Garry's Mod

Garry's Mod

Lynch’s NPCs Essentials
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Update: Aug 23 @ 3:30am

VERSION 2.1

Map Sweepers Support and Tons of New Changes!
  • Integration of some features from the amazing gamemode "Map Sweepers"!
    • Added NPC SWEPs from "Map Sweepers". Huge thanks to the "Octantis Addons" team for giving me written permission to use their code all credit goes to them <3
  • Added new Special Units for both Combine and Rebels, including:
    • Suppressor: A heavy support unit equipped with an M249 machine gun and a deployable plasma shield to protect themselves and their allies.
    • Wallhammer (Combine-exclusive): A heavy assault unit armed with a deadly short-range plasma shotgun and an indestructible deployable plasma shield. When the shield is active, staring at the Wallhammer for too long will blind the player. Unlike the Suppressor’s shield, the Wallhammer’s is indestructible and can blind, but it has a limited uptime and a cooldown.
    • Sniper: A long-range support unit equipped with a plasma sniper rifle. They prefer elevated, distant positions where they can safely pick off enemies with precision.
    • Medic (Combine-exclusive): A support unit that actively seeks nearby allies to heal a percentage of their max health, even during combat.
    • Engineer (Combine-exclusive): A crucial support unit for maintaining and defending important areas within a Combine squad. They can deploy two types of devices: a defensive turret and a regeneration device to heal nearby allies. Both devices have a limited lifespan, and the Engineer can only maintain one of each type at a time.
    Illustrative gif:

  • Added episodic behavior support for NPCs (disabled by default on all Garry’s Mod maps except the Half-Life 2 Episodes). Some new behaviors available when re-enabled include:
    • Dynamic interactions: Certain NPCs can perform “executions” on others. For example: Alyx dodging Headcrab Zombie attacks, Vortigaunts executing Antlions/Headcrab Zombies, or Hunters executing Rebels.
    • Improved Antlion Worker AI: Previously, Antlion Workers would remain static during combat in Garry’s Mod unless forced by scripts. With this change, they now move much more dynamically during fights and can even climb elevated spots to spit acid from above.
    Illustrative gif:

  • Fixes and adjustments to various parts of the code.
  • Citizens/Rebels can now use the Weapon Switching feature.
  • Rebels will no longer spawn with the following weapons: weapon_pistol, weapon_rpg. These weapons were harming their combat performance.
  • Combine Soldiers and Rebels can now render a pistol holster on their side if their secondary weapon is a "weapon_pistol" (HL2’s default pistol).
  • Added a popup warning for maps without a navmesh (can be disabled in the addon options).
  • Added visual and audio feedback for the NPC armor system.
  • The second weapon dropped by an NPC using Weapon Switching will now disappear after 1 minute (for cleanup).
  • Fixed an issue that prevented Headcrab Zombies from triggering the “Faster Zombies” feature.
  • Fixed a bug that caused some npc_combine_s to frequently T-pose in the "Map Sweepers" gamemode.

...and MUCH more!

Update: Jul 28 @ 11:05pm

VERSION 2.0

Not everything is included in this changelog! There are a TON more changes that haven't been included here.
  • Multiple performance optimizations implemented
  • Numerous general tweaks and refinements
  • New features added
    • A definitive fix has been implemented for the infinite reload bug affecting Combine Shotgunners.
    • New features added for Zombies, Vortigaunts, Hunters, Striders, and Helicopters.
    • Combine Shotgunners are now significantly more aggressive.
    • When a Combine Soldier dies and the squad leader is nearby, the leader may issue a tactical retreat order to other squad members, guiding them to a safe position.
  • Several functions have been reworked or replaced
    • Movement-related logic now utilizes the map's NavMesh to determine smarter destination points.
    • A bunch of changes to various features including some fixes.
  • Weapon Switching:
    • The weapon switching system now includes holstered weapon visuals to show what the Combine Soldier is carrying.
    • Combine Soldiers now drop both weapons upon death (previously, only the currently equipped weapon was dropped).
    • Weapon switching logic has been improved for better tactical behavior.
  • The configuration menu has been redesigned for improved readability

    ...and MUCH more!

Update: Jul 1 @ 7:14pm

VERSION 1.4

• Multiple tweaks and bug fixes
• Added configuration options for max health of: npc_antlion, npc_antlion_worker, npc_antlionguard, and npc_antlionguardian
• Reworked the extended vision feature for NPCs: You can now adjust the maximum vision range of various HL2 NPCs individually
• Added a new feature: More aggressive Striders - they will fire more rapidly and with improved accuracy during combat
• Added a new feature: Striders can now use their cannon against enemies
• Added a new experimental feature: Combine faction default HL2 NPCs can now become allies with Resistance faction default HL2 NPCs (including the player)
• Added settings to disable both health scaling and increased damage on NPCs

Update: Jun 24 @ 9:09am

VERSION 1.3

• Minor tweaks and optimizations
• Added configuration options to set maximum health for: Citizens, Combine Soldiers, Metropolice, and all Zombie types
• Added configurable weapon damage scaling for: Citizens, Combine Soldiers, and Metropolice
• Increased the frequency of aggressive movement behavior - NPCs are now more likely to reposition during combat
• New option: Match NPC movement speed to player running speed (applies to Combine Soldiers, Citizens, and Metropolice)
• New option: Slight speed boost for all Zombie types
• Tweaked “move on damage” logic - NPCs are now significantly more likely to relocate after taking damage
• Hopefully fixed a Lua error caused by Nextbots/SNPCs sharing class names or IDs with HL2 NPCs when executing the gunshot detection logic

Update: Jun 23 @ 8:29am

VERSION 1.2

A mistake was made, we have learned.
• Massive optimization has been implemented.

Update: Jun 23 @ 1:35am

VERSION 1.1

• Minor adjustments
• HP regeneration value and interval are now adjustable
• Added a new feature: Hand signals during combat for Combine Soldiers

Update: Jun 22 @ 12:41am

VERSION 1.0

• Public release

Update: Jun 22 @ 12:37am

Update: Jun 21 @ 11:59pm

Update: Jun 21 @ 11:52pm