Garry's Mod

Garry's Mod

CPTBase Redux
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Update: Mar 24, 2019 @ 2:24pm

Version 2.6.2

  • Added NPC_Meta:GetSpaceTexture(range)
  • Added PHYS_Meta:SetAngleVelocity(ang)
  • Fixed CPTBase.AddAmmo()
  • Added cptLua.OpenTable(tb)
  • Added math.IsInteger(i)
  • Added Vector.len(vec)
  • Added Vector.tostring(vec)
  • Removed the "hi yes I spawned" debug
  • Updated ENT:UpdateCollision(collData)
  • Updated prop attacks to the difficulty system
  • Added npc_cpt_blank as a generic starter NPC
  • Fixed Scientist Zombie
  • Updated some weapons
  • Fixed weapons not reloading correctly
  • Weapons now reload realistically, if you drop a loaded clip, you still lose the full X amount from your reserves
  • Weapons now display how many clips you have upon picking them up

Update: Mar 11, 2019 @ 2:22pm

Version 2.6.1

  • Fixed the entity blacklist error

Update: Mar 10, 2019 @ 1:52pm

Version 2.6.0

  • Fixed nodegraph error
  • WIP tracer code (trying to fix tracers not appearing for NPCs)
  • Added NPC.CanMove
  • Added new follow feature for NPCs. If they're friendly to the player that presses "E" on them, they'll follow them (unless they're hostile or already following a player)
  • Fixed some issues with ai tasks
  • Fixed NWVector in SWEP Base
  • Added NPC_Meta:GetCPTBaseRagdoll()
  • Added ENT_Meta:GetCurrentFrame(fps)
  • Ragdolled NPCs now operate like players instead of having a set get up time
  • Added ENT_Meta:CreateSpriteTrail(call,ent,mat,color,att,sWid,eWid,trans)
  • Added ENT.ProcessingTime
  • Added ENT.CheckDispositionOnAttackEntity
  • Added ENT.CanPlaySounds
  • Added ENT:UpdateCollision()
  • Added ENT:UnRagdoll()
  • Fixed NPCs erroring when the BloodEffect table was empty
  • Fixed death animations not playing
  • Fixed difficulty system not applying to NPCs
  • Added ENT:CreateLoopedSound()
  • Fixed Player Bots spawning as only the Combine Super Soldier
  • Added nav mesh support for SNPCs (cpt_aiusenavmesh 1)
  • Added NPC:StripWeapons()
  • CPTBase AI Node manager now integrates original nodes with CPTBase nodes
  • Added body pose parameter support
  • Possessed SNPCs no longer spam their idle animation when standing still
  • Added NPC:IsClimbing()
  • Added NPC:IsJumping()
  • SNPCs now go towards player kill count (for the first time in 6 years)
  • Fixed some multiplayer bugs
  • Fixed some tasks not using custom animations
  • Added broken SWEP converter
  • Added cpt_aidrawnav
  • Fixed possessor not working on nav mesh SNPCs

Update: Feb 1, 2019 @ 3:08pm

Version 2.5.2

  • Added arguments for GetClosestEntity()
  • Added NPC:Freeze(t)

Update: Jan 30, 2019 @ 7:25pm

Version 2.5.1

  • Fixed an issue with SNPCs not being damagable by players
  • Added notarget tool (WIP)
  • Added IsAIDisabled()
  • Small fix for all the numb
  • skulls who change the difficulty system to a decimal, it now auto
  • corrects them
  • Changed the way weapons play sounds
  • Added PrintEntityPlacement(ent)
  • Added CPTBase.AddAdminNPC(cptName,cptClass,cptCat,cptOnCeiling,cptOnFloor)
  • Possessor will now set up the camera where the attachment points "cptbase_possessor_camera" and "possession_cam" are located if they exist
  • Fixed print error in Possessor weapon
  • Fixed NPC:Possess_CustomCommands(possessor) not running
  • Fixed "CPTBase_PossessedNPCClass" attempting to be returned as an entity
  • Added "CPTBase_PossessedNPC"
  • Added ENT:GetCurrentAITask()
  • Added ENT:GetCurrentAITaskParameters()
  • Added ENT:SetCurrentAITask(task,parameters)
  • Added NPC_Meta:GetNodeManager()
  • Updated arguments PlaySentenceSoundTable(tb,isglobal,ent,vol)
  • Increased cpt
  • node limit from 1500 to 7500
  • Added command sv_cptbase_ainodes
  • Added WIP nodegraph saving
  • Added Node:SetCanBeRemoved(removed)
  • Added cpt_ai_node_manager
  • Relocated ENT.UseNotarget (was causing issues)
  • Updated AI for new node system
  • Fixed AI breaking when no nodes were nearby
  • Added Error message for AI node system
  • Added message that displays for idiots who have SLVBase 1.9 installed
  • Added obj_cpt_rocket
  • Added configuration menu for nodegraphs
  • Added ENT:CreateAttackAnimation(callName,anim,facetarget,timestbl,dmgtbl,dmgdisttbl,dmgtypetbl,tempanim)
  • Added ENT:PlayCreatedAttack(callName)
  • Added spell system for players
  • Added util.SaveCPTBaseNodegraph
  • Added util.GetCPTBaseNodegraph
  • Added NPC_Meta:SetSummonedByPlayer(ent)
  • Updated Nodegraph system a bit
  • Added NodegraphManager:InsertNode(vec)
  • Removed the "hi yes I spawned" print
  • Added some code that fucks with idiots who don't read the description
  • Added ENT:Summon_FaceOwner(owner)
  • Added ENT:Summon_FollowAI()
  • Added ENT:OnThink_NotPossessed()
  • Added a bunch of notes to my SWEP base
  • Added SWEP.IdleFPS
  • Chance SWEP.DrawTime and SWEP.ReloadTime default settings to false
  • Added SWEP.Primary.Volume
  • Added NWInt for SWEP Base: "CPTBase_WeaponCondition"
  • Added new effect for summoned NPCs
  • Added particles from my TESV: Skyrim SNPC pack
  • Added some new sounds

Update: Dec 12, 2018 @ 12:31pm

None Provided

Update: Dec 8, 2018 @ 2:58pm

None Provided

Update: Nov 17, 2018 @ 6:34pm

Version 2.5.0

  • Possessor is (hopefully) less buggy and SNPCs should get less stuck while navigating. The possessor will attempt to "fix" their path if possible
  • Added ENT:GetPossessorKey(key)
  • Added ENT:SetAIType(ai)
  • Added ENT:GetAIType()
  • Added ENT:PlaySpawnAnimation(anim,face)
  • Fixed Possessor breaking SNPC animations
  • Soundtrack fadeout time changed from 4 seconds to 2 seconds
  • Added client-side convar cpt_allowmusic to disable soundtracks
  • Fixed Faction tool
  • Fixed player factions not updating
  • Added Entity:UpdateNPCFaction()
  • Fixed SNPCs detecting strider bullseyes
  • Fixed SNPCs not updating relationships properly when a faction is changed

Update: Nov 11, 2018 @ 10:14am

Version 2.4.2
Community Contribution

  • Backwards compatibility with Zelus's Half-Life 2 Alpha SNPCs
    • NPC:Zelus_PlaySound(sSound,hSNDLV)
    • NPC:Zelus_MoveToPosition(hPos)

Update: Nov 3, 2018 @ 3:23pm

Version 2.4.1

  • Added ENT:UpdateSight(distS,distFE)
  • Fixed an issue with flying AI
  • Added ENT:FlyRandom(checkDistForward,checkDistUp,checkDistDown,checkDistLeft,checkDistRight,chanceMove)
  • "Repositioned" OnFinishedAnimation(act)
  • Added Entity:ApplyParticle(particlesystem,point)
  • Added Bot:BotThink()
  • Fixed an error with bots that held a weapon with no proper attachments
  • Added NPC:StopATrack(track,fade) - Used to stop a specific sound track. Use this to stop a soundtrack and switch into the next one
  • Added WIP music system. Basic atm and doesn't supporting switching soundtracks at the moment
  • Added new custom damage types
  • Fixed some major bugs
  • Fixed SNPCs slowing down when closing in on their enemy
  • Fixed the possessor viewcam, it is now more smooth and doesn't effect the NPC's pathfinding
  • Added PlaySentenceSoundTable(tb), used for combining multiple one word sound files into a sentence. Table structure:
    tb = {
    [1] = {snd="vo/your.wav",t=0},
    [2] = {snd="vo/mom.wav",t=0.7},
    [3] = {snd="vo/is.wav",t=1.2},
    [4] = {snd="vo/gay.wav",t=1.6},
    }
  • Fixed some ragdoll settings
  • Added NPC:OnClientInit()
  • Fixed player bot bugs
  • Updated some tasks
  • Reviewed some notes
  • Rearranged some code structure
  • Added NPC:OnFlinch(dmg,dmginfo,hitbox)
  • When an entity is hit by a SNPC, the entity now plays a generic hit sound, not the SNPC