Garry's Mod

Garry's Mod

SB Advanced Nextbots (Nextbot Base + Soldiers Nextbots Base)
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Update: Jul 6, 2024 @ 7:46am

1. Improvements

1.1. Nextbot base
1.1.1. Calling DoPosture and DoGesture with `wait` argument now disables behaviour even if it not applied due to waiting SetupGesturePosture call.
1.1.2. UpdateEnemyMemory `visible` argument now defaults to result of NEXTBOT:CanSeePosition(enemy).

Update: Jun 19, 2024 @ 11:57am

2. Improvements

2.1. NodeGraph module
2.1.1. Bots will not jump down if height greater than bot's death drop height.
2.1.2. Slightly optimized A* algorithm and other functions.
2.1.3. Disabled visibility test in nearest node search because of big performance hit, added ConVar sb_anb_nodegraph_getnearestnodevischeck to enable it.

2.2. Nextbot base
2.2.1. When bots cannot jump to goal in one time, it will try jump on apex when possible.
2.2.2. Optimized enemies search and line of sight tests of enemies.


3. Fixes

3.1. Nextbot base
3.1.1. Disabled restoring velocity on landing, it will break jumping sometimes

Update: Jun 14, 2024 @ 5:41am

1. NEW FEATURES

1.1. Node Graph module
1.1.1. Added SBNodeGraphPathFollower:PriorSegment and SBNodeGraphPathFollower:NextSegment.
1.1.2. Added sb_anb_nodegraph_trivialcheck. Enables/disables trivial path checking.
1.1.3. Added sb_anb_nodegraph_trivialcheck_debug. Shows trivial check traces using debug overlay.
1.1.4. Added support for using ladders (using CAP_MOVE_CLIMB link movetype as ladder).

1.2. Nextbot base
1.2.1. Added NEXTBOT:LocomotionUpdate where velocity and other locomotion stuff should be called.
1.2.2. Added condition related functions from NPCs.
1.2.3. Added ability to use custom ladders and CNavLadder ladders. Use NEXTBOT.CanUseLadder to enable/disable climbing. Default climb speed is 200.
1.2.4. Added NEXTBOT:GetHullWidth. Returns collision hull width as number.
1.2.5. Added NEXTBOT:AttachToLadder, NEXTBOT:DetachFromLadder, NEXTBOT:IsUsingLadder.
1.2.6. Added NEXTBOT:CalcJUmpHeightOverObstacles to calculate correct jump height to goal.
1.2.7. Added melee weapon support.
1.2.8. Added duck support for path finding.

1.3. Nextbot soldier base
1.3.1. Added hl1 enemies support.

2. IMPROVEMENTS

2.1. Node Graph module
2.1.1. SBNodeGraphPathFollower:Compute custom cost generator function now calls with `cap` parameter (available capabilities to use).
2.1.2. More work with capabilities while path finding.
2.1.3. Set `how` parameter of SBNodeGraphPathFollower segments to related GO_* enum.
2.1.4. Better jumping support while moving along the path.
2.1.5. Disabled map versions mismatch check between map and node graph file while loading graph.
2.1.6. Added `visiblepos` and `mask` optional parameters to GetNearestNode function for visibility checking.

2.2. Nextbot base
2.2.1. Rework task callback running to optimize calls.
2.2.2. Some minor optimization stuff with whole base.
2.2.3. Dont mark dead hl1 turrets as enemies.
2.2.4. Increase aiming speed from 180 to 360.
2.2.5. Decrease jump height from 70 to 50.
2.2.6. Added FCVAR_ARCHIVE to ConVar sb_anb_drawpath.
2.2.7. Cancel current gesture when trying to play new gesture with same sequence.
2.2.8. Make bot crouch when current path segment marked as NAV_MESH_CROUCH.
2.2.9. Better jump support for navmesh path.
2.2.10. Restoring velocity after landing on ground.
2.2.11. Applying PAS recipient filter for step sounds.
2.2.12. Using different ACTs for range and reload gestures depending on crouching state.

2.3. Nextbot soldier base
2.3.1. Increase NEXTBOT.PathGoalToleranceFinal from 50 to 70.
2.3.2. Decrease range need to be far from leader to start following him from 300 to 100.
2.3.3. Make bots capable to using ladders.
2.3.4. Dont trying to step back when we are touched by enemy.

3. FIXES

3.1. Node Graph module
3.1.1. Fixed SBNodeGraphNode links related functions returns current node instead of destination node due to link nature.
3.1.2. Fixed SBNodeGraphPathFollower:Draw draws LADDER_UP segment as LADDER_DOWN and vice vesta.

3.2. Nextbot base
3.2.1. Emit engine weapon lua analogs sounds from original weapon, not nextbot inself.
3.2.2. Fixed engine weapon lua analogs bullet tracer origin, now it starts from weapon, not nextbot head.
3.2.3. Make crossbow lua analog bolts not solid for few frames to make sure it will not hit the owner.
3.2.4. Prevent smg1 lua analog grenades from exploding for few frames to make sure it will not hit the owner.

3.3. Nextbot soldier base
3.3.1. Make bots still shooting at enemy when line of sight blocked with other enemy.

Update: Apr 18, 2021 @ 9:03am

- Added new descriptions to few functions and changed few of existing.
- Added JUMPING motion type (SB_ADVANCED_NEXTBOT_MOTIONTYPE_JUMPING enum).
- Added NEXTBOT:SetNPCState and NEXTBOT:GetNPCState as stubs.
- NodeGraph module: Added support for dynamic links of nodes.
- NodeGraph module: Added GetEditOps() function.

- Fixed wrong name of task callback event "OnLandOnGround" (was "OnLandOnGroud").
- NodeGraph module: Fixed GetNodesCount() returns always nil.
- NodeGraph module: Fixed calling Load() does not properly removes old nodes, causing an error.

- Changed default enemy priority from 0/-1 to -2147483648.
- NEXTBOT:EntShootPos without hitboxes now uses ENT:EyePos instead of ENT:GetShootPos and ENT:WorldSpaceCenter.
- NodeGraph module: Now continues nodes loading even if getting "AI node graph is out of date (map version changed)" error.

Update: Mar 5, 2021 @ 12:28pm

- Fixed wrong functionality of nodegraph GetNearestNode function with sb_anb_nodegraph_accurategetnearestnode 1.

Update: Feb 27, 2021 @ 5:44am

- Optimized tasks, using now sequential table (with improved check of situations, when current task removes other tasks (including itself)).
- Optimized stuck check for huge amount of bots, next stuck check will be performed in random time, so few bots will not perform stuck checks in same time.
- Optimized NEXTBOT:ShouldBeEnemy, ignoring all entities that don't have FL_OBJECT flag and is not a player, so it immediately skip most of useless entities like default props.
- Optimized NEXTBOT:FindEnemies, cached functions.
- Optimized nodegraph GetNearestNode function.

- Removed ProtectedCall from tasks.

Update: Feb 21, 2021 @ 8:21am

- Fixed dissolving effect on death ragdoll.
- Bots will invalidate current path if they are stuck.

Update: Feb 19, 2021 @ 9:53am

- Improved aiming using weapon_rpg.

- Fixed: weapon_rpg lua analog can not shoot when primary clip is -1.

Update: Feb 19, 2021 @ 7:54am

- Added `enemy:IsFlagSet(FL_NOTARGET)` check to `NEXTBOT:ShouldBeEnemy`.
- Added `NEXTBOT.PathGoalToleranceFinal` variable.
- Added `NEXTBOT:IsMeleeWeapon` function.

- Changed local variable `MotionTypeActivity` to entity field `NEXTBOT.MotionTypeActivities`.
- Disabled `NEXTBOT:OnTouch`, because `ENT:GetTouchTrace()`, called from `NEXTBOT:OnContact` often crashes the game. Engine problem, bug report was created.
- Fixed weapon_rpg lua analog. Bots can now use weapon_rpg.

Update: Feb 15, 2021 @ 10:23am

- Added special check for npc_barnacle to not shoot when it is dead. Seems it has other behaviour when dead.
- Added crosshair to default HUD when bot under player control.
- Added 5 and 6 arguments to NEXTBOT:ModifyPlayerControlHUD.

- Soldiers will ignore npc_turret_ceiling and npc_combinedropship, because they cannot be killed.
- Changed weapon using: do not use player's only methods CanPrimaryAttack and CanSecondaryAttack, because npc don't use them. That should fix usage of other packs like ArcCW.