Garry's Mod

Garry's Mod

Left 4 Dead Common Infected SNPCs
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Update: Apr 19 @ 12:36pm

SHOWCASE: https://www.youtube.com/watch?v=dkd39bebTw4

- Added the ability to break the face mask of Riot Infected
- Added unique headshot death sounds for when the head is popped off
- Added alert idle animations
- Added animations for when enemies can't be reached
- Added angular velocity when throwing the pipe bomb
- Added new glow and trail effects to the Pipe Bomb to better match L4D
- Increased the health of most infected
- Infected now skip playing an stand-up animation when interrupted while changing to sitting or sleeping
- Infected now play an alerted stand-up animation when shot while sitting or sleeping
- Infected can now flinch when damaged in the arms or legs
- Infected no longer stumble while running around on fire
- Infected no longer play a death animation when killed by fire
- Renamed all NPCs
- CEDA infected can now stumble like all other infected
- Optimized Pipe Bomb weapon code
- Revamped the alert menu that appears when VJ Base is missing
- Removed numerous file checks to speed up loading
- Fixed an issue where Worker infected and Jimmy would sometimes chase a pipe bomb instead of ignoring it
- Fixed infected continuing their melee attack after stumbling from damage
- Fixed spawners being created offset from the player's aiming position
- Fixed AI Director erroring if opposing NPC or player is removed

Update: Jul 12, 2021 @ 9:53am

FULL CHANGELOG: Link

  • Added L4D2 custom blood decals!
  • Added idle lying/sleeping system, they can sleep for a whole minute!
  • Added new idle puking particles (Straight from the game!)
  • Added 3 new animations when the NPC gets alerted on damage
  • Added spawnicon for the pipe bomb entity and it now appears in the VJ Base spawn menu
  • Added self.IsVJL4DCommonInfected tag for all common infected (Useful for developers!)
  • Added shotgun death animations
  • All the infected now use their actual eyes on the model as their sight direction!
  • Clown now has a chance of spawning its own unique blood particle on damage
  • Completely redid the infected spawner chances, Jimmy is now extremely rare, riot & clowns are rare, etc.
  • Human NPCs now detect pipe bombs as a danger!
  • Nerfed the riot zombie's damage resistance
  • It now takes less force to gib the infected
  • Revamped Idle Sitting System:
    • They now get up when damaged!
    • Now uses the VJ NPC state system, which fixes all the animation bugs!
    • They now have a cool down after getting damaged to prevent them from sitting down a second after getting hit!
    • Fixed when they call for help, they skip the get-up animation
    • Fixed sometimes sitting idle animation is not being set right away
  • Updated AI Director:
    • Applied optimizations
    • Better support for all maps
    • Better spawn system
  • They no longer play a death animation if they are playing a move-stumble animation
  • Reduced Lua file count (3 files removed)
  • Cleaned up some old code and general optimizations
  • Removed 7 convars related to health & damage as they were useless
  • Fixed some sounds playing the male version for female infected
  • Fixed disable wandering not working on the infected
  • Fixed move-stumbling would occasionally get cut off to play a flinch animation
  • Fixed if no corpse was spawned, the face mask would stay (Riot zombie)

Update: Jul 1, 2020 @ 10:42pm

  • NPCs will now also detect/spawn on Nav-Areas (a nodegraph is still required for them to navigate)
  • Converted to the new workshop system
  • Fixed NPCs spawning when the player could clearly see them appearing out of thin air
  • Fixed Special Infected not knowing the player location at all times

Update: Dec 20, 2019 @ 11:46am

=-=-=-=-= Version - 2.10.0 =-=-=-=-=
FULL CHANGELOG: Link
  • New
    • Added aquatic base and revamped the aerial base!
    • Added a Secondary Fire system for the weapon base! (NPC-exclusive)
    • Added a rifle grenade entity which can now be fired by NPCs that are using the VJ SMG1
    • Added a flag entity (Cosmetic)
    • Added Properties Menu for SNPCs! (Right Click SNPCs while holding C):
      • The options appear at the bottom of all VJ SNPCs and is separated from rest of the settings by a bar to make it organized
      • Ability to control SNPCs from the menu without needing the NPC Controller weapon
      • Ability to toggle guarding, which makes the SNPC guard its current position and hold it for as long as possible
      • Ability to toggle wandering
      • Ability to make the SNPC a medic or not
      • Ability to quickly make an SNPC allied or hostile to you
      • Ability to slay the SNPC
      • Ability to enable developer mode (For debugging purposes while creating an SNPC)
    • New AI Changes:
      • Added a conversation system (Dialogue)
      • Added a grenade flush-out AI for humans! (Basically, throwing grenades at enemy cover positions to flush them out)
      • Added Neutral system!
        • Neutral SNPCs will not attack until provoked
        • When provoked it will attack ANY SNPC or player it finds threatening
        • Aid any ally SNPCs that are under attack
        • Responds to nearby movements and threatening sounds
        • Once it has killed an enemy or lost sight of the enemy, it will calm down until provoked again
      • Humans will now crouch run when moving to a covered position
      • Creatures will now randomly move around if the enemy is unreachable
      • Humans will now interrupt their reloading if the enemy is close
      • Humans can now jump up or down places where they are able to
      • Increased the default grenade throwing distance from 1,000 to 1,500 world units
      • If an SNPC is following a player and an ally of that SNPC turns against the player, it will now unfollow the player and become enemy
      • Updated the jumping system for creature SNPCs, they are now able to jump down/up from many locations instead of being restricted to certain places like before
      • Chasing Navigation will now update every 1 second if the SNPC is 2,000 units away from its target, this change was made to lower frame drops due to navigation
      • Now properly know if all of the visible enemies and will not randomly reset enemy when one of them is killed
      • Fixed humans bobbing their heads when firing a weapon
      • Fixed the "Scared behavior" for humans not working properly (The animations for it are also a lot smoother now!)
      • Fixed when humans moving to a covered position, they would sometimes get stuck
      • Fixed player-friendly SNPCs that are supposed to be friendly to each other, were sometimes attacking each other
      • Fixed not resetting enemy if an ally has seen an enemy but it's not in range (This was often a problem with stationary SNPCs, such as turrets)
      • Fixed flinching animation often getting cut off
    • Redid the blood decal system:
      • Decals will now spawn from attacks that don't have damage position! (Ex: Melee attacks from other NPCs)
      • Now has a 50% chance of spawning 1 - 2 decals on the floor (below the damage location)
      • Decreased the default decal distance from 300 to 150 world units
      • Fixed sometimes the decal not spawning because it's not filtering the SNPC itself
    • Updated the NPC Spawner tool:
      • Can now make NPCs spawn with their default weapon(s) by setting their equipment to "default"
      • "None" and "Default" are now listed at the bottom of the weapon list
      • Fixed "None" being named as "Unknown" (Weapon selection)
    • Updated the SNPC menu:
      • Updated "Current Enemy" in the developer menu to show more information
      • Removed the option "Print Alerted" in the developer settings (vj_npc_printalerted also removed)
  • General Changes & Improvements
    • SNPCs no longer damage players if "ignore players" is on
    • SNPCs that are playing a death animation can now continue bleeding if hit
    • Better dynamic light positioning code for weapons, it also has a safe check to avoid any possible errors
    • Major optimizations have been done for the SNPC & Weapon base
    • RPG and Flare Gun now have much better spawning position and landing positions (Especially for NPCs)
    • SNPCs no longer get gibbed by "shock" damages
    • Decreased the speed of the rocket fired from an RPG
    • By default, creature SNPCs now have a minimum pitch of 90 rather than 80
    • Revamped the tank base!
    • Renamed some of the main files to shorter and better names
    • Renamed ob_vj_bullseye & ob_vj_npccontroller to obj_vj_bullseye & obj_vj_npccontroller
    • Reduced Lua file count by removing 16 Lua files
    • Changed the directory for many of the models and materials to avoid any possible confliction with other addons
    • Deleted 2 unused models
  • General Fixes
    • Fixed a major rendering bug that caused particles or effects to glitch through the SNPC's models
    • Fixed Medic SNPCs not removing the health vial prop if the ally moves or gets killed
    • Fixed MP40's muzzle flash spawning at an incorrect location
    • Fixed an animation stuttering issue with the human base (Rare issue, was only present in certain models)
    • Fixed the white blood decal texture flickering in certain situations
    • Fixed many overlapping sounds in SNPCs
    • Fixed a turning animation bug for SNPCs

  • Black Mesa SNPCs
    • Fixed a bug with the Security Guard that caused it not to fire its weapon
    • Changed the directory of the Glock (Same with materials)

  • Military SNPCs - Emplacements
    • Optimized for VJ Base 2.10.0

  • Left 4 Dead Common Infected SNPCs
    • Updated AI Director:
      • Added support for Special Infected SNPCs
      • Made some optimizations
      • Fixed an issue where common infected wouldn't get removed from the AI Director's table when they died

Update: Jun 15, 2019 @ 8:05am

Change the autorun name to be more unique, hopefully this fixes any issues of the autorun being overrided by other L4D-related addons.

Update: Jun 14, 2019 @ 3:31pm

Adoon Released!

Update: Jun 14, 2019 @ 2:30pm