Garry's Mod

Garry's Mod

Sandbox Notoriety | Wanted System
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Update: 28 May @ 9:38pm

MAJOR CHANGES
- Added DRG Base Compatibility
* DRG Base NPCs will now properly chase their target if they are newly spawned and is behind walls
* DRG Base NPCs will now properly behave properly when tagging other NPCs
* fixed most lua errors when spawning in DRG Base NPCs
* Excluded 'spawners' and 'random' when browsing for NPCs in quick add faction or Create/Edit faction menu
* Some Non-DRG-Nextbots might work, but some might not. Use at your own risk
* Due to limitations, they will not spawn as wandering NPCs

OTHER CHANGES
- NPCs will now face their target on spawn
- Changed NPC Notoriety Tagger tool description

Update: 27 May @ 4:15am

MAJOR CHANGES
- Added Zbase Compatibility:
* All Zbase NPCs relationships to other npcs are now handled properly during notoriety (for base HL2, VJ and Zbase)
* With this you can create a faction of mixed NPCs from different NPC bases and they will work together to take you (and other marked NPCs) down.
* Lua Errors are less probable
* Note that some Vehicular NPCs (helicopters might still work) might not work as intended and will probably start attacking fellow faction members, please avoid them for now

- Changed Faction Edit/Create Menu to have better visualization:
* The Weight & Spawndistance are now hidden
* Adjusted default width size of the other columns

- Added Configuration: Enable Despawn effects
* By default, there won't be a white glow on npc despawn
* You can now enable the white glow when npcs despawn using this config

- Changed Quick Add Faction
* Merged Quick Add Faction into a single button. The other option feels useless now.
* Added 'Clear All' in Quick Add Faction NPC list
* Compatibility with Zbase added and can list down Zbase NPCs properly

- Improvements on despawning to improve immersion
* NPCs will not despawn under any circumstances (except being too far & notoriety wipe) if they have Line-of-Sight to any player

OTHER CHANGES
- npc bullseyes and combine mines created during high notoriety will be removed, instead of every npc bullseye and combine mine in the map.
- Fixed lua error when wandering NPCs are ON and that there are no listed factions
- Removed table Debug in console when creating faction using quick add faction
- Fixed notification progress of quck add faction, it will now notify every 25% progress properly
- A error notification will show when quick add-ing a faction with no faction name or nothing in the list
- Restricted Faction name to not allow Purely numeric names
- In Browsing NPCs/NPC category it will now arrange the list alphabetically by default
- In Weapon category it will now arrange the list alphabetically by default
- Previous Wandering NPCs will now despawn when selecting a different faction/npc star on the Wandering NPC combo box

Please report any bugs if you can! Thank you!

Update: 13 May @ 1:09am

Quality of Life in Making Factions!

Features Added:
- Added Quick Add Faction: An algorithm that will generate the faction for you with just few clicks! Automation at its finest.
* Quick Add Faction (NPC Category) - Will generate faction based on selected NPC Category
* Quick Add Faction (SM NPC Category) - Will generate faction based on selected NPC Category, for npcs with skins/bodygroups
* Quick Add Faction (Selected NPCs) - Will generate faction based on Hand picked selected NPCs

- Added 'Copy' feature in the faction list (You can now copy & paste factions from preset to preset)
- Added 'Duplicate' feature in the faction list (You can now duplicate factions in the same present, useful if you want to rename your faction)
- Added a new ConVar/Config: Notoriety Cooldown (default 5 seconds)
- Added Fallback sounds when faction doesn't have a set sound


*Fixes*
- Fixed Notoriety not increasing when NPCs are killed using vehicles (being driven by players). Enjoy Ramming the NPCs!
- Improved spawn placements of NPCs when "Spawn Out-of-sight" is true (before they always prioritize spawning behind you, now they will spawn places where your position does not have Line-of-sight. THIS IS USUALLY TH EBEST OPTION)
- Fixed some SM NPCs not spawning (like combine elite soldiers, Shotgun soldiers)
- Moved the Wander NPCs option above the Notoriety settings
- Fixed the issue of notoriety reactivating so quickly after clearing it, usually due to very high notoriety multiplier value. So usually what happens is that you killed the last VIP, clears your stars but will register as crime so notoriety increases to star 1 again (Notoriety cooldown was added to fix this)
- Improved Wandering NPCs behavior so they won't erratically spin around
- Improved spawn placements of wandering NPCs
- Wandering NPCs will now start to move as soon as they spawn (They do nothing when coming in, making them look stupid)
- WanderNPCs that are not in the same faction will now be marked when manual commands are done to start notoriety
- NPCs (not in the faction reinforcements) will now be marked for notoriety when damaging faction reinforcements
- listing non-SM npcs will now use their default weapon, if no custom class is set

Update: 7 May @ 2:16am

Changes
- Added New Feature: Wandering NPCs
* Wandering NPCs (much like in Background NPCs, you can even try it with Background NPCs to create more chaos) will spawn NPCs in which the NPCs spawned will depend on the configured faction/star level of npc.
* These Passive Wandering NPCs will be patrolling around the map and will not actively hunt the player.
* Whether it's an antlion bug, or a monstrous zombie, these civilized beings will respect each other npcs (Wandering NPCs won't fight each other)
* Press your "Use Key" on the wandering NPCs (Combine, Antlions & Zombies) to "pet" or make them react (They won't get mad :3)
* Hitting them will act in self-defense and will attack you.
* Killing one of these wandering NPCs will trigger a notoriety in which the faction is the npc that got killed
* NPCs that kill one of the wandering NPCs will mark them as notorious as well(including you if you don't have ai_ignoreplayers on)
* If *Any Faction* is selected for wandering NPCs, it will spawn random npcs from random factions. killing a wandering npc will trigger the respective faction, while the other npcs that are not in the same faction will be tagged as wanted.

These feature was added so the mod could actually be initiated without actively spawning in NPCs
And yes, it could provide some nice environmental effects with NPCs going around. But Background NPCs mod still does this better (and more optimized) as this mod's focus is the notoriety system.




- The last type of NPCs that spawn in the default factions are now VIPs
To put more in detail:
Zombie faction - You need to kill 40 Zombines to wipe notoriety
Combine faction - You need to kill 20 Hunters to wipe notoriety
Antlion faction - You need to kill 3 Antlion Guardians to wipe notoriety
Resistance faction - You need to kill 10 Vortigaunts to wipe notoriety
This includes the fifth faction

This was done to make players just do normally what they do and they progress by just surviving

- Completely removed Wipey the Dog from the default factions
I gotta admit, I really found it unfun to try and chase a certain npc to "finish".
And the fact that he can be easily be killed sometimes doesn't feel rewarding
I still left him in the custom classes if you for some reason want him to spawn

- Fixed npcs sometimes fighting each other when mixing hl2 default npcs with VJ npcs in the same faction
- Moved the Command buttons after the list of factions
so you don't have to keep scrolling down to use it

- Added config and console command to disable VP chat count (the chatting when killing VIPs)
- Added Dialogues, a notification and a sound cue when you have killed the last VIP
- Fixed label in the options saying "Weapon damage balance list" instead of "Notoriety Faction List" (Forgot to change due to copy paste :P)
- Browsing for SM NPCs will now exclude "sent_vj.." in the npc list, since these are not really NPCs

Update: 28 Apr @ 11:26am

- Fixed issues that sometimes VJ NPCs fight each other when different NPC packs are put into a single faction together.

Update: 7 Apr @ 4:20am

- Fixed VIP kills registering even if not in the certain level
- Fixed NPCs disappearing in front of you if they are standing still

Update: 22 Mar @ 3:59am

- Fixed lua error when choosing the "clear" preset

Update: 19 Mar @ 7:30pm

Uploaded Another Workshop Mod, in which it features 2 new factions to showcase the new content of this update. Wanted System VJ Base Factions

This update include better VJ support, VIP and a new tool

A Feature that would make this a lot more fun for all you NPC fight lovers, NPC Notoriety Tagger!
Now you can blame others! This tool will tag NPCs and be accused of the murder that you previously have done.
I was having a lot of fun testing/playing with this tool, and I hope you do too! ^_^

- Added new tool: NPC Notoriety Tagger (under WeTools)
- The tool has the following feature:
(1) Make tagged NPCs be targeted by the opposing faction, in which they will try and eliminate the tagged NPC(s).
(2) If a tagged NPC kills, it will contribute to the increase of the notoriety
(3) You can tag multiple NPCs and make them survive the onslaught (All Tagged NPCs will ally each other and work together, so spawn your favorite combination of npcs!)
(4) Tagged NPCs will become player to the ally, so you could join in the fun! (You can enable ignore players [or 'ai_ignoreplayers 1' in console] in the npc spawn menu if you just want to spectate the fight)
(5) You can tag npcs that was spawned by the faction (kinda like a mind control), Wreak havoc!
(5) Works with VJ npcs.. hopefully all of them..

- Added Configuration: Enable Notoriety Loss When All Tagged NPCs Die (Default checked)
- Added New console command: wblnot_notoriety_enablenotorietylossontaggednpcdead (Default to 1)


Added a VIP feature, this is similar to wipey that upon killing them (depending on the count needed to kill) will wipe out notoriety. So if you want a faction to get wiped out depending on how many kills you've done to them.. set them all to VIPs and ramp up the kill count needed to reset!
- Added option when editing an npc in the star spawn if the npc will be VIP
- Added Only one VIP can be active, this is to make dynamic bosses where only one can be active
- Added New console Commands and Configuration:
wblnot_notoriety_vipenabled (Default to 1)
wblnot_notoriety_vipcountoverrideenabled (Default to 0)
wblnot_notoriety_vipcountoverridecount (Default to 1)

Added New configurations when editing/Making factions:

- Added option to enable sound on spawn
- Added option to place have a list of sounds to play when spawning
- Added option to show effects on spawning of npcs
- Added option to Enable/Disable NPC spawning out-of-sight
- Added option to Prioritize spawning behind walls (Is not really good for basic HL2 npcs, dont use it on them. VJ NPCs works pretty well)


Most VJ NPCs are so powerful, I added a damage scale per faction
- Added option to scale the damage of npcs in a per faction basis


Improved Spawning
- NPCs will have their spawn distance halved when behind walls, (this will make it engaging both closed areas and open areas)
- NPCs will now stop spawning on spots where they would clip in the world (Big NPC spawning are now supported)
- Fixed the inconsistencies in the spawning of waves (sometimes spawning 3 at the same time instead of one by one)
- NPCs will now have an effect when despawning if they don't have animation to despawn
- NPCs will now stop spawning on recently used nodes (will add more randomness and immersion)

Some Fixes and tweaks
- Zombie factions now will around the player in-sight and out-of-sight, instead of strictly out-of-sight (they have a cool rising animation)
- Poison headcrabs thrown by reinforcement poison zombie will now act properly as if it was reinforcements as well (despawning and going neutral should work properly)
- Fixed NPCs still attacking player when notoriety is gone during their animation of spawning.
- Fixed Zombines not despawning
- Left over Combine, Resistance will attack the player when notoriety increases again
- Added some animations to the combine soldiers and metro cops
- Added some animations to alyx, barney and vortigaunt
- Restricted the name of customclass to start with SM_
- Fixed Wipey the Dog spawning more than once when additional npcs have been set.


This is such a huge update that I'm expecting bugs, so I'll try my best to get them patched up :3

Update: 15 Mar @ 3:34am

- Fixed some maps not spawning npcs even with npc ai nodes

Update: 9 Mar @ 4:26pm

- Fixed SM NPCs not using their default weapons when no weapon is assigned