Garry's Mod

Garry's Mod

Terminator Nextbot
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Update: Jul 29 @ 2:22pm

Small tweaks
err fix in hearing system
add compatabilityhacks for mapsweepers
err stomp for soldiers

Update: Jul 25 @ 2:16pm

Tweaks
+ Make Paparazzis have random bodygroups & skins. ( Community contribution )

Update: Jul 24 @ 9:58pm

Emergency merge!
FIX ERROR SPAM AND THE KLIENER INVASION!

More optimisations
Optimize terminator hearing a bit
Optimize handling transparent enemies

Dont create a shooting timer for fodder npcs

Yield way more often in the enemy, shooting, and reallystuck handlers

Update: Jul 24 @ 2:48pm

Err stomp???

Update: Jul 24 @ 12:59am

error stomps

Update: Jul 23 @ 11:47pm

Small tweaks + mystery error stomp

Update: Jul 23 @ 6:29pm

err stomp

Update: Jul 23 @ 6:27pm

More yields, More optimisations
Yield like CRAZY in movealongpath if we're fodder!
Fix the reconstruct_path function causing pathfinding to break
Move OnPreCreated task call to always run after classtasks are setup
Yield way, way more in the csoldier base
And many other tweaks to csoldier base to make brainless ones cheaper

ENT:RunTask optimisations,
> cache "hollow" events with no callbacks

Update: Jul 22 @ 5:34pm

Fix wacky soldier aim when enemy is behind props

Update: Jul 22 @ 4:18pm

Huge update

COMPLETE FOOTSTEP SYSTEM REWRITE
see terminator_nextbot\footsteps.lua
Changed some footstep ENT. variable names
Term_BaseTimeBetweenSteps > Term_BaseMsBetweenSteps
Term_StepSoundTimeMul > Term_FootstepMsReductionPerUnitSpeed
Add ENT.Term_FootstepIgnorePAS, for showpiece npcs

CLASSTASK SYSTEM REWRITE
now should be the goto way to add custom behaviours, it's just a table for each bot, ENT.MyClassTask = {}
Completely baseclass compatible, every class in the baseclass chain will have their .MyClassTask created

Make ENT:TranslateActivity check task "TranslateActivity"
Call tasks "OnPreCreated", "OnCreated", and "OnPostCreated"
Call task "OnRemove" when bot is removed

Add "terminator_nextbot_csoldier" baseclass, for weaker, more strategic and reserved enemies
Currently functional, but not ready to be spawnable just yet.

Add other ENT variables and reshuffle them in shared.lua
.CanFindWeaponsOnTheGround, blocks bots from finding stuff around them
.FriendlyFireMul, Multiplies all friendly fire damage taken, by this amount
.Term_BloodColor, calls SetBloodColor
.HasBrains, was just too useful to only be in zambs repo
.Target, bot will follow this ent if it's valid
.DefaultWeapon, Default weapon bot should always spawn with, bot will always prefer this weapon over any others, won't judge it!
.DefaultSidearms, Default weapons for bot to have on their hip/back

Move path:Update calls to very high up, right inside the :Think() thread manager.
And block aiming along path, the correct way, to completely fix the horrible stuttering that was happening
This change allows for ".CoroutineThresh" to be set much, much lower with basically no vistual drawbacks

Add ENT methods;
ENT:justLookAt, alias of shootAt that never triggers shooting
ENT:TimeSinceEnemySpotted, just a helper
ENT:GetRealDuelEnemyDist, gets .DuelEnemyDist clamped to current weapon's range
ENT:canRunOnPath, contains all the path checks from ENT:canDoRun()
ENT:shouldDoWalkOnPath, ditto for ENT:shouldDoWalk()
ENT:GiveDefaultWeapons, handles giving .DefaultWeapon, .DefaultSidearms

Fix ENT:JumpToPos

Make ENT:nextNewPathIsGood return false on invalid destination, or if on top of destination

Make ENT:Give override use holstered weps first

Make groups of bots not spam :Use on prop_door_rotating

Improve weapon.worksWithoutSightline support, now bots will prefer them if they can't see their current enemy

Fix some misc inform_handler task jank
Simplify movement_wait task
Backport movement_followtarget task from sb_anb base for a bit of parity
Let movement_getweapon work on bots that cant bash stuff

Only crouch to shoot more accurately if we have brains!

Automatically cleanup all dropped term weapons eventually

Make the thread manager call some extra functions

Make GetNearbyAllies do ent.FindByClass smarter

Try calling task "GetDeathAnim" to find Term_DeathAnim, might just remove .Term_DeathAnim variable, kinda useless now

Fallback inflictor and attacker in FinishDying

Add terminator_Extras.baseCoroutineThresh global variable
So you can make a coroutine thresh just a multiplier of the base one

Add loads and loads of documentation comments to important/useful functions

Add global "permaPrint()" alias for "print()" to make ctrl-f'ng forgotten debugprints easier

Err stomp in terminator_events

Drop a nuke on some duplicate functions in terminator_nextbot_base

Add terminator_Extras.SetEngineAnalog, just in case