Garry's Mod

Garry's Mod

Terminator Nextbot
Showing 11-20 of 335 entries
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Update: Aug 24 @ 5:05pm

Error spam :(

Update: Aug 24 @ 4:51pm

Fixes
Fix laddering breaking the bots
Add terminator_Extras.TeleportTermTo future helper for glee, etc
Disable reallystuck handler for bots with 0 .MoveSpeed

Update: Aug 22 @ 12:55pm

Fix stupid

Update: Aug 22 @ 12:10pm

Fix bots being stupid & braindead
All the new optimisations meant the bots were actually respecting their CoroutineThreshes, increased them to compensate
Readd ENT:RestartMotionCoroutine, but don't call it on every task end now, that was dumb
Add .term_cancelPathGen functionality. Setting to true kills any active path generation with a return false
Increase ENT:CanDoNewPath dist tolerances
Make movement_backthehellup a base task

Update: Aug 22 @ 12:07pm

Undo mistake commit

Update: Aug 22 @ 12:05pm

Fixes & Polish
Give different, shorter "tutorial" message if player joins packed server
Give godmode to players in the tutorial
Start with lots of hunters if a packed server, only applies to like jerma's glee, etc
Replace termHuntBlockScoring2 nwvar with hook
Fix ion cannon purchase not resupplying
Secret mode with the test combine soldiers

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 )