
- both melee and leap attach damage is now. "bit.bor(DMG_SLASH,DMG_CRUSH)"

Update: 24 Jan @ 7:02am

- Improvement

Update: 24 Jan @ 4:07am

- Added eating sounds, and small hotfix.

Update: 24 Jan @ 2:53am

- Fixed Cicada lag

Update: 24 Jan @ 2:42am

- Streamlined and fixed handling of the Cicada's.
- Re-added the Cicada's back.
- Fixed random spawner causing error when trying to spawn the Humanimal [Frenzied]

Update: 23 Jan @ 8:25am

Part 3 of the re-work

-- General --
- Re-named certain convars to be consistent with the majority.
- Convars are no longer controlled in the CustomOnThink function but now in the PreInitialize function.
- Removed all sounds files, and made it so the addon requires a separate sound content addon.
- Temporarily removed both Cicada variants due to too much hassle with maintaining them atm.
- Removed unused files.
-- Humanimal --
- Re-arranged certain variables to add some order.
- Removed some more duplicate variables.
- Updated PreInitialize code.
- Updated the CustomOnTakeDamage_BeforeDamage function {
- Optimized and cleaned the code.
- Increased chance for blood expulsion cloud on damage being a 1 - 35 chance of occuring.
- Added randomization to the scale and coloring of the blood particles.
- Gib drop mechanic has been optimized, and made it not trigger if the damage dealt is burn or slow burn.
- Improved random damage resistiance scale, and made the damage resistance occur from a 1 - 3 chance when damaged.
- Humanimals now have a chanced to have reinforced armor, where damaging may causes a spark effect, leading to much more resitstance to damge.
- Added metal impact sounds when damaged and has reinforced armor.
- Added special electrical effects when damaged by DMG_SHOCK }

- Updated range attack velocity code, cleaning it up and improved it a little, whilst adding some randomization to the velocity.
- Improved range attack variable handling.
- Improved the handling of the transtions between the injured run animations which trigger when the SNPC's health is below 0.25, and handling of fire running animaitons.
- Cleaned and improved the charging mechanic, adding a convar to control the mechanic.
- Attempted to implement a gradual increase of speed to movement when the SNPC is charging.
- Now they have flinch animations.
- Footsteps are now tied to model events.
- Updated code that checks for a viable material to dig out of.
- Updated, cealned and re-worked the digout sequence code.
- Improved variable names for the evolve and respawning mechanics to be more distinct.
- Improved the handling of the evolve mechanic, added randomization to the effects scale and coloring, and simplifiied the code a bit.
- Updated the mechanic where the Humanimals seek out vj gib entities when their health is below 0.99, where the code is cleaned, added randomization to the scale and coloring of the effects, improved the return checks, and seperated the health check from the main initial check.
- Updated the digout sequence, cleaning the code, optimizing it, and improved the handling of the function.
- Improved revive mechanic, fixing a bug where when they revive, they will digout of the ground, and also fixed the inconsistency issue where if a humanimal is an elite, when respawned, it will not automatically be spawned as a elite, or not with the original body color.
- Chance to respawn is random, from 3 - 5, and the time to respawn is from 15 - 55 seconds.
- Updated melee after check code, cleaning it, optimizing it, and making getting hit not an entire death sentence.
- After check effects when hit are all random, so you won't get hit with multiple debuffs at a time, and removed the heavy attack, which caused the screen to turn white, and removed the white flash effect.
- Charge mechanic is now random from 1 - 3 when spawned, meaning all Humanimals won't have the charge/rush mechanic.
- Humanimal's such as the Warrior, Waster, Leecher, Mother and Alpha which have a unique body color will have slight randomization to their body color, and the revive mechanic will now consitantly copy the original body color and apply it to the respawned Humanimal.
- Removed red laser effect that occurs during melee attack.
- Completely overhauled and re-done the handling of the drowning mechanic, where it requires deep water, is more consistent, optimized code, automatic kill mechanic, so no more passive damage applied to them, and subtle bobbing up and down when drowning.
- Improved retreat function when the SNPC is damaged.
- Chance to taunt after killing an enemy.
- Updated retreating behavior when melee attacking.
- SNPCs gain the slightest minuscule buff to damage scaling when killing enemies.
- SNPCs should have a chance to flee when killing an enemy.
- Fleeing behavior when the SNPCs detect an ally being killed.
- SNPCs evolve timer has seconds reduced when they eat form a corpse
- Explosive death now no longer conflicts with gibbing mechanic.
- Frenzied Humanimal's don't have their animations changed anymore if on fire or injured, and they'll stay charging.
- Frenzied Humanimal will always vibrate their wings when chasing valid enemies.

-- Grub --
- Scuffed mechanic where grubs position will try to align with the ground.

Update: 3 Jan @ 3:56am

Part 2 of the re-work

-- General --
- Added a new convar.
- Renamed the convar table name in the VJ SNPC Configures menu.
- Corrected some grammar in the convar menu.

-- Humanimal -
- Updated strafe mechanic, adding a tr check to make sure there are no obstructions within 300 units to left or right before dodging, extra checks to prevent function if the SNPC is busy with activity or in water.
- Updated velocity code for the leap attack, adding randomization to aspects of the velocity and cleaning it up.
- Updated the retreat from enemy function.
- Added new convar to control retreating after leap attacking.
- Updated revive mechaninc, removing the need to copy the entire block of code for each SNPC, added a lot of randomization to the color and scale of the particles, and made it so the SNPC cannot revive when the corpseEnt is in the levels of water 2 - 3.
- Updated the gibbing mechanic, optimizing the code a bit, cleaning it, and added randomization to the coloring and scaling of the effects
- Updated the OnKilled function, re-adding the spawn parasites on death, where now the SNPCs have a 1 - 8 chance on spawning up to 1 - 15 parasites on death.
- Updated explosive death mechanic, fixing the incorrect checks, added correct checks, optimized it, added randomization to the colors and scale of the effects, dropped the timer from 1 second to 0.85, and just made it function properly. (Hopefully)