Garry's Mod
[VJ] Random's Combine AI, Weapon, and Sound Content Base
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Notable Features!
If you're curious about any quirks, custom features, and AI behaviours, they'll be listed here.

- Are run on VJ Base, so they are already feature rich!
- Death animations, with context-specific ones!
- SNPCs will flail around if one fire.
- Ability to use the secondary fire on supported VJ weapons.
- Lone member behaviour/won't push or chase an enemy if they are alone.
- Ability to deploy manhacks.
- Drop supplies on death.
- Background radio chatter.
- Radio on/off sounds when chatting.
- On fire specific pain VO.
- Burned to death VO.
- Head shot mechanic.
- It detects whether the head hitgroup or position near the head bone is hit.
- Head shot gore effects.
- Headshot sound effects.
- Gibbing.
- Glowing eye sprites.
- Glowing eye projected lights.
- Projected eye light decay on death/flickering before malfunction.
- Chance for SNPCs glowing eyes to stay on death.
- Ability to be friendly towards the player.
- Specific alert VO for aliens/VJ creatures and the player.
- SNPC's won't strafe fire while moving if the target is too far.
- Grenade effects/trail and animated prop attached to hand.
- Grenade throw velocity automatically adjusts on enemy distance.
- If a low roof is above ply or SNPC, the throw velocity will be straight/ no high arc.
- Flatline VO and extra radio sounds that can play on death.
- Min damage cap.
- Armour impact effects.
- Random armour impact sounds.
- Scuffed bullet ricochet effect.
- Will panic when allies are killed in combat or when they are idle/run to new position.
- If on fire, any enemy they melee attack will be ignited on fire.
- Can knock the player's weapon out of their hand.
- Friendly and enemy SNPCs can react to the player's flashlights/be blinded by them.
- Can place a combat flare when alerted by an enemy.
- Injured breathing VO when at low health.
- Extra equipment jiggle sounds when walking.
- Landing sound if the ACT_LAND sequence is detected playing.
- SNPCs will try to avoid the player's cross hair periodically.
- Ability to dodge/evade in combat.
- Ability to dodge/evade certain dangerous entities.
- Can kick down doors if alerted, or if they're locked.
- Can play a signal animation if they hear a sound/investigate something.
- Specific VO when killing the player.
- Chance to taunt/play small animation when killing an enemy.
- Gesture animations play during idle dialogue.
- Idle fidget animations.
- Gesture flinching animations.
- Can reload whilst moving.
- SNPCs can pick up health kits or vials when injured.
- Chance for bodies to disintegrate/dissolve. (Mostly for humanoid synths)
- Chance for spark effects to be applied to the corpse to mimic some malfunction.
- A scuffed leaning mechanic.
- Downward velocity is applied to the SNPC's corpse if it is a specific headshot kill.
- SNPCs can now disarm/remove slam mines.
- SNPCs can be incapacitated.
- Under correct circumstances, the SNPCs can be shoved back.
- The SNPCs can surrender when alone.
Отредактировано Random72638; 8 мар в 22:28