Garry's Mod

Garry's Mod

Zombie/NPC Invasion+
(bees) 21 Jan, 2016 @ 1:44pm
BUG: Proficiency and squad name overridden
When spawning combine and metropolice npcs by putting in their Id npc_combine_s (rather than using the dropdown box, mines a ♥♥♥♥♥♥♥♥♥♥♥), npc squad names are left (or overridden) by the default overwatch squad name, and their proficieny remains average (checked using npcs tools). I'll try it with other forms of combine npcs like the using metropolice pack or something and see if its just the generic npc_combine_s ID that has problems.
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Showing 1-15 of 28 comments
(bees) 21 Jan, 2016 @ 1:47pm 
Yea so using the drop down box to select another form of npc_combine_s (used williwakers arc mercs) didn't fix the problem. Npc proficiency stayed the same, and they remained squadless.
moomoohk  [developer] 21 Jan, 2016 @ 2:55pm 
Damn. I'll have a look.
unknown 21 Jan, 2016 @ 5:00pm 
I just looked at your implementation moomoohk and it appears that mistakes were made. Why are you attempting to pull the
squad_name
var from
npc_info
which results in a null pointer when the data you want is in
spawn_list_entry

Sorry for the formatting... steam isn't exactly github markup and certainly isn't designed for code snippets.... :/

By changing the array called to from the former to the later within my offline instance the squad system acts as expected as the actual Squad Name is assigned rather than Null.
Last edited by unknown; 21 Jan, 2016 @ 5:18pm
moomoohk  [developer] 22 Jan, 2016 @ 3:19am 
Yeah, you're 100% correct. I was half asleep when I worked on it last night. Updating now.
(bees) 22 Jan, 2016 @ 3:50am 
Bad news,
still nothing

lua/autorun/server/init.lua:358: bad argument #2 to 'SetKeyValue' (string expected, got nil)

Third times the charm :p
moomoohk  [developer] 22 Jan, 2016 @ 4:19am 
Eugh. This next update should do it.
I should stop writing code past midnight.
(bees) 22 Jan, 2016 @ 4:42am 
Fixed, nicely done!
(bees) 22 Jan, 2016 @ 5:08am 
Also, regarding the problem of spawnflag 256 not working, maybe have a gander at the code for the npc tool silverlan made, i know the spawnflag works when used with the npc creator from that, maybe it can provide some insight?
moomoohk  [developer] 23 Jan, 2016 @ 8:24am 
I just pushed an update that fixed a bunch of issues with the spawnflag code. I didn't look at your issue specifically but see if it's resolved now.
(bees) 23 Jan, 2016 @ 6:05pm 
Negative, the 256 spawnflag still doesn't work. The others do though, such as 8 (drop healthkit)
Also, whenever i restart the map it sets the spawnflags back to default by unchecking overide spawnflags, just a minor inconvenience though.
moomoohk  [developer] 23 Jan, 2016 @ 10:59pm 
Originally posted by 11β-Hydroxysteroiddehydrogenase:
Also, whenever i restart the map it sets the spawnflags back to default by unchecking overide spawnflags, just a minor inconvenience though.

You mean it resets the flags in the profile itself?

Was it a one time thing or does it happen consistently?
(bees) 23 Jan, 2016 @ 11:05pm 
Consistently, whenever I change maps the overide spawn flags unchecks itself.
(bees) 23 Jan, 2016 @ 11:06pm 
Oh, it might just be a ui bug, because the actual zinv text file still says the spawn flag is 256.
moomoohk  [developer] 24 Jan, 2016 @ 2:58am 
Are you sure you're up to date? I fixed all the issues I could find with the UI a few updates ago.
(bees) 24 Jan, 2016 @ 3:43am 
I'm all up to date, and I tested it without addons. I was wrong, its not ui.

To test it I set spawn flags for combine to 8, so they drop health vials.
I killed one to make sure, then quit the map and reloaded. Opened zinv and it said the spawn flags where all default, and the npc's no longer dropped vials, so its resetting me every time.
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