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This mod makes all NPCs that accompany you not follow you unless you have the flashlight on
Code is inside .cfg file which is inside "cfg" folder. I'm using Notepad++ for it.
Since the code doesn’t appear in the console, I assume it must be in Hammer, right? If so, could you give me a quick explanation on how to open it and view these variables? I’d really appreciate it — I want to experiment with the AI as well =D
You can make it work in Entropy: Zero 2 by installing manually. Here's how:
Open Crowbar.
Go to: workshop\content\220\3472975079
Decompile the _dir.vpk file to a folder of your choice.
A file named 84.cfg will be created. It contains AI behavior code.
Move it to: steamapps\common\EntropyZero2\entropyzero2\cfg
If it doesn't exist, create autoexec.cfg in the same folder.
Open autoexec.cfg and add: exec 84.cfg, then save.
Launch the game, open the console, and type: exec autoexec
If successful, a message will confirm it.
I can confirm it works. Without this mod, unarmed rebels run, stop, turn around, then continue. With it, they flee continuously, sometimes out of sight. I may have seen one take cover, but I’m not sure.
This way it can be used in any Half-Life 2 single-player mod.
It will work but keep in mind that Valve's squad system major flaw is that only 2 NPCs in the same squad are able to attack at the same time.
What about this mod with the global combine squads then?
Aggressive Combine Soldiers and Better Combat AI are not compatible with each other as they contradict each other. Global Combine Squads is not working good with Combine Patrol mod for some reasons.
Are all four of your combine mods compatible with each other, or is it best to only have one active at a time?
I'll tweak it to make them shoot more. Though Idk if it will work in close quarters but there's an option for it yes.
Is this something that's solvable in the limits of this scripting? Maybe make it to where Rebels can shoot at enemies at full-auto when close enough?
This addon of mine - Dynamic Fire Glow makes combine soldiers more accurate with AR2(Pulse Rifle) in non-episodic Half-Life 2 campaign. This is unintentional change added by episodic behavior required for this addon. In Episodes combine soldiers are more accurate with AR2 than in original HL2.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3475221974&tscn=1746544266
But Good work tho, Appreciate it
It doesn't unfortunately. There's no way to do it via scripting. It's hardcoded in the engine.
I was going to ask about the two-NPC firing limit per squad, but I see that's already been addressed. What I’d like to know is: is it possible to remove the squad system entirely and make each NPC act independently? I believe F.E.A.R. does this—the Replicas don’t recognize each other as squadmates, but voice lines create the illusion of teamwork.
That 2-per-squad firing limit has always felt really restrictive.
If not, there's a mod called Gameplay Rebalance AI+ where the creator removed that limitation and added behaviors like full-auto fire and suppression . In the base game, they often stop firing and just rush. The source code is public
Mod: https://www.moddb.com/games/half-life-2/downloads/gameplay-rebalance-ai
SRC: https://github.com/DKmaster16/HL2_GRAI/tree/master
Just sharing in case it help with future updates. thanks for this awesome mod! HL2 with smarter AI feels incredible.
This is from "Serverside Ragdolls", you need to disable the mod on sandtraps level because ingame script is not compatible with it. You can reenable it right after killing antlion guard and passing through the door. There shouldn't be another issue after this moment.
This is open source already and is just cfg file. You can find it in steam/steamapps/workshop/220/3472975079/cfg/custom_scripts
Unfortunately no because Half-life 2 doesn't have scripting language such as VScript, Lua or Angelscript. I'm using a very basic and limitrd cfg scripting and map logic.
Awesome addon btw :D