Garry's Mod

Garry's Mod

CPTBase Redux
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Update: Feb 9, 2017 @ 7:26pm

Version: 1.6.7
Added a human base + bug fixes
Human base is WIP

Update: Nov 2, 2016 @ 8:26pm

Version: 1.6.6

11/2/16 Update

  • Fixed Range Attack system
  • Fixed a bug with projectiles
  • Fixed a problem with prop attacking and door attacking

Update: Nov 2, 2016 @ 6:41pm

Version: 1.6.5

11/2/16 Update

  • Added NPC:cpt_EventAttackOther(thetype) | Used to attack doors and props with events
  • Updated Attack Doors Code
  • Updated Attack Props Code
  • Removed some functions
  • Removed some variables
  • SNPCs will no longer attack prop gibs if they're too small

Update: Oct 30, 2016 @ 7:18pm

Version: 1.6.4

  • Fixed printing
  • Fixed Melee Bug

Update: Oct 30, 2016 @ 4:41pm

Version: 1.6.3

10/30/16 Hot Fix

  • Added NPC:cpt_Ignite(time,damage,distance)
  • Fixed Freeze Code

Update: Oct 30, 2016 @ 10:33am

Version: 1.6.2

10/30/16 Update

Note that I did not document basically everything until yesterday.

  • Added NPC.cpt_CanJumpUsingNodes | If the nodes are elevated and this is true, SNPCs can jump
  • Added NPC.cpt_CanMoveWithoutNodes | WIP
  • Added NPC.cpt_MoveNoNodesSpeed
  • Added NPC.cpt_MoveNoNodesSpeedEnemy
  • Added NPC:cpt_MoveNoNodes(speed)
  • Added new base - npc_cpt_custom_base | Allows you to create custom NPCs using vanilla AI! | Includes example NPC
  • Added to Derma - CPT_AddCustomNPC(cptName,cptClass,cptCategory) | Used for above NPC type
  • Added more NPCs using the above base
  • Added some bone code | Credits to Silverlan, I am not finished with this yet

Update: May 28, 2016 @ 11:50am

Version: 1.6.1

Hotfix Update

This is a quick fix because I gave you guys an unfinished update.

  • Fixed SNPCs not playing their animations at times
  • Fixed SNPCs teleporting when becoming stuck on teammates
  • Added NPC:cpt_DebugPrint(allply,text,radius)
  • Added notes for 95% of functions in my SNPC base
  • Fixed some problems with NPC:cpt_ResetMemory()
  • Added NPC:cpt_MeleeAttack_After()
  • Added NPC:cpt_RangeAttack_After()
  • Added NPC:cpt_DamageTimer(newtime) | Used to make multiple attacks. Here's an example: http://i.imgur.com/cieQAVw.jpg

Update: May 1, 2016 @ 11:12am

Version: 1.6.0
Note that at one point I forgot to document changes so not all information is listed. You will more than likely find the new unlisted features though.
Also, this is my last update for CPTBase.

  • SNPCs will now predict your movements while:
    • Attacking
    • Range Attacking
    • Throwing Props
    • Attacking Doors
  • Fixed some animation bugs
  • Added self:cpt_SetNoCollision(ent)
  • Fixed a problem with self.cpt_Invincible
  • Added Rocket Launcher SWEP
  • Pac_187 for the Rocket Launcher model
  • Added Rocket Entity
  • Cleaned out base and removed useless code
  • Remade Melee and Range attack code
  • self:cpt_NearestPoint() now has 2 arguments: ent = target entity, vel = get ent velocity? true/false
  • Possessed SNPCs no longer hit enemies from thousands of feet away
  • Fixed SNPCs not hearing entities(problem with faction update)
  • Updated SWEP base
  • SWEP transition time was increased
  • Smoother LUA animation
  • Fixed Alyxgun holdtype
  • Added Multiplayer support
  • Fixed some problems with my derma
  • Added a whole new freeze system
  • Added ai_meta:cpt_CreateFreeze(ent,freezepercent,freezetime)
  • Added player_meta:cpt_FreezePlayer(percent,time)
  • Added ai_meta:cpt_SetNoCollision(ent)
  • Added self.cpt_CanBeFrozen
  • Added self.cpt_atkFreezeEnemy
  • Added self.cpt_atkFreezeAmount
  • Added self.cpt_atkFreezeTime
  • Added corpse.cpt_Frozen
  • Added corpse.cpt_CorpseIsFrozen
  • Added some code in the hook "cpt_KilledNPC"
  • Added a new hook "cpt_FindNPCCorpse"
  • Fixed a problem with my relationship code
  • Fixed a problem with setting the playback rate on my SNPCs
  • Added self:cpt_SetMeleeAttacks() | Thanks to Mayhem for helping me think of this
  • Added self:cpt_SetRangeAttacks() | Thanks to Mayhem for helping me think of this
  • All SNPC sounds now use sound.Play() instead of CreateSound() | Too prevent stopping
  • Created a fully working event system that gathers information from the SNPC's model to automatically generate melee hit times, footstep times, etc.
  • Fixed Relationship code
  • (WIP) Added some code that can be used to give my SNPCs weapons that run on CPTBase | You can select the animations that the SNPC will use for different weapons/holdtypes | i.e. local cpt_ai_activities = {["enteryourfaggotassholdtypehere"] = {[ACT_RANGE_ATTACK1] = ACT_I_LIKE_TO_FUCK}}
  • Added infection type blood effect
  • Blood damage effects appear at the nearest point
  • Worked on my nextbot base(don't try to use it though =P)
  • Added self.cpt_CanUseSquads
  • Added self:cpt_CreateSquad(squadname)
  • Added self.squadname
  • Added self.cpt_tblSquadMembers
  • Added self.cpt_SquadName
  • Fixed self:cpt_ResetMemory()
  • Fixed PoseParameters not resetting correctly
  • SNPCs no longer spawn with that watery spawn effect
  • Added self:cpt_CustomAcceptInput(input,activator,caller,data)
  • Fixed AcceptInput not running correctly with ai_ignoreplayers
  • Added self.cpt_UsesEventSoundSystem
  • Added self.cpt_tmrAdditionalAttackTimes = {}
  • Added self.cpt_EnableAnimationEventSystem
  • Added self.cpt_PossessorViewPositionLeft
  • Added self.cpt_PossessorViewPositionForward
  • Added tasks.lua
  • Added outputs.lua
  • Added nextbot.lua | These 3 files allow support for base_nextbot and base_entity
  • Added CPT_AddInitializationFile(cptDir,cptName)
  • Added self:TranslateActivity(act)
  • Added self.Weapon:TranslateActivity(act)
  • Added self:TranslateGesture(act)
  • Added self.Weapon:TranslateGesture(act)
  • Added self.cpt_Data = {}
  • Added self:cpt_SelectAISchedules(enemy,dist,pred,disp)
  • Added self:Hide()
  • Recreated self:cpt_Chase(ent)
  • Added self:cpt_DoEventDamage(v,argdmg)
  • Added self:cpt_PossessRangeAttack(attacker,obj,useid,id,objpos,force,archs,archvelocity,archtime,max,min)
  • Added self:cpt_DoFlinch(dmg,hitbox)
  • Added self:cpt_PossessThink(possessor)
  • Added self:EyeTrace(possessor)
  • When a player stops possessing a SNPC, their health and armor remain the same as it was before
  • While possessing a SNPC, the range attack will fly forward if no enemy is present
  • SNPCs can only damage enemies that are within a 50 degree angle in front of them now
  • Added self.cpt_tblAnimationEvents = {} for custom event names
  • Added ai_meta:cpt_CreateAnimationEvent(sequence,framespersecond,targetframe,calledevent)
  • Added new tool: Get Frame | Returns the current frame for an entity's animation, right click changes total frames
  • SNPCs no longer face the enemy when attacking doors

Update: Jan 13, 2016 @ 6:59pm

Version: 1.5.5

  • Added some new functions and variables. Forgot 90% of them so you'll just have to look for them
  • Remade Idle sound system
  • Remade movement system
  • Added IdleSearch default sound table
  • Added self.cpt_InSchedule | This stops the SNPC from doing anything. Basically, if you made a gargantua SNPC, you would use this during its flame attack
  • Added self.cpt_Faction | This is a table, this is the new relationship code. Add strings here i.e. "FACTION_ZOMBIE"
  • Fixed some bugs
  • New spawnicon for Slasher
  • Removed obsolete code
  • Added Blood Decals

Update: Jan 8, 2016 @ 8:07pm

Version: 1.5.4

  • SNPCs now have a random chance of going to an injured ally's area
  • SNPCs now have a random chance of going to an ally's area when they die
  • Updated pipebomb sounds and particles
  • Fixed some weird bug that happened randomly