Garry's Mod

Garry's Mod

[VJ] Combine Flame Trooper (NPC)
222 Comments
kari.beat26 11 hours ago 
the flame man will not walk as if he was born not to walk but ot look at people and burn those who come near
RedPie 16 Jul @ 1:10am 
Guys. Combine this NPC with the "advanced flames addon" and you'll see everything burn literally.
rycch  [author] 10 Jul @ 5:09pm 
@funkyzombie Do you VJ Base install and activated? They should show up under "Rycch's Combine" in the NPC tab.
funkyzombie 10 Jul @ 4:49pm 
i cant find these npcs in my spawn menu. i even checked if i had them downloaded
rycch  [author] 5 Jul @ 1:04pm 
@Supermankid379 At this moment in time I am not making player sweps. A lot of animation stuff I am not ready for yet.
DaMagoo12 3 Jul @ 10:52am 
for whatever reason i cant find them in the NPCS tab on the spawn menu
Supermankid379 26 Jun @ 10:06am 
Hey rycch is it possible that you can make the VJ Combine Troopers weapons pickupable and usable as a gun cuz why its only made for VJ npcs and normal npc why can't we pickup the gun and use it why make the it be able to be picked up if we can't be able to be use it but when we get it just to be removed form our inventory and say its only made for npc to use it and not players or do you have to ask the VJ base addon to make the weapons that they drop usable for players it would be cool to pick up the flamers Flamer and then use it to burn other Combine npcs while holding off against them
The_enderdragon_destroyer 25 Jun @ 11:29am 
hey rycc can you make the weapons work like the ones the combine use
rycch  [author] 19 Jun @ 7:26pm 
@james Are these the normal gmod civilians or are they from another npc pack
james 19 Jun @ 7:24pm 
@rycch when i spawn the combines with civilians they dont attack much they like wait for some reason
CEREG GAMING 14 Jun @ 12:58am 
cool ideas! i like there all combines that guy maded
LemonCola3424 11 Jun @ 12:22am 
I'm not the maker of the particle, I stole it from somewhere else. I think it originally came from Alien Swarm
rycch  [author] 9 Jun @ 3:50pm 
@@Mister Leeroy I will also look at a fix for the Jump Troopers
rycch  [author] 7 Jun @ 2:57pm 
@Mister Leeroy All good :steamthumbsup:
Mister Leeroy 7 Jun @ 2:21pm 
I confirm that it is now fixed thanks! But i have noticed the same issue with the Jump Troopers. They spawn with weapon_vj_smartsmg instead of the 3 ones they would use when spawned with the Spawnmenu.
rycch  [author] 7 Jun @ 11:57am 
@Mister Leeroy Pushed a fix that should give him the correct weapon when using a spawner
Mister Leeroy 6 Jun @ 11:45am 
Minor issue, when using map spawner mods (i use NPC Daemon) they are force spawned with a default weapon and can't be changed. and for this npc it spawns with weapon_vj_ar_heavy by default.
dyku 1 Jun @ 9:49pm 
@james lol you somehow made them Scared
king_baconhair 30 May @ 6:02pm 
@rycch There are some models out on the workshop, like the basic automaton soldier, pretty sure theres a voteless model and theres a pack with various terminid models. I have seen the tripod but I saw it as a screenshot
rycch  [author] 29 May @ 5:45pm 
@james What do you mean by that?
james 29 May @ 5:41pm 
why are the combines so hesitant to attack?
rycch  [author] 25 May @ 10:11am 
@Supermankid379 Pushed a fix. Unsure why that never caused a problem for me locally, but I understand how and why that section of code might have caused a crash before.
rycch  [author] 25 May @ 10:02am 
Honestly surprised I have not seen that one before.
rycch  [author] 25 May @ 10:00am 
@Supermankid379 I see. That should be a quick fix. Thank you :steamthumbsup:
Supermankid379 25 May @ 9:08am 
OK i think i got it but it might be the wrong one idk prob is the right one [[VJ] Combine Flame Trooper (NPC)] lua/entities/npc_vj_c_overwatch_flametrooper/init.lua:134: Tried to use a NULL entity!
1. RemoveAllDecals - [C]:-1
2. v - lua/entities/npc_vj_c_overwatch_flametrooper/init.lua:134
3. unknown - lua/includes/modules/hook.lua:102 (x63)
rycch  [author] 25 May @ 8:33am 
@Supermankid379 Could you check to see if is still happening for you if it is just VJ base and this npc mod active. It is starting to sound like it is conflicting with something else. If I can figure out what that is I can push a fix to prevent the conflict.
Supermankid379 25 May @ 8:29am 
all i did is just that i shot the tank with the hl2 pistol you get after you kill a metro cop and it was not a mod weapon it was the one you get on spawn
rycch  [author] 24 May @ 5:57am 
@Supermankid379 Understood. I have heard of this issue happening but I have been unable to recreate it in the base or beta branches of the game. I am trying to figure out if it is certain weapons people are using, particular scenarios, or a conflict with another addon I am not aware of.
Supermankid379 23 May @ 11:35pm 
didn't have time to copy them
Supermankid379 23 May @ 11:35pm 
i got the errors but the game crashed as soon as i got them
rycch  [author] 23 May @ 6:15pm 
@king_baconhair Are the models available on the workshop for the enemy factions? I know there is already a Helldiver npc mod out there for the Helldivers themselves.
king_baconhair 23 May @ 6:02pm 
Have you thought about making helldivers 2 npcs? like the bugs or bots, or even the squids?
rycch  [author] 23 May @ 2:59pm 
@Supermankid379 What were the errors? Does this happen when you only have VJ Base and this addon active? What branch of the game are you on?
Supermankid379 22 May @ 5:45pm 
when i shot the tank it gave me script errors and crashed my game
RumoR Coolio 20 May @ 7:20pm 
LET THEM BURN! LET THEM ALL SUFFER!


also nice addon:steamhappy:
rycch  [author] 18 May @ 7:19am 
@♫MusicMen225♫ Sounds cool, I will need to check those out sometime.
♫MusicMen225♫ 18 May @ 6:56am 
That is good to hear, thank you. I like ZBase but VJ Base NPCs are decent too. In fact, I think the Doom 3 SNPCs use ZBase if I recall correctly, and those are some of the best and most faithful recreations of NPCs from another game straight in Garry's Mod - everything from the modelling and texture work ripped straight from Doom 3 and behaviors that work nearly the same exact way you would expect them to in Doom 3 as well.
rycch  [author] 18 May @ 6:11am 
@♫MusicMen225♫ Don't worry they will stay on the workshop. The npcs are released to the the world and to the world they shall stay.
♫MusicMen225♫ 18 May @ 5:16am 
If you do ever release your NPCs on another base, will these stay on Workshop? So many authors do it so that when they port their NPCs to another base, they remove the old version. It would be nice if those stayed up.
rycch  [author] 17 May @ 4:31pm 
@BusyJimmy In the process of learning ZBase right now. Though I can say it will still be a while until I release any of my npcs on it.
rycch  [author] 17 May @ 4:31pm 
@bunnyzerg That would be a good use of the Combine Worker model from HL:A. I like it.
BusyJimmy 17 May @ 2:46pm 
Probably foolish of me to suggest this, but have you thought about eventually making Zbase versions of these NPCs that you made? I would absolutely love to see these in Zbase, however I completely understand if that is something you can't do for whatever reason.
bunnyzerg 17 May @ 2:42pm 
I just had an idea, a combine soldier that builds different combine props, creating permanent cover changing the layout of the battlefield
gamertan788 17 May @ 2:03pm 
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♫MusicMen225♫ 17 May @ 6:41am 
No problem and thanks!
rycch  [author] 17 May @ 6:40am 
@♫MusicMen225♫ I see. I hope that turns out well.
♫MusicMen225♫ 17 May @ 6:38am 
He's just using the regular Combine Soldier model for the NPC too, if you spawn him in - The one Valve made.
♫MusicMen225♫ 17 May @ 6:38am 
I'm actually just using a separate addon that brings the original Sniper NPC back into the spawn list since he isn't normally there in Garry's Mod and then a separate addon for the sniper rifle model for him to use :) Should have had clarified, but there you go.
rycch  [author] 17 May @ 6:36am 
@♫MusicMen225♫ I very much thank NecrosVideos as I never though my mods would become as big as they have. On the sniper front, I have a concept for a proper Combine Sniper using the Beta Sniper model, assuming that is what you are referring to. I want to integrate proning animations to it, same goes for my rebel sniper, as well as maybe giving him a spotter so he can work with other npcs as a sniper team.
♫MusicMen225♫ 17 May @ 6:30am 
For the shield part though, that is understandable. Thanks for explaining it.