Garry's Mod
Campaign Entities
Mostrando 31-40 de 47 aportaciones
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Actualización: 1 NOV 2023 a las 10:47

Added citadel suit charger.

Combat nodes
Big optimisations
Big behaviour tweaks, npcs will use combat nodes with cover more effectively.

Crabcannister
Small tweaks and polish.

Combine Forcefield
Lets all entites through by default, so props and etc will not be blocked.
Fix shield "on" hum getting stuck not playing.

Checkpoint Dynamic
Fixed stupid bugs.

Weapon Spawn Blocker
Too buggy, Rewrote most of the logic.

Actualización: 16 OCT 2023 a las 15:26

Improved combat nodes.

Headcrab cannister now doesn't launch when ai is disabled
Also will never launch all at once, added a hardcoded delay that stops them from just yoloing in all at once.

"Fixed" Thing Respawner ( and derivitave's ) MinSpawnInterval being "broken"

NPC Goals by default are now more like "hints"
You can enable the old behaviour with the variable "WorthDyingFor"

Shields no longer eat bullets!
+Added an "AlwaysOn" variable to the shields ( have to power the shield to edit it's variables in the first place )

Perimiter Walls have more options
+ They now prompt their neighbors to drag along the ground.

Actualización: 14 OCT 2023 a las 14:25

Update Thumb.

Actualización: 14 OCT 2023 a las 13:46

Tons of fixes!

+Added Screen Tinter
+Added Combine Perimeter Walls.

Actualización: 12 OCT 2023 a las 11:59

Fix stubborn error.

Actualización: 11 OCT 2023 a las 22:33

Polish shieldwall's "AllowCombinePlys" NetworkVar

Fix headcrab cannister making launch sound when static

Make Thing Respawner properly take advantage of sent's "SpawnFunction"s

Actualización: 11 OCT 2023 a las 15:42

More polish.

Actualización: 11 OCT 2023 a las 15:20

More combat nodes polish!

Actualización: 11 OCT 2023 a las 13:53

More combat node fixes.

Actualización: 11 OCT 2023 a las 13:27

Combat node fix.