Garry's Mod

Garry's Mod

Sandbox Notoriety | Wanted System
 This topic has been pinned, so it's probably important
w.black57  [developer] 24 Feb @ 8:20pm
Lua Errors / Bugs
Kindly comment lua errors or bugs here, state what workshop mod are you using and if you can describe what you did. Thank you! :happyfaye: (And hopefully I have the time to troubleshoot and fix it).
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Showing 1-15 of 76 comments
it crashes when i kill 2 metropolice after setting up my preset, possibly a conflicting mod, i'll check real quick
w.black57  [developer] 25 Feb @ 4:45pm 
Originally posted by 250ellisbutgamin:
it crashes when i kill 2 metropolice after setting up my preset, possibly a conflicting mod, i'll check real quick

Try disabling all mods, and leave my mod on. Make a preset and set it up again see if its still crashing.
it was a conflicting mod lol

Originally posted by w.black57:
Originally posted by 250ellisbutgamin:
it crashes when i kill 2 metropolice after setting up my preset, possibly a conflicting mod, i'll check real quick

Try disabling all mods, and leave my mod on. Make a preset and set it up again see if its still crashing.
w.black57  [developer] 25 Feb @ 5:01pm 
Originally posted by 250ellisbutgamin:
it was a conflicting mod lol

Originally posted by w.black57:

Try disabling all mods, and leave my mod on. Make a preset and set it up again see if its still crashing.

Just curious what mod was it? :SaffronShock:
Originally posted by w.black57:
Originally posted by 250ellisbutgamin:
it was a conflicting mod lol

Just curious what mod was it? :SaffronShock:
not sure, all i did was get rid of EVERY mod i had (it was taking up alot of space anyway).
I like the idea of this mod, but the spawning algorithm needs some work. Most importantly, in gm_construct, I notice that if I have a wanted level and I go into the second floor of the tower near the dark room the game lags. I suspect this is due to the way the addon is spawning NPCs. It'd also be nice if I could set spawn distance as a range, rather than a single distance-value, control whether NPCs can spawn in my line of sight or not, and also set the weapon each NPC may have in a similar way that's done in other addons.
w.black57  [developer] 25 Feb @ 6:25pm 
Originally posted by CommonSay:
I like the idea of this mod, but the spawning algorithm needs some work. Most importantly, in gm_construct, I notice that if I have a wanted level and I go into the second floor of the tower near the dark room the game lags. I suspect this is due to the way the addon is spawning NPCs. It'd also be nice if I could set spawn distance as a range, rather than a single distance-value, control whether NPCs can spawn in my line of sight or not, and also set the weapon each NPC may have in a similar way that's done in other addons.

The spawn distance can actually be set if you edit the faction, and you could create a custom npc for the npc to have weapon.

The spawning algorithm is a bit a pain in my arse tbh :moustacheva:
Originally posted by w.black57:
Originally posted by CommonSay:
I like the idea of this mod, but the spawning algorithm needs some work. Most importantly, in gm_construct, I notice that if I have a wanted level and I go into the second floor of the tower near the dark room the game lags. I suspect this is due to the way the addon is spawning NPCs. It'd also be nice if I could set spawn distance as a range, rather than a single distance-value, control whether NPCs can spawn in my line of sight or not, and also set the weapon each NPC may have in a similar way that's done in other addons.

The spawn distance can actually be set if you edit the faction, and you could create a custom npc for the npc to have weapon.

The spawning algorithm is a bit a pain in my arse tbh :moustacheva:

I'm aware that I can change the single-value spawn distance of NPCs, but it'd be nice to have a minimum/maximum, instead of just a single-value distance that the NPC always spawns at.

Edit: Distance values over 2000 would also be nice.
Last edited by CommonSay; 25 Feb @ 6:37pm
for the mod jsut doesnt work and i dont know why and yes i have disabled evry other mod but still
w.black57  [developer] 26 Feb @ 1:20pm 
Originally posted by Custodes Singularitatis:
for the mod jsut doesnt work and i dont know why and yes i have disabled evry other mod but still

Do you see the config menu?
w.black57  [developer] 26 Feb @ 5:56pm 
Originally posted by CommonSay:
Originally posted by w.black57:

The spawn distance can actually be set if you edit the faction, and you could create a custom npc for the npc to have weapon.

The spawning algorithm is a bit a pain in my arse tbh :moustacheva:

I'm aware that I can change the single-value spawn distance of NPCs, but it'd be nice to have a minimum/maximum, instead of just a single-value distance that the NPC always spawns at.

Edit: Distance values over 2000 would also be nice.

Suggestions done! I've added a spawn distance override, and other configurations as well. :SaffronHappy:
Recaldy 26 Feb @ 9:26pm 
I've noticed spawned AI have their AI turned off if you have stars and you die.
w.black57  [developer] 26 Feb @ 9:58pm 
Originally posted by Recaldy:
I've noticed spawned AI have their AI turned off if you have stars and you die.

This is an intentional feature
Recaldy 27 Feb @ 4:04pm 
It turns off other AI spawned by other spawn scripts. Switching areas in the HL2 Ravenholm recreates this. Recommend an option to have the stars persist through map changes to support campaigns etc.
w.black57  [developer] 27 Feb @ 5:18pm 
Originally posted by Recaldy:
It turns off other AI spawned by other spawn scripts. Switching areas in the HL2 Ravenholm recreates this. Recommend an option to have the stars persist through map changes to support campaigns etc.

This mod was never meant to be played in transitioning maps in the first place. Thats why I never tested it on hl2 campaign. But ill see if ill have the time do try and do that. :ojseagull:
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