Garry's Mod

Garry's Mod

ATP's NPC Cover System
235 条留言
ATP  [作者] 10 月 20 日 上午 12:34 
@Frog u too buddy
Frog 10 月 19 日 下午 3:51 
Ah alright, just wanted to see if support was still a thing for this, have a great day :steamhappy:
ATP  [作者] 10 月 19 日 下午 1:18 
@Frog wdym? the code should last, and i havent dropped support for the mod
Frog 10 月 19 日 上午 11:40 
Will this mod get updated to keep up with current gmod versions? I really like this mod personally
Rivulet Gaming 9 月 28 日 上午 9:14 
That fixed it. Thanks :steamthumbsup:
ATP  [作者] 9 月 22 日 上午 5:46 
@Rivulet Gaming my mod does not change how damage is applied, this aint my problem
eumey 9 月 21 日 下午 7:27 
@Rivulet Gaming
untick the "disable friendly fire between NPCS" option for lynch's npc essentials and your problem will be solved
Rivulet Gaming 9 月 21 日 下午 4:37 
Okay I didn't notice this until I went through like all of my NPC mods but apparently this mod, when paired with Lynch’s NPCs Essentials, makes all the rebel and combine NPCs invincible against other NPCs, This doesn't happen with zombies or antlions, they can still be killed, only the rebels and the combine. I've tested turning off and on different settings but nothing fixes it.
dosh.ivon 9 月 18 日 上午 7:04 
W update
ATP  [作者] 9 月 16 日 上午 8:00 
@Ooorel you're welcome

the ai_goal_standoff is more than likely the culprit for their behavior, but i've had an user report they can revert to spamming even MORE grenades than vanilla in certain, appropriate situations, so i dont see it as a downside

im happy u enjoy their behavior, im thinking of disabling their manual, more fearful cover for when an enemy is very close, cuz it makes their cqb sometimes worse due to lower ROF and some... delayed reactions?
Ooorel 9 月 16 日 上午 6:38 
Thanks for clearing up my confusion. I noticed that after installing the mod, the Combine seemed to use grenades less frequently compared to the vanilla version, so I wondered if it was related. That said, I do feel like NPCs behave less recklessly in combat now, and fights tend to last longer, which is interesting.
I also saw some grenade-related mods mentioned in earlier comments...maybe I should give those a try. Thanks again for your reply!:steamhappy:
ATP  [作者] 9 月 15 日 上午 7:10 
@Ooorel npcs will display more cowardly behaviors, they're trying to survive the fight so yes, it is normal, you can disable animations to get them to stop crouching around, keeping mix and match on might also be better for your use case
Ooorel 9 月 15 日 上午 6:30 
Hi, author.Just wondering
after installing this mod, the Combine seems to become Frightened instead of Hostile. Is that normal? Thanks!
Goonqil Muntkus 9 月 11 日 上午 9:23 
@ATP thank you lad
ATP  [作者] 9 月 9 日 上午 6:52 
@Goonqil Muntkus, the tenth update should have a fix for VJ npcs not doing anything while they're running away
DOOM 8 月 28 日 下午 3:50 
thank you
DOOM 8 月 27 日 下午 7:31 
What is the name of the map in the video?
Snekenjoyer6 8 月 24 日 下午 9:00 
day 100304543 of asking ATP to include <Insert shitty joke suggestion here> into the mod
ATP  [作者] 8 月 24 日 下午 8:01 
@Goonqil Muntkus, before the latest major vj base update, npcs used to not do this, i might remove their support until i find a workaround or until vrej fixes the ai
Goonqil Muntkus 8 月 23 日 下午 10:38 
This mod conflicts with VJ NPCs. Every time the NPCs get into a fight, if one loses sight of another, they won't search for them to engage in combat as they usually would. They just walk away unless the enemy is in their view again.
ATP  [作者] 8 月 7 日 上午 8:02 
@Gake you can configure the mod to make em throw grenades more often

also, influencing ai in order to act in these stages accordingly while not messing stuff up can be difficult, i looked into custom schedules, but they only seem to be for custom npcs
Gake 8 月 6 日 下午 6:53 
I have a couple of AI mods that are probably conflicting, but even with that grenade mod (I got it about a week ago) they still don't throw grenades all that often. Maybe they need stages where something like:

1) Suppressing fire stage where they shoot as often as they can and unload a full clip onto the enemy before considering a new stage.
2) Grenade stage that happens with enemies behind cover or grouped up enemies.
3) Cover stage where they run and gun to cover with allies giving suppressing fire.

Something else to consider would be flash bangs, smoke grenades, and flares, but that would be a lot of work. Idk, I was considering the idea of making a flash bang, smoke grenade, and flare mod personally where both the NPCs and players get the ability to use them... Though I'd need to ask the people behind Arc Stim for Vmanip very nicely to use their code on the player side of things and I'd want to include other things, but I don't really have the time to make it.
ATP  [作者] 8 月 6 日 下午 3:52 
@Gake add me on steam, i could make some changes and have you test them

about the grenade thing, you should get https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3258385599
allows more npcs to throw grenades, and i suggest fighting enemy rebels, not combine, because the game intentionally nerfs the combine

thanks tho, i worked a lot on the cover selection, i needed a balance between performance and good spots, i think what i made is good enough

you can look at the code in gmpublisher to see how it works exactly

for future updates (which will probably be in a year, ETA july 2026) i was planning on making the npcs cover their teammates if they decide to go somewhere farther than the closest most optimal cover spot

right now their get cover quality is weird aswell, i don't understand how a point near a prop gets automatically invalidated even if they're not stuck anywhere, weird ahh gmod
Gake 8 月 5 日 下午 4:54 
It occurred to me that the way this reads makes it seem like I don't think what you made isn't amazing. The amount of correct cover identifications is actually pretty good, I'm just burned by the fact for as good of code as this is it makes the NPCs less difficult to deal with which should counter intuitive since getting an angle on the enemy is better than duking it out until death and it did actually inspire the feeling that I needed to do the same which legit made shootouts way more fun... It's just that disconnect when I finally looked down at my health and realized I'm basically topped off.

So, yeah, this mod massively improves the "feel" of the gunfight, but... They REALLY need to learn how to spray and pray as well as toss grenades in between cover seeking with this mod.
Gake 8 月 5 日 下午 4:47 
Anyway of making it so they run and gun? Or grenade out then run while the enemy is panicking? Even a good spray and pray before bolting for the nearest piece of cover would be better- they just take a single shot with their fully automatic machine gun before casually jogging to the nearest signpost right now.
ATP  [作者] 8 月 5 日 上午 11:38 
@gake this gives em anxiety, and they prefer hiding more than actually shooting, i COULD make them more aggressive but idk
Gake 8 月 4 日 下午 6:18 
ATP causes NPCs to become significantly less threatening because they're shooting way less often. I find that they shoot maybe once or twice then take a ten second break.
ATP  [作者] 8 月 1 日 上午 7:24 
@biene this mod grants npcs the ability to jump when they need to, however, something for changing movement would require say an npc pathfinding mod, which i am working on, but i believe i'll never finish it
biene 7 月 31 日 下午 11:51 
please we need a mod so npcs can scale props and sometimes absolutely fail and die
♱ Tristan ♱ 7 月 24 日 上午 1:09 
what
ATP  [作者] 7 月 24 日 上午 12:48 
bloody hell
♱ Tristan ♱ 7 月 24 日 上午 12:27 
i told ivor to hack it
ATP  [作者] 7 月 24 日 上午 12:23 
@gazzer i dont overwrite damage, so idk why this happens
Gazzer 7 月 23 日 上午 5:43 
seems to be incompatible with lynch's npc essentials
npcs cant damage each other when both lynch's npc essentials and your addon is enabled
ATP  [作者] 7 月 18 日 下午 10:47 
200th comment
matthewwwww 7 月 17 日 下午 4:28 
player support omg finally ily
Snekenjoyer6 7 月 17 日 下午 4:23 
Huzzah! a new update hath been giventh by our lord!
ATP  [作者] 6 月 27 日 下午 3:28 
ye
Raccoon 6 月 27 日 上午 6:26 
Does this work with VJ Base NPCs?
CosmicInterloper 5 月 9 日 上午 9:15 
Nvm
CosmicInterloper 5 月 9 日 上午 9:10 
What does that mean?
ATP  [作者] 5 月 9 日 上午 7:14 
@Glass of Lime Soda
suppression does indeed work, just not taking cover

@CosmicInterloper
i c
Glass of Lime Soda 5 月 8 日 下午 9:48 
honestly, it does seem to work against players too.


atleast the suppression system
CosmicInterloper 4 月 26 日 下午 4:06 
Yo, I was the dude that "made" the fake mod. I apologize as it was a friends mod but he got banned from workshop uploading because of some weird shit he did so he asked me, all those comments that was posted attacking you was made by him, we have a shared account since we were ex-roommates when the mod was created. I've since then removed the trace of his mod. Anyways, cool mod bro.
дабстеп мытищи 4 月 20 日 下午 1:59 
Regarding manhacks, you can configure the 'NPC Grenade Throwing' addon so that metrocops will throw manhacks!
小卡齐娜3095 4 月 3 日 上午 11:40 
Yep I also experience that they staying stagnant when they stand on the wall behind and not move but not sure is it a bug or something?
† leszkowina † 4 月 3 日 上午 10:10 
could you fix the bug with the medics not healing
ATP  [作者] 3 月 30 日 下午 2:13 
@Snekenjoyer6 send me a friend request i'll talk to you about it
Snekenjoyer6 3 月 30 日 上午 12:07 
I know this mod si all about cover and realism and what not but i'm curious, what if it was the opposate? where npcs are constantly moving to far away areas that result in the firefight moving all across the map instead of staying stagnant?