Garry's Mod

Garry's Mod

ANPlus [BASE] | Replacer Update
 Toto téma bylo přilepeno, takže je nejspíš důležité
filz0  [vývojář] 22. říj. 2022 v 18.08
[NPC TEMPLATE]
Github (finally figured it out):
https://github.com/filz0/anplus_base

Here's an empty template:
https://github.com/filz0/anplus_base/blob/main/lua/autorun/_template_empty.lua

Template NPC:
https://github.com/filz0/anplus_base/blob/main/lua/autorun/template_npc.lua

Some changes might need you to go back to the main menu for them to load properly.

Ask any questions below.
Naposledy upravil filz0; 2. úno. 2023 v 22.01
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Zobrazuje se 115 z 27 komentářů
Heya; I wanted to try my hand at the sound modification section for a npc_combine_s class npc, in a similar way how you did for the phoenix NPCs. This is the edit I made so far to the sound portion:

['SoundModification'] = { --['OverPitch'] = { 90, 110 }, -- Pitch override for realistic random voices. ['SoundList'] = { [1] = {"npc/combine_soldier/", ['SoundLevel'] = { 20 }, ['Pitch'] = nil, ['Channel'] = nil, ['Volume'] = { 0.3 }, ['Flags'] = 1024, ['DSP'] = 38, ['Replacement'] = nil} }, },

Unfortunately I'm not getting any changes from the combine voice lines, its still the same pitch without the voice-effect as the phoenix NPCs.

Just incase, I've also tried the npc path itself with just
"npc/"
With no dice. Any recommendations on where I might have gone wrong? If needed I can paste bin the entire .lua file.

Appreciate the help
filz0  [vývojář] 28. říj. 2022 v 3.12 
Sadly Combine Soldiers and Metro police will not work because Lua doesn't detect them emitting any sounds. I've yet to find a way. "EntityEmitSound" hook doesn't pick scripted sequences that they use so unless this is fixed, I can't do much.
Naposledy upravil filz0; 28. říj. 2022 v 3.44
Ahh, I gotcha. Bummer, I was hoping to make an npc using one of the alyx combine voice lines. But now I know its at least not my lack of coding, but a limit of the game.

Appreciate the help, ill see about experimenting with the vort npcs as well
is their a video tutorial for this mod?
Instead of 'if ANPlusLoaded == true then' at the top of these files it'd be better to do 'if ANPlusLoaded then return end'
filz0  [vývojář] 3. lis. 2022 v 6.14 
Redox původně napsal:
Instead of 'if ANPlusLoaded == true then' at the top of these files it'd be better to do 'if ANPlusLoaded then return end'
*snort* Ackchyually it would be "if !ANPlusLoaded then return end". But in all seriousness, it's a good point.
Cool mod. If ever, does this addon make a vanilla NPC have certain attributes like being medics? I have a certain NPC whose role is to function as a nurse/doctor by healing people, but they don't. Does this mod make that happen? Thank you!
filz0  [vývojář] 25. lis. 2022 v 3.53 
if you mean like turning citizens/rebels into medics then yeah.
['KeyValues'] = { citizentype = CT_REBEL, SquadName = "resistance" }, ['SpawnFlags'] = SERVER and bit.bor( SF_NPC_DROP_HEALTHKIT, SF_CITIZEN_MEDIC ) or nil,
Am i dumb or something?

ANPlus removed weapon A from NPC. Weapon is not valid or its BASE has not been installed/enabled.

This weapon does exist and i susable by both npc and player, why doesn't it see it?
What am i missing???

For more context: I am using Simple Weapons: Base (I like it) but it seems to not work with ["DefaultWeapons"] of npc.
Naposledy upravil Заморил деда; 14. led. 2023 v 11.30
filz0  [vývojář] 14. led. 2023 v 12.54 
That feature will be removed in the next update.
filz0  [vývojář] 14. led. 2023 v 16.11 
While it's still here, ANP checks if a weapon in ["DefaultWeapons"] tab has it's base installed.
filz0  [vývojář] 14. led. 2023 v 16.12 
If not, it gets replaced.
It works kinda janky i think, because it says that even tho weapons base IS installed.
Btw where did combine medic go?
filz0  [vývojář] 15. led. 2023 v 10.38 
Removed as it will be moved to the Combine Units Plus. I'm in middle of making the workshop icon.
filz0  [vývojář] 15. led. 2023 v 10.39 
Weapon replacement function also has been removed with this update.
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