Garry's Mod

Garry's Mod

[VJ] The Warcraft3, Humans and Orcs SNPCS PACK REVAMP
Baby Wizard  [developer] 19 Mar, 2024 @ 6:05pm
REPORT YOUR BUGS/OUT OF PLACE STUFF HERE :gmod:
If there is anything out of place, let me know and i will take the time to fix it when i can, thanks! :steamthumbsup: :gmod:
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Showing 1-15 of 16 comments
Ming Lee 19 Mar, 2024 @ 10:37pm 
Here are the unexpected behaviours I have seen so far (they could be intended for all I know)

1. When the command `ai_disable 0` is active, the missiles are still casted - arrows, lightning, etc, but they don't deal any damage. It's possible for the command to not be applied to missiles.
I have also noticed the air units to still fly around the enemy with the AI is disabled.

2. Demolisher/Tank leave a black spot on the attacked unit's texture that doesn't go away, leaving parts of the unit's texture completely black.

3. Gryo's spinning blades are missing the rotating animation
Last edited by Ming Lee; 19 Mar, 2024 @ 10:38pm
Baby Wizard  [developer] 20 Mar, 2024 @ 7:10am 
Originally posted by Ming Lee:
Here are the unexpected behaviours I have seen so far (they could be intended for all I know)

1. When the command `ai_disable 0` is active, the missiles are still casted - arrows, lightning, etc, but they don't deal any damage. It's possible for the command to not be applied to missiles.
I have also noticed the air units to still fly around the enemy with the AI is disabled.

2. Demolisher/Tank leave a black spot on the attacked unit's texture that doesn't go away, leaving parts of the unit's texture completely black.

3. Gryo's spinning blades are missing the rotating animation


1. that might have something to do with your game, an addon is causing the npcs to behave in a different way

2. aright, that might be something that could ruin the npcs look

3. i got that already on the list to fix, some animations got broken when i translated them into the source engine.

Thanks!
Ming Lee 20 Mar, 2024 @ 3:22pm 
Originally posted by Baby Wizard:
Originally posted by Ming Lee:
Here are the unexpected behaviours I have seen so far (they could be intended for all I know)

1. When the command `ai_disable 0` is active, the missiles are still casted - arrows, lightning, etc, but they don't deal any damage. It's possible for the command to not be applied to missiles.
I have also noticed the air units to still fly around the enemy with the AI is disabled.

2. Demolisher/Tank leave a black spot on the attacked unit's texture that doesn't go away, leaving parts of the unit's texture completely black.

3. Gryo's spinning blades are missing the rotating animation


1. that might have something to do with your game, an addon is causing the npcs to behave in a different way

2. aright, that might be something that could ruin the npcs look

3. i got that already on the list to fix, some animations got broken when i translated them into the source engine.

Thanks!

Apart some weapons and models addons I am not running anything else that could affect the AI's behaviour, so I am not sure here. Does the AI react similarly if you disable it in the console and spawn range units?
Baby Wizard  [developer] 20 Mar, 2024 @ 3:29pm 
Originally posted by Ming Lee:
Originally posted by Baby Wizard:


1. that might have something to do with your game, an addon is causing the npcs to behave in a different way

2. aright, that might be something that could ruin the npcs look

3. i got that already on the list to fix, some animations got broken when i translated them into the source engine.

Thanks!

Apart some weapons and models addons I am not running anything else that could affect the AI's behaviour, so I am not sure here. Does the AI react similarly if you disable it in the console and spawn range units?


If you disable the AI every unit should stop doing anything, its working fine for everyone else
make sure you have VJ BASE installed my friend!
Ming Lee 20 Mar, 2024 @ 3:58pm 
Originally posted by Baby Wizard:
Originally posted by Ming Lee:

Apart some weapons and models addons I am not running anything else that could affect the AI's behaviour, so I am not sure here. Does the AI react similarly if you disable it in the console and spawn range units?


If you disable the AI every unit should stop doing anything, its working fine for everyone else
make sure you have VJ BASE installed my friend!

Thanks for that, I don't think your pack would have worked without the VJ base one. I was saying while the units don't do any damage or move at all while the AI is disabled in the console, hostile units - orc faction eg, still rotate towards the enemy or myself and the range units are still casting their range attack, although there is no damage registered. The air units still have their movement unaffected.

If you are saying the issue can't be replicated on your machine I guess keep an eye on this if it gets reported again. On my end my gmod is a clean install with some model packs, so I cant see these affecting the AI at all.
Baby Wizard  [developer] 20 Mar, 2024 @ 4:12pm 
Originally posted by Ming Lee:
Originally posted by Baby Wizard:


If you disable the AI every unit should stop doing anything, its working fine for everyone else
make sure you have VJ BASE installed my friend!

Thanks for that, I don't think your pack would have worked without the VJ base one. I was saying while the units don't do any damage or move at all while the AI is disabled in the console, hostile units - orc faction eg, still rotate towards the enemy or myself and the range units are still casting their range attack, although there is no damage registered. The air units still have their movement unaffected.

If you are saying the issue can't be replicated on your machine I guess keep an eye on this if it gets reported again. On my end my gmod is a clean install with some model packs, so I cant see these affecting the AI at all.


Maybe its different for the console, the VJ BASE NPCS have different commands for the console, they are not the same for
also if you disable the AI in the SPAWN MENU, it should disable the ai of every npc
i will keep an EYE on it tho in case it happens to somebody else
thanks for the info!
for now some stuff you mentioned before have been fixed.
Thanks for the wonderful addon, I am a big fan and lover of war3, and this mod, despite some mistakes, impressed me!!! Models, attack animations, phrases, it's straight waaaaa. It's a little sad that all units (with the exception of priests) do not use the abilities
(including heroes) that they should have had originally. And now to the wishes and bugs;
1. All ranged units hit their allies with their attacks (I don't know if this causes damage to them) Catapults, mortars and tanks also have static shells
2. I would like to give each unit at least 1 corresponding ability, except for the heroes, the healer totem, the sorceress slowdown, etc. (I think it makes no sense to list exactly what ability each unit should have)
3. Well, I would like to increase their detection range of opponents, otherwise you have to put them close
4. You can add some tool that allows you to manage them :) (As in the original war3)
5. Also in the future, I would like to see buildings for towers to attack, barracks to produce units (It would be nice to see the NPC worker who built the camp) In this case, it would be possible to turn Garis mod into a playable warcraft))

Thanks for this addon, I can't get over the excitement)

P.S. https://www.youtube.com/watch?v=zbmTLHTcCiI&t=34s
A small test in which the imbalance of the Alliance is clearly visible (Mb for shooters damag is simply high)
Last edited by Кекс Машинка; 21 Mar, 2024 @ 8:00am
Baby Wizard  [developer] 21 Mar, 2024 @ 8:42am 
Originally posted by arceas1 (Кекс Машинка):
Thanks for the wonderful addon, I am a big fan and lover of war3, and this mod, despite some mistakes, impressed me!!! Models, attack animations, phrases, it's straight waaaaa. It's a little sad that all units (with the exception of priests) do not use the abilities
(including heroes) that they should have had originally. And now to the wishes and bugs;
1. All ranged units hit their allies with their attacks (I don't know if this causes damage to them) Catapults, mortars and tanks also have static shells
2. I would like to give each unit at least 1 corresponding ability, except for the heroes, the healer totem, the sorceress slowdown, etc. (I think it makes no sense to list exactly what ability each unit should have)
3. Well, I would like to increase their detection range of opponents, otherwise you have to put them close
4. You can add some tool that allows you to manage them :) (As in the original war3)
5. Also in the future, I would like to see buildings for towers to attack, barracks to produce units (It would be nice to see the NPC worker who built the camp) In this case, it would be possible to turn Garis mod into a playable warcraft))

Thanks for this addon, I can't get over the excitement)

P.S. https://www.youtube.com/watch?v=zbmTLHTcCiI&t=34s
A small test in which the imbalance of the Alliance is clearly visible (Mb for shooters damag is simply high)


Thankyou bro! it wasn't easy to put this all together
and yeah making the abilities for the units is something i would like to get done, but the true is that im total noob at coding and i would like to invite some people to help me with that but i only know 1 guy, sadly i don't think he has any interest on this addon

1. Yes they do hit their allies but they don't do damage to them, and yeah the shells being static bothers me a lot, i can't find a way to animate them for a reason, i will look into that

2. well i would love to get more people to help me with that

3. oh yeah thats something that needs to be done, since the scale of the map is much bigger

4. oh you mean like in the original game when you can select all of them and make them move, that would be crazy, but that is far beyond my power.

5. yes i have the buildings in mind, i will look into that!

thankyou for your support my friend!
I almost forgot to tell you about the balance) As I understand it, you gave stats to abu (For example, 10 orcs calmly lose to 10 infantrymen, although it should be the other way around), if you want, I can make and send you stats of all units as well as abilities that they can be endowed with, the main thing is not to abandon the project)))
Last edited by Кекс Машинка; 21 Mar, 2024 @ 10:24am
Baby Wizard  [developer] 23 Mar, 2024 @ 12:26pm 
Originally posted by AAnonymous:
you can ignore some of them, i dont know much about the game though

1.They probably aren't good at long range shooting (projectiles).
[Sorceress], [Shaman] and [Mortar Team] (all NPCs who shoot projectiles) are failed to make a long accurate shoot. their projectiles just flying over the enemies' heads if the distance is far enough.
when i just think they cant aim a hl2 enemy, i found they're also failed to aim a WC3 enemy.

since they're attempted to attack even in a long range, you can might decrease their attack range or simply fix it.

2.
Originally posted by Ming Lee:
2. Demolisher/Tank leave a black spot on the attacked unit's texture that doesn't go away, leaving parts of the unit's texture completely black.
this bug doesn't happen to me i think

i know a function that can might fix it.
try self:RemoveAllDecals() ?


1. the projectiles have been already fixed! they should be working fine now, i have test it multiple times and its working, but some npcs like the mortar team might need a decreased on the range attack, just a little bit more of tweaking to make the range attack actually reach the enemy

thankyou for leting me know!
make sure there isn't other addons messing up with this one.
AAnonymous 23 Mar, 2024 @ 12:33pm 
well done dude, take your time.

i never see other addons that will mess up with the distance judging. be confident to it.
robocharger 30 Mar, 2024 @ 2:39pm 
[VJ Base] lua/entities/npc_vj_creature_base/init.lua:2701: bad argument #1 to 'SetMovementActivity' (number expected, got string)
1. SetMovementActivity - [C]:-1
2. ResetEnemy - lua/entities/npc_vj_creature_base/init.lua:2701
3. unknown - lua/entities/npc_vj_creature_base/init.lua:1921
Baby Wizard  [developer] 30 Mar, 2024 @ 2:47pm 
Originally posted by robocharger:
[VJ Base] lua/entities/npc_vj_creature_base/init.lua:2701: bad argument #1 to 'SetMovementActivity' (number expected, got string)
1. SetMovementActivity - [C]:-1
2. ResetEnemy - lua/entities/npc_vj_creature_base/init.lua:2701
3. unknown - lua/entities/npc_vj_creature_base/init.lua:1921

weird, what could that be?? what NPC gives you that message?
[[VJ] The Warcraft3, Humans and Orcs SNPCS PACK REVAMP] lua/entities/obj_vj_phoenix_feather.lua:91: attempt to call method 'IsSolid' (a nil value)
1. CustomOnDoDamage - lua/entities/obj_vj_phoenix_feather.lua:91
2. OnDealDamage - lua/entities/obj_vj_projectile_base/init.lua:158
3. DealDamage - lua/entities/obj_vj_projectile_base/init.lua:237
4. PhysicsCollide - lua/entities/obj_vj_projectile_base/init.lua:303
5. unknown - lua/entities/obj_vj_projectile_base/init.lua:291
Baby Wizard  [developer] 19 Apr @ 8:21pm 
Originally posted by Bananaramagrams:
[[VJ] The Warcraft3, Humans and Orcs SNPCS PACK REVAMP] lua/entities/obj_vj_phoenix_feather.lua:91: attempt to call method 'IsSolid' (a nil value)
1. CustomOnDoDamage - lua/entities/obj_vj_phoenix_feather.lua:91
2. OnDealDamage - lua/entities/obj_vj_projectile_base/init.lua:158
3. DealDamage - lua/entities/obj_vj_projectile_base/init.lua:237
4. PhysicsCollide - lua/entities/obj_vj_projectile_base/init.lua:303
5. unknown - lua/entities/obj_vj_projectile_base/init.lua:291
♥♥♥♥♥♥♥♥♥♥, aright thanks for letting me know!
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