Garry's Mod

Garry's Mod

NPC D-Day Redux (gm_d-day_redux)
 This topic has been pinned, so it's probably important
legoj15  [developer] 13 Apr, 2021 @ 8:02pm
Technical Details/Commands
Commands
The commands mentioned in the original addon's description still work
All commands will be presented in code blocks for readability, and descriptions of them will appear below

ent_fire boat(1-6)_spawner_(combine/rebel) pickrandom
This will spawn the chosen NPC faction in one boat of your choosing
Example: 'ent_fire boat2_spawner_rebel pickrandom' would spawn rebels in the leftmost boat only.

ent_fire (fortress area)_spawner_(combine/rebel) pickrandom
This will spawn the chosen NPC faction in the desired area only
List of fortress areas:
  • trench
  • fortress
  • smallbunker
  • bigbunker
  • barracks
  • garage
  • shed
  • artillery
  • controlroom
Example: 'ent_fire fortress_spawner_combine pickrandom' would spawn Combine in the upper outdoor portion of the fortress only.

ent_remove boat_assault_los
This removes the AI Line-of-Sight blocker that sits on the border of the beach, "protecting" NPCs on the boats before they make landfall (it is automatically disabled when a boat makes landfall, and re-enabled when a boat is reset). There's a dedicated button on the admin platform that does this too.

ent_fire reset_boats press
This will bring all boats back to the admin platform. There is a dedicated button colored differently from the rest that accomplishes this too on the admin platform.

ent_fire boat(1-6) startbackward; ent_fire (letter)boatdoor close
This will make chosen the boat go backwards and close its door.
The letters don't match 1:1 with the numbers, so here's a table
1-a
2-b
3-c
4-d
5-f
6-g
(e is skipped)
Example: 'ent_fire boat6 startbackward;ent_fire gboatdoor close' will cause the rightmost boat to drive backwards if it was on land

gmod_admin_cleanup
This will completely reset the map. This command works on all maps, as it is apart of Garry's Mod.

Technical Details

Starting with the boats, all of them are """driveable""" func_tracktrains (you can't steer, they have pre-determined linear destinations and speed), all you have to do is be standing somewhere on one and position the crosshair correctly and press the use key (usually E), then move forward to make it go to the beach, and backwards to make it back up into the water.

Each boat has 17 spawn locations, each of which have 14 possible spawn types, 7 rebel, 7 Combine. Rebel spawn types are as followed:
357 Magnum revolver
9mm Pistol
SMG1
AR2
Shotgun
Crossbow
RPG

Combine spawn types are:
357 Magnum revolver (metrocop)
9mm Pistol (metrocop)
SMG1
AR2
Shotgun
Elite (White Combine with AR2 that fires energy balls)
Stun Baton (metrocop)

These types are also present at the fortress, but are not completely random. Some areas might only spawn pistol NPCs, others will be smg/ar2/shotgun only, and in the trenches only shotgun NPCs will spawn. This is to provide a more "organized" look, rather than spewing random NPCs everywhere, they will be grouped, in a sense.

Speaking of groups, each boat and area of the fortress has an associated squad, and NPCs that spawn there will be apart of that squad. Squad members "communicate", in a way, so if one squad member sees an enemy, there's a higher chance ally NPCs will follow as backup. This gives the effect of groups of NPCs all attacking at once, but possibly leaving other groups "unaware" that there is a fight going on at all in the first place. NPCs spawned by the player will have Garry's Mod squadnames instead by default.

I will now breakdown the spawn types in a bit more detail:
NPCs that wield the revolver fire slower than their pistol counterparts, and are excruciatingly inaccurate, but upon a headshot, whoever they were shooting will die and their corpse will be flung in the direction of the shot

NPCs that wield pistols/SMGs/AR2s/shotguns all behave as they normally do in HL2.

Crossbow rebels seem to like to stand in place when firing, making them akin to "snipers" in a sense, but their accuracy is actually pretty poor, and their shots don't do much damage relative to player crossbow bolts, but upon a successful kill, if whoever they were shooting was in front of a wall, they will be pinned to it.

RPG rebels are extremely effective, although slow firing, they are shockingly accurate sometimes. This right here gives rebels an advantage, but considering they have to compete for spawn locations with the rest of the rebel spawn types, they may not be very common sometimes.

Metrocops (A.K.A. Civil Protection units) have lower health to their Combine soldier counterparts, and will be equipped with either a revolver, a pistol, or a stunstick. Although they seem like dead weight to the Combine faction, each and every metrocop will have one manhack they can spawn, and manhacks can act as distractions to enemies, and Rebels who are mounting turrets and have a manhack approaching them will dismount the turret and fall back, making them great assault weapons.
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Showing 1-2 of 2 comments
Captain_Karl.mp4 22 Jan, 2022 @ 1:27pm 
Why is this so complicated
legoj15  [developer] 22 Jan, 2022 @ 9:32pm 
Because I put a lot of effort into this addon, and also because this information isn't for normal users, I can happily play the map without looking at any of this. Some people like to know how stuff works, and others may be so invested they might bind some commands to their keyboard; I simply present the information so that advanced players can do whatever they like with it.
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