Garry's Mod

Garry's Mod

2,325 ratings
Global Aggro (Target Players / NPC War)
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Content Type: Addon
Addon Type: Tool
Addon Tags: Cartoon, Fun, Movie
File Size
Posted
Updated
25.388 KB
Aug 15, 2025 @ 8:36am
Jun 9 @ 1:14pm
28 Change Notes ( view )

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Global Aggro (Target Players / NPC War)

In 3 collections by Freef
Freef's Misc Mods
52 items
Global Aggro Target Showcase Mods
9 items
Endless Combat Collection
47 items
Description
Makes all hostile NPCs attack your location and/or engage in a war, requires map to have a navmesh for Nextbots and nodegraph for HL2 NPCs!
Includes Nextbot support for (at least) ZBase, VJBase, DrGBase and Lambda Players.
Works great with Global Free For All

You can find all settings under Utilities->Admin
If the AI doesn't move (while it has nodes), try reloading the map. If it still doesn't, then you're all outta luck!
This mod doesn't spawn enemies on its own. Works great with NPC Groups, NPC Daemon / Global NPC Group Spawner (disable seek out enemies!) and iRaids.
Don't forget Better Keep Corpses!


I've always hated how in NPC spawner battles, the NPCs would either not know where you are or just wait to ambush you, even if you've just killed one of their buddies close by.

That's why I developed Global Aggro. Every ~2 seconds, all NPCs receive new information on one random player and attack them.
The mod also attempts to override their state to an active charge instead of a passive ambush.

Additionally, the mod "creates" NPC Wars, which are also enabled by default. NPCs will be split into 2 big teams based on their calculated relation to a randomly selected player. Both teams will then attack each other. You can also make one only attack (so that the other defends).
Note for DRGBase: When ignore players is on, DRG NPCs will usually be in the hostile team.

This does nothing if a Nexbot doesn't provide a supported API, however using the override config you can still assign unsupported Nexbots to the hostile or friendly team for NPC War.

Inspired by NPC Attack point
Have fun!
243 Comments
Jun 11 @ 6:28am 
i see its an issue even with vanilla combine npcs, most of them stay crouched and look at the enemy through walls for like 15 seconds and after that they move
Jun 10 @ 11:17am 
also a lot of the time when 1/3 combine soldiers of all of the combine spawn they stay on crouch and look at the enemy through walls for about 15 seconds and then move to kill them

god bless
Jun 9 @ 1:29pm 
thank you brother

god bless you
Freef  [author]
Jun 9 @ 1:21pm 
Hey, thanks for the report!

I don't have much time right now and couldn't replicate these issues. However, I nonetheless was able to do some improvements to the ZBase support (mostly by not overriding their schedules).

Hopefully some of the issues are fixed now! Beyond that it might be a problem with the NPCs themselves (such as the custom manhacks flying against walls, that seems to happen even without Global Aggro enabled.)

God bless you too :)
Jun 9 @ 11:53am 
hey there can you please improve this for zbase? im using
https://steamcommunity.com/sharedfiles/filedetails/?id=3507311349
https://steamcommunity.com/sharedfiles/filedetails/?id=3555805762
https://steamcommunity.com/sharedfiles/filedetails/?id=3501120476
https://steamcommunity.com/sharedfiles/filedetails/?id=3501018684

the manhacks get stuck and the npcs sometimes get confused and walk from left to right
the soldiers also stay stuck and look at zombies through walls if theres a zombie spawner
the metropolice get stuck jumping at walls in the direction where the enemy is

thank you and god bless:steamhappy:
May 28 @ 8:11pm 
(Do note that my issue happens with VJ SNPCs), maybe it's because of the recent update that VJ base had
May 28 @ 1:46am 
My issue still happens on a Fresh Clean-Up or Restart, Loading into a new map, idk what's going on
May 27 @ 2:44pm 
"Fixed the navmesh/ai node information appearing multiple times in multiplayer" Thank you, this had been bugging me as of late!
Freef  [author]
May 27 @ 7:45am 
Works fine for me. Just know that if you disable the hunting while NPCs are already fighting each other, far away NPCs may be called as reinforcements to the already fighting ones
May 27 @ 2:41am 
Nevermind Again, I thought I did fix it, I was very wrong