Garry's Mod

Garry's Mod

Patrol Routes STool
971 Comments
meierhans 24 Jun @ 2:25pm 
@Max Shadow I am a little late, but thank you for your reply anyhow! I fully understand, that you can not maintain addons from nearly 10 years ago of a game you do not play anymore. I also do not understand at all, why they keep breaking things with every update, wish so much one could simply lock down version.
If I find the time, I will unpack the addon, and use some LLM and try to hunt down the bug. It is so sad, right now this stupid bug is the one missing link, that stops me from creating custom interactive scenarios with wiremod. And I can even see it working so wonderfully, just not save..
Sr Floppa 23 Jun @ 10:58am 
how i select striders? i cant select them
Skull Admiral 24 May @ 1:53pm 
can you fix that?
Max Shadow  [author] 3 May @ 7:01pm 
@Iceprince08 make sure you have show chances enabled. If that doesn't work, a GMod update may have broken the mod. It's pretty old

@carterhollywood3 Hold E and shoot a node to select it, and without releasing E shoot another node to connect the selected node to it, in that order. You can do this to connect the last node with the first one and make a loop. Be aware that nodes have specific directions, unless undirected links is enabled
carterhollywood3 3 May @ 1:32pm 
how do i make in a loop?
Skull Admiral 2 May @ 8:40am 
i can't see the Chances
Max Shadow  [author] 4 Mar @ 4:51pm 
Sounds like an update broke something. I don't get why they keep making breaking changes to a 10 year old game. Sadly, I stopped playing the game a very long time ago. It's unlikely I'll fix this anytime soon.
meierhans 4 Mar @ 4:01pm 
PS: This is on a dedicated server, I get this error message in console:

[Patrol Routes STool] lua/entities/ent_prwireassigner/cl_init.lua:5: bad argument #1 to 'SetMaterial' (string expected, got userdata)
1. SetMaterial - [C]:-1
2. unknown - lua/entities/ent_prwireassigner/cl_init.lua:5
meierhans 4 Mar @ 3:59pm 
I digged into it, and made it work with wiremod. It is great, I can use a wiremod trigger / button to assign in realtime any NPC I like in range to a route. It is so much more flexible than the default assigner, a new world of interactivity. Imagine f.e. you got to bring a keycard to a NPC to make it move further. Or routes depending on the state of the map. I was jumping on my chair.

But then.. I tried to save it with Advanced Duplicator 2. I can not choose the ent_prwireassigner, and if I choose another connected part, like the button, it will just save this. Not the assigner itself.

Also, while the AssignInRange and Range inputs of the assigner are shown in red in the wire tool. the wires themself do not show up. Things are indeed connected, as it works, but I just can not save it.

Is this a limitation of the way Patrol Routes works, aka saving the route on the client, and it can not be saved into the assigner itself? Or is this a bug?

Is there maybe a fixed version I missed.
R.K. suerte 20 Feb @ 9:18am 
Is there a way to make VJ base vehicle SNPCs follow the nodes?
meierhans 14 Feb @ 2:08pm 
Is there any way to save and auto load routes? I tried Permaprops and MMM, but both sadly fail. It would be so great if we could start a map and the NPC´s start moving without any clicky clacky.
🖤Mars🖤 4 Feb @ 10:31am 
Hey, I have a problem with this mod every time I load a save the auto-assigner orbs disappear and I have to redo them all over again which is very annoying. Even if they stayed after the save their range is now 0.
SpookyBain I COG 27 Dec, 2024 @ 2:32am 
hey man i have a tiny list of questions and i need some assistance, if you dont mind taking my friend request that would be realy cool!
Kamil Eagle 1 21 Dec, 2024 @ 11:07am 
There were no obstacles, I was just trying to make 1 guard patrol 1 corridor, from corner to corner, but turns out the place was too big and game save decided to delete the set patrol route by itself the next day.
Max Shadow  [author] 21 Dec, 2024 @ 9:47am 
That's probably because the map you're playing on doesn't have a nodegraph. NPCs use AI nodes to navigate, if there are no AI nodes, they can only move a short distance, and are unable to pathfind around obstacles.
Kamil Eagle 1 20 Dec, 2024 @ 11:12am 
And now the NPC doesn't to go through the route, unless the nodes are covering only half of the "500" range.
Kamil Eagle 1 20 Dec, 2024 @ 10:50am 
Nevermind, turns out the route was too big for autoassigner with range set to 500 even.
Kamil Eagle 1 20 Dec, 2024 @ 8:17am 
Okay, idk what's going on, but my NPC stops at the 2nd node everytime and then I have to rickclick on him again, but he walks back to the 1st node, instead of walking to the 3rd one. I wanted to make a real route, with like 6 nodes at least, but my NPC does this all the time instead and nothing works.
Petra 26 Nov, 2024 @ 9:19am 
does this work for hammer?
unnamed 17 Nov, 2024 @ 9:05pm 
the npc patrol mod is giving me a error\
LosCartuchos5566 24 Aug, 2024 @ 10:13am 
the npc will get out of the patrol route and attack a threat?
Bobbymansツ 20 Aug, 2024 @ 2:27am 
Hi I was wondering why only the first NPC follows the path but when I want to assign a 2nd NPC, the 2nd NPC goes back and forth once but then just stands still.
some weird metrocop 17 Aug, 2024 @ 5:11pm 
autoassigner works but its REALLY malfunctional, like the NPC sometimes doesn't even want to follow the paths' lines
Max Shadow  [author] 17 Aug, 2024 @ 6:52am 
Make sure the autoassigner filter is empty. Otherwise it only affects NPCs with classnames listed there (separated by commas)
Sn1perHUN 17 Aug, 2024 @ 6:31am 
Combine soldiers, Barney ect. Just stand
Sn1perHUN 17 Aug, 2024 @ 6:26am 
Autoassigner only works with citizens
Cynix 10 Aug, 2024 @ 10:58am 
it still works 100% for me so I dont know.
Max Shadow  [author] 2 Aug, 2024 @ 6:42am 
It should but that mod is really old, I haven't updated it in many years, and there's a chance a GMod update broke it at some point.
sleepydriedtomatoes 2 Aug, 2024 @ 12:08am 
another question, does this conflict with stealth 2.1? i know it probably works with your original stealth mod.
sleepydriedtomatoes 2 Aug, 2024 @ 12:04am 
some yes. i will disable certain mods when making patrol routes/stealth saves i guess if that's the sacrifice i have to make
Max Shadow  [author] 1 Aug, 2024 @ 1:17pm 
Do you have any AI mod installed? Those work by giving "orders" to NPCs, just as this mod, so they conflict.
sleepydriedtomatoes 1 Aug, 2024 @ 12:39pm 
for whatever reason, when i clear a patrol route and make a new one, the assigned npc completely abandons the route i gave them and just wanders off? why is this happening?
BrainySaucer898 20 Jul, 2024 @ 8:26pm 
it don't work with striders
NormalPolishBoy 9 Jun, 2024 @ 2:36am 
Right clicking on an NPC does nothing. how fix?
Max Shadow  [author] 11 Apr, 2024 @ 9:13am 
Make sure the radius is big enough, and also clear the NPC filter field, otherwise it only affects NPCs with those classnames
Soup Can 11 Apr, 2024 @ 4:15am 
The Autoassigner wont work for some reason and the npcs just stay in place
Max Shadow  [author] 6 Apr, 2024 @ 11:59am 
Nope. One way to implement that would be to have a toggleable option that automatically connects newly placed nodes with any other node in a certain radius and in line of sight. That would be useful for a waypoint system. Sadly, I haven't played GMod in a while, so it's very unlikely I'll ever update this mod.
HOOVY 6 Apr, 2024 @ 11:39am 
I have a question, is there some sort of easy way to connect alot of Patrol-Nodes with eachother? Something like, you can set that all Patrol-Nodes in a specific Radius connect to eachother or that 1 Patrol-Node connects with all others
Max Malevich 7 Jan, 2024 @ 5:35am 
@AmisAuto, Pretty easy to set that up by disabling "back and forth". This will make an NPC complete its patrol (works best with a one-direction line) and stop at the end.
AmisAuto 1 Jan, 2024 @ 1:51pm 
Can I make NPC to abandon their route after he reached his last point? I'd like them to go somewhere, and then act on their own.
Detiplays 29 Dec, 2023 @ 6:25am 
Combine Faction NPC's don't work. They just stand in place when assigned to a route.
Nietabs 24 Nov, 2023 @ 8:11pm 
@Wesker1991 just watched your npc battles, very epic. thank you for showing me this :steamhappy:
Wesker1991 29 Oct, 2023 @ 2:06pm 
SNPCs do work well with this. I have made many YouTube battles with this mod, wouldn't play Garry's Mod without it.
Max Shadow  [author] 21 Oct, 2023 @ 8:58am 
Your current map probably doesn't have a nodegraph. Either search for the nodegraph on the workshop, or try a different map. You can also build it with one of Silverlan's tools, but it takes time.
Poor Lazlo 21 Oct, 2023 @ 8:47am 
for some reason, npcs will either crowd around node 1 and not move or just not go onto the nodes at all, even though they are in the auto assigner range
Max Shadow  [author] 12 Oct, 2023 @ 7:41pm 
No, sorry. I haven't played GMod in a long time. I think there's a mod called NPC Tools (not the one made by Silverlan) with some kind of NPC patrol feature, but I doubt it will work with SNPCs.
Anti-Mesh 12 Oct, 2023 @ 12:57pm 
Do you suggest any addons that do this similarly but compatible for DRGBASE SNPCS? If not, I'm not sure what to do but try to work with this.
Max Shadow  [author] 12 Oct, 2023 @ 5:09am 
This mod was made for vanilla Half Life NPCs and reskins. SNPCs and Nextbots work differently, they ignore regular move orders.
Anti-Mesh 11 Oct, 2023 @ 9:35pm 
How come the patrol doesn't work on DRG Base NPCs? I tried it and did everything it told me to do in the description but nothing worked.
penguino 7 Oct, 2023 @ 8:58pm 
I've been trying to get it to work because everytime i reload the save the "Wire Assigner" resets the inputs. Im using trigger and the wire and it works fine its just that the wire assigner doesnt work with saves. Any help is appreciated.