Garry's Mod

Garry's Mod

Alien: Isolation: ai_lockdown
EthicalObligation 2015 年 7 月 30 日 上午 6:06
Why the NPC Xenomorph compatibility wont be added. OBSOLETE
It has been added.
最后由 EthicalObligation 编辑于; 2016 年 3 月 19 日 下午 10:24
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正在显示第 1 - 10 条,共 10 条留言
Un Coche Corto 2015 年 10 月 13 日 下午 12:12 
still this seems like a mod thats on "tf2 bots in gmod" level
XeroOver 2015 年 11 月 3 日 上午 5:15 
Yeah pls wheatley :balloon:
Bird 2015 年 11 月 7 日 下午 8:13 
I guess coding an npc to know what's what and what's not is a lot harder to do. You can code a basic behavior with path finding and code the map itself to have pathways and special npc commands (not sure how it all works) but trying to fuse all these codes, not together, but to complement each other (like how combine npcs are coded to break down doors with their stun stick in hl2, and the map (or game engine) removes the door and, in a split second, replaces it with a prop that LOOKS like the door, same skin and everything, and adds a desired amount of inertia to a desired direcction, being the opposite where the door was "struck" by the combine. It's an eyeful, but one of the best examples I could think of. TL;DR, coding npcs and maps to be compatible with each other is a pain.
EthicalObligation 2015 年 11 月 8 日 上午 9:15 
引用自 Rambo J. DeMambo
I guess coding an npc to know what's what and what's not is a lot harder to do. You can code a basic behavior with path finding and code the map itself to have pathways and special npc commands (not sure how it all works) but trying to fuse all these codes, not together, but to complement each other (like how combine npcs are coded to break down doors with their stun stick in hl2, and the map (or game engine) removes the door and, in a split second, replaces it with a prop that LOOKS like the door, same skin and everything, and adds a desired amount of inertia to a desired direcction, being the opposite where the door was "struck" by the combine. It's an eyeful, but one of the best examples I could think of. TL;DR, coding npcs and maps to be compatible with each other is a pain.
You are correct but it is quite simple to add/change the map to fit the xenomorph but ώħèâţļèŷ the creator does not have the time to make such changes.
Cig0073 2016 年 3 月 19 日 上午 7:27 
but in my game alien can crawl vents and kills me ;(
EthicalObligation 2016 年 3 月 19 日 下午 10:23 
This is obsolete now.
💊🍄♡~Jane~♡🍄💊 2017 年 10 月 28 日 下午 4:53 
I guess coding an npc to know what's what and what's not is a lot harder to do. You can code a basic behavior with path finding and code the map itself to have pathways and special npc commands (not sure how it all works) but trying to fuse all these codes, not together, but to complement each other (like how combine npcs are coded to break down doors with their stun stick in hl2, and the map (or game engine) removes the door and, in a split second, replaces it with a prop that LOOKS like the door, same skin and everything, and adds a desired amount of inertia to a desired direcction, being the opposite where the door was "struck" by the combine. It's an eyeful, but one of the best examples I could think of. TL;DR, coding npcs and maps to be compatible with each other is a pain.
The power of copy and past :3
See No Evil 2017 年 10 月 30 日 下午 6:24 
引用自 Cig0073
but in my game alien can crawl vents and kills me ;(
thats lucky because mine doesnt do that
💊🍄♡~Jane~♡🍄💊 2017 年 10 月 31 日 下午 12:56 
Lol Cokethetincan Xd
DRIV 2017 年 12 月 31 日 上午 8:48 
引用自 Cig0073
but in my game alien can crawl vents and kills me ;(

It is supposed to do that. You need to avoid him, be sure to check motion detector very often.

I think that Alien wasn't able to get into few vents only accessible for humans in the gamemode.
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