Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. unknown - lua/autorun/no_helmet_npc.lua:3
(I tried to check the integrity of the files, disable all addons and enable only
Addons Merc Advanced). It still doesn't work.
PLEASE fix it!
I removed addons as they don't work :(
By the way, this amazes me, the Mercenary is immune to NPC Behavior editing tools, like a true mercenary.
Think we can have a version where they are friendly, and their model is different to tell the difference, like their armor and helmets are colored differently.
Might I suggest editing the programming on what the NPC will do next, cuz as described, they go back and forth, that will now be dubbed "The Side-step bug". The likely problem is when they are deciding if they should run away, or stay at their original position (Regardless of their health).
And I suggest a Commander Mercenary, who can be identified with a Star either on their helmet, or as an armband. Their role is to command the soldiers, and uhhhh... not have the mercenaries be brainless when a player kills one of their own nearby, and at least 2-4 Mercenaries will follow the commander.
Now we just need a way for them to have animations (Scaling over props or hiding behind a wall, and periodically spraying bullets)
HE'S BEHIND THE SOFA!