Garry's Mod
Citadel Town
wow 14 Thg01, 2020 @ 1:04pm
How to set up a proper NPC war on the map?
I want to set up a proper NPC war, however, when I put two spawners for every faction in different areas, they tend to just go to one area and fight there, ignoring alternate routes and just clump up. They also tend to ignore rooftops and alternate paths, and need to be goaded into attacking each other. Which areas should I place spawners? What settings do I need to change, and how can I let the NPCs just fight?
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Dynamite_Dan01  [nhà phát triển] 29 Thg01, 2020 @ 2:24pm 
I find that a good way to help vary the battle is to add a third faction to the fight.
The underground serves well as a base for zombies due to its tight corridors and access to the whole map (you can use the green teleporter in the spawn room to reach the best zombie spawn area).

They don't have to have a massive presence, but they tend to pester the winning faction, which helps to vary things up a bit.

As for other things, manhacks are a good way to get rebels to use rooftops, iNPC helps here as it lets manhacks use the map's strider nodes as well as improving NPC tactics in general.

As for starting the battle. I tend to give the combine multiple spawn pads which all use the same 'global squad' (I think it's in the 'other' section of the pad's tool menu). This allows combine scouts such as scanners to call for help when they find rebels.

For the spawn pad locations, I personally use:
For rebels: 3rd floor of the hotel, specifically the room with ammo crates
For zombies: the bottom of the underground (use green spawn room teleporter to reach)
For combine: the Citadel's armoury (room with ammo crates/ chargers)
for manhacks/ scanners: in the fenced of ruins in front of the Citadel's entrance


Hopefully this helps!
At some point I'll likely put the save I use on the workshop,
though it could work differently based on your mods
Lần sửa cuối bởi Dynamite_Dan01; 29 Thg01, 2020 @ 2:27pm
BUSTER 9 Thg08, 2020 @ 9:49am 
Is there a spawner thing mod so like if a combine dies a new one pops up. Like which ones do you use?
Blaei ⁧⁧V4 23 Thg11, 2020 @ 8:08pm 
Nguyên văn bởi garymole:
Is there a spawner thing mod so like if a combine dies a new one pops up. Like which ones do you use?

Its in the description

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=107821465
or npc zombie invasion. i use the plus version
jimmyjamesjr 2 Thg09, 2022 @ 1:07am 
it would be cool to have those head crab missile things rain terror down on the combine and rebels
Nguyên văn bởi Dynamite_Dan01:
I find that a good way to help vary the battle is to add a third faction to the fight.
The underground serves well as a base for zombies due to its tight corridors and access to the whole map (you can use the green teleporter in the spawn room to reach the best zombie spawn area).

They don't have to have a massive presence, but they tend to pester the winning faction, which helps to vary things up a bit.

As for other things, manhacks are a good way to get rebels to use rooftops, iNPC helps here as it lets manhacks use the map's strider nodes as well as improving NPC tactics in general.

As for starting the battle. I tend to give the combine multiple spawn pads which all use the same 'global squad' (I think it's in the 'other' section of the pad's tool menu). This allows combine scouts such as scanners to call for help when they find rebels.

For the spawn pad locations, I personally use:
For rebels: 3rd floor of the hotel, specifically the room with ammo crates
For zombies: the bottom of the underground (use green spawn room teleporter to reach)
For combine: the Citadel's armoury (room with ammo crates/ chargers)
for manhacks/ scanners: in the fenced of ruins in front of the Citadel's entrance


Hopefully this helps!
At some point I'll likely put the save I use on the workshop,
though it could work differently based on your mods

I've used the same spawn room for the Combine, but I've typically just spawned rebels in the teleporter room in the hotel since it's the one the red spawn teleporter dumps you in.

More recently I've just been using an area NPC spawner (zippy's global spawner, to be specific) because it's better at varying NPC routes.
Crackaddikt 13 Thg06, 2023 @ 8:03am 
i suggest just placing the npcs yourself and put said npcs in different areas of the map
the forcefields would make a great spot for combine.
i would use something that you can use on the toolgun :gmod:
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