Garry's Mod

Garry's Mod

Campaign Entities
 This topic has been pinned, so it's probably important
StrawWagen  [developer] 12 Oct, 2023 @ 1:25pm
Suggestions
General suggestions

A great suggestion will fix a problem.
Eg:
Save loader fixes campaigns with multiple parts, being difficult to play.
Combat nodes fix npc fights on props being extremely stale/boring.

What does YOUR suggestion fix?
Last edited by StrawWagen; 5 Nov, 2023 @ 8:08pm
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Showing 1-15 of 212 comments
Soldier 14 Oct, 2023 @ 3:48pm 
I'll post some suggestions here

Lock entity that locks or unlocks map doors upon loading save, a physical padlock entity that attaches to doors and can be broken off by damaging it, or a code-input entity that must have the correct code inputted to unlock a door.
The lock entity could also be used for wire entities, with the ability to control the lock state of a door, etc.


Teleporter entities. Generic teleporting zone that can transport players / entities / npcs from an entrance point to an exit point, and options such as choosing what can go in (players only, entities only, etc.) and if the teleporter is one-way.


NPC keyvalues and flags entity that changes selected NPC's flags and keyvalues on save load:
A save maker may want to spawn some zombies in a room, but don't want the zombies to make noise otherwise the players will expect to see zombies once they open the door.
Using the "flag entity", the save creator can select all zombies within the room using the entity and give all selected zombies the "Gag" flag, which will prevent the zombies from creating idle noises until they are angry.

Same goes for "KeyValues": A save creator wants the player to fight some combine soldiers in a building, but they don't want certain combine soldiers to throw grenades or a very limited amount. Using the "keyvalue entity" and selecting said combine soldiers, the save creator can prevent grenade throwing by changing the "NumGrenades" keyvalue to 0. And many more values and flags that can be edited on any selected entity/npc using these flag/keyvalue entites.


Trigger entities. An entity that can be resized to fill up an area, and acts like trigger brushes from the Hammer editor. It can be set to trigger by selected targets, npcs, players, or entities, as well being able to set it to trigger once or multiple times.
The trigger entity should also be capable of being linked up with other campaign entities, being able to enable or disable entities, and control other aspects of entities such as starting an assault only if the player has entered a trigger entity or turning off a spawner.

I'll post some more suggestions if anything else comes to my mind. please consider these in the meanwhile!
Last edited by Soldier; 14 Oct, 2023 @ 3:48pm
Wolƒe Strider 14 Oct, 2023 @ 4:09pm 
Here are a couple of ideas for entities I came up with while playing around with your addon. Thanks for this awesome addon btw

1. Combine ball oscillation generator (aka the energy ball generators that power the forcefields in hl2)

2. Combine ball catcher (aka the ep1 energy ball catchers)

3. Combine dark energy mortar (toggle between needing to be powered by a energy ball generator)

4. Have it so the generators can power stuff toggleable in the context menu options
Wolƒe Strider 14 Oct, 2023 @ 4:11pm 
Also you could add a toggleable thumper that works with Wiremod and can be powered by other generators if you add them
Atrick21 14 Oct, 2023 @ 5:50pm 
Two suggestions I have is making an option for the combine smart walls to move forward after they come down and a separate variant of the wall which has more moving parts. Some examples are in this video:

https://www.youtube.com/watch?v=8jQGc2w9WzU
StrawWagen  [developer] 14 Oct, 2023 @ 6:27pm 
Tried doing a 100% faithful SENT
Couldn't get the physics right
Soldier 15 Oct, 2023 @ 1:22pm 
Some more wiring capability for all entities would be very helpful!
Some Nark 15 Oct, 2023 @ 1:58pm 
I feel like the Goals are a really good Idea but we need a better version. My idea is that you could have a main goal, like get to this tower from your spawn area, and then have smaller goals like, get from spawn area, to place that is not directly towards tower, and have them be numbered in order so it wouldnt confuse the AI. Like this; SPAWN-> MINI GOAL 1-> MINI GOAL 2-> MAIN GOAL/ MINI GOAL 3. And you would connect the MINI GOALs to the main goal so it's easier and you wont have to connect it to all the spawners again
Last edited by Some Nark; 15 Oct, 2023 @ 1:59pm
Some Nark 15 Oct, 2023 @ 2:06pm 
You could also make Win/Lose Conditions. Like if the combine stay at your Goal for 20 seconds you lose, or if you survive 5 minutes you win. And it would be nice if the combine would stay in a larger area around the goal, like a goal radius. because sometimes the player is close by but the goal is in another room and so the AI just stay there, or you could make it so that the player or a specific NPC is the goal.
EshkerE 15 Oct, 2023 @ 2:38pm 
So this is gonna be best addon if dev add wiremod trigger function. I mean if you pass wiremod trigger NPC will spawn. That gonna be epic if dev gonna do that.
Atrick21 15 Oct, 2023 @ 2:43pm 
Another suggestion could be making some form of NPC detection system that is compatible with wiremod. An example of this is making a wiremod option that sends a signal if an NPC is spawned from a respawner, and another signal for when that specific NPC is no longer alive. The reason I suggested this because I wanted to have music play when an NPC spawns and have it stop when the NPC is defeated using the soundscape entity. There is really no way of doing this without knowing how to use E2.
StrawWagen  [developer] 15 Oct, 2023 @ 3:40pm 
Originally posted by Atrick21:
Another suggestion could be making some form of NPC detection system that is compatible with wiremod. An example of this is making a wiremod option that sends a signal if an NPC is spawned from a respawner, and another signal for when that specific NPC is no longer alive. The reason I suggested this because I wanted to have music play when an NPC spawns and have it stop when the NPC is defeated using the soundscape entity. There is really no way of doing this without knowing how to use E2.

Does the Thing Respawner's entity output not provide the foundation for this functionality?
StrawWagen  [developer] 15 Oct, 2023 @ 3:59pm 
Originally posted by soldier:
Some more wiring capability for all entities would be very helpful!
sorry i have to ask, since this is too general to really act on.
Like what?
What problems are you facing, and what new inputs would solve these problems?
Autumnis 15 Oct, 2023 @ 7:00pm 
Would a trigger entity that can activate things like NPC/APC/Sniper spawners, the movement of perimeter walls, etc when the player enters it be possible? Maybe with wiremod to connect to things?
Autumnis 15 Oct, 2023 @ 7:02pm 
Also, I think perimeter walls should spawn with DoRandomSteps off.
Autumnis 15 Oct, 2023 @ 7:05pm 
Also also, a setting to disable the smoke from perimeter walls? It gets pretty disruptive if you activate multiple at once.
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