Garry's Mod

Garry's Mod

Terminator Nextbot
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Update: Aug 20 @ 1:48pm

Fixes
Fix leapers leaping way too far
Fix bots not losing enemies when they go notarget

Update: Aug 20 @ 1:35pm

Add ENT:AdditionalRagdollDeathEffects func
Shared func, always passes ragdoll
Fix Ragmod errors

Update: Aug 19 @ 2:15pm

err stomp?

Update: Aug 18 @ 11:57pm

Sweeping optimisations
Add bot profiling commands
term_debug_totaloverbudgetyields ( finds ambient lag caused by not enough yields )
term_debug_worstoverbudgetyields ( finds freezing caused by not enough yields )

They're very useful.
Used to do sweeping "optimisations", but really just yielded more in hotspots
Cache :PosThatWillBringUsTowards results for way longer
Add a simple fodder-only cache for :GetNextPathArea
Flood mark walkable areas way less for fodder enems
Properly reset .IsSeeEnemy variables, so they don't sit false as the coroutine thinks
Call :ForgetOldEnemies in correct place too
Slow down :FindEnemies calls for fodder bots
Skip wep.Clip1 checks in a couple spots
Remove duplicate :ForgetOldEnemies definition
Replace all obj:IsValid() calls with IsValid( obj )

Update: Aug 13 @ 5:20pm

Fixes/tweaks
Expose getFloorTr
Make posIsUnderDisplacement accept a second arg, dir
Fixes edge case of bots getting stuck outside "wraparound displacement" caves
Make RegisterForcedEnemyCheckPos return early for fodder npcs
Return early in GetNearbyAllies if informrad is 0
Make ladder "footstep" sounds more accurate for non-heavy bots
Increase superBadConnection costs

Get rid of .HasFists, just set .TERM_FISTS to false
Only bots with .TERM_FISTS will now attack blocking stuff like crazy
Make everything that calls "WeaponPrimaryAttack" give a lastShootingType
Be way less patient with fodder bots under displacements

Add system to filter out fodder bots giving shoddy intercepts
Generally do a little pass on the intercept sending logic

More yields in movement_stalkenemy
Get rid of duplicate ENT:SetupMotionType()

Lots of tweaks for prototype soldiers
Tweak footstep timing
Add "passive" holdtype state where the smart ones change weapon stance
Completely change movement_shootfromcover BehaveUpdatePriority "enemy too close" logic
Just gotopossimple with our velocity, with some sanity checks
Clamp coverpos search distance
Don't movement_backthehellup off of rooftops/cliffs
Stop early in movement_intercept if we see the new enemy

Update: Aug 12 @ 12:11am

CHECK .HASFISTS in givedefaultweapons

Update: Aug 2 @ 11:04pm

Get more info on this annoying error

Update: Aug 2 @ 8:43pm

try not killing/overriding the movement coroutine

Update: Aug 1 @ 4:44pm

Optimize awarness handler stuff + csoldier tweaks
Optimize awareness handler a bit, not many gains in there.
Just made like shooting explosive barrels to kill enemies faster only happen with non fodder + brainy enemies
stomp lastKnownStalkDist err

Fix soldiers potentially getting access to term fists
Fix alot of soldier "standing there" occurances
Make backthehellup a bit smarter, bail better

Update: Aug 1 @ 2:50pm

Fixes
Create dummy coroutine to kill thread instead of setting it to nil
Dont build varags in the TERM ERROR: ErrorNoHalt, server libraries might not expect multiple variables
Pass damage amount to FinishDying
And override dmg with FauxDamage inside FinishDying
Properly handle "corridor areas" autorefresh