Garry's Mod

Garry's Mod

CPTBase Redux
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Update: Sep 11, 2015 @ 8:25pm

Version: 1.2.4

9/11/15 Update


CPTBase
  • SNPCs
    • Fixed all code related to players
    • Added Citizen SNPC

Update: Sep 7, 2015 @ 9:55am

Version: 1.2.3

9/7/15 Update


CPTBase

  • SNPCs
    • Fixed SNPCs hearing friendly (S)NPCs
    • Added sequence to activity code(Thanks for the help Orion!)
    • Fixed some bugs with the animation system
    • Added self:cpt_CustomOnAlert()
    • Added self:cpt_AttachToAttachment(att,mdl,skin)
    • Added self:cpt_GetSequenceID(sequence)
    • Added self:cpt_GetAnimationContents(strAct)
    • Added self:cpt_ApplyUnassignedAnimation(name,act)
    • Added self:cpt_PlaySentence(name,ent,channel,volume,level,flags,pitch)
    • Fixed some errors with the spawner base
    • Fixed Miss and Strike sounds not playing the default sounds if the tables were empty
    • Completely proof read my projectile base, everything is fully working now
    • WIP - CPTBase automatically adds killfeed names for SNPCs
    • self:cpt_PlaySequence now somewhat plays sequences, it's recommended to use self:cpt_PlaytblAnimation instead if the sequence is defined just not correctly
    • Increased the chance for CPTBase entities to hear (S)NPCs
  • SWEPs
    • Vanilla class NPCs will patrol with these weapons(Thanks Filzo)
  • UI
    • Updated Mods section
    • Added CPT_AddKillfeedName(cptName,cptClass) | Used to add killfeed names manually

Update: Aug 29, 2015 @ 4:11pm

Version: 1.2.2

8/29/15 Changelog


CPTBase

  • SNPCs
    • Fixed relationships code
    • Fixed movement animations code
    • SNPCs can now hear players/NPCs
    • Different things will happen depending on the event
      • They might investigate the sound
      • They might stop to take a look around
    • New sound table - "HearNoise"
    • New animation table - "HearNosie"
    • self.cpt_HasHearNoiseAnimation
    • self.cpt_HearNoiseAnimT
    • self.cpt_CanHearEntities
    • self.cpt_HearPlayerMaxDistance
    • self.cpt_HearDistance
    • self.cpt_HearPlayerCrouchDistance
    • self.cpt_CanStumbleWhileAttacking
    • self.cpt_StumbleOnAttackBlockerChance
    • self.cpt_StumbleAnimation = "Actor" | "Sequence"
    • self.cpt_atkDoorBreakChance
    • self.cpt_NextHearNoiseT
    • self.cpt_NextHearSoundChance01
    • self.cpt_NextHearSoundChance02
    • self:cpt_DoHitChecks(v)
    • Fixed self.atkLookAtEnemy
    • Removed some useless stuff
    • Added self:cpt_PlaySequence(sequence,rate,time,defaulttime,usetbl) // Credits to Bizzclaw
    • Fixed corpse not spawning with correct bodygroup
    • Added self:cpt_PlaytblMiscSound(snd)
    • Added self:cpt_StartTrace(start,endpos,mask,filter)
    • Added self:cpt_SetState(st)
    • Added self:cpt_GetState()
    • Fixed some harmless errors
    • SNPCs can now have custom idle animations!
    • self.cpt_initCanOpenDoors
    • Custom flame function | Disabled by default
    • They can now attack func_breakable
    • self.cpt_SNPC | Used for stumble/blocking code as well as any future content
    • self.cpt_tmrNextStumbleTime
  • SWEPs
    • Fixed some bugs
    • Your magazine will physically drop out of the gun (Only certain weapons)
  • Air SNPCs (NEW)
    • Uses CPTBase's SNPC base
    • Fully customizable

Update: Aug 18, 2015 @ 7:44pm

Version: 1.2.1

8/18/15 Changelog

  • Added self:cpt_ResetAnim(time,move)
  • Fixed SNPCs animations breaking
  • Added spawner base
  • Added obj_cpt_acid

Update: Aug 13, 2015 @ 4:14pm

Version: 1.2.0

8/13/15 Changelog

CPTBase
  • SNPCs can now use activities as animations instead of schedules!
  • SNPCs now attack doors!
  • SNPCs can also break/damage doors! (the damage part is unique if you're using SPD)
  • Fixed some lag
  • Fixed some problems with the animation system
  • Added self:cpt_OBBCenter()
  • Added self:cpt_GetCurrentSequence()
  • Added self:cpt_GetACTForSequence(anim)
  • Added self:cpt_GetEvent()
  • Added self:cpt_EmitEvent(event)
  • Added self:cpt_SetEvents()
  • Added self:cpt_PlaytblAnimation(act,face,time,dontloop,move)
  • Added self:cpt_GettblAnimation(anim)
  • Fixed a problem where SNPCs ran the melee attack reset code before even attacking
  • Fixed SNPCs not standing idle for more then 2 seconds
  • Added ai_cpt_sched()
    • Thanks to Orion!
  • Added ai_cpt_task()
    • Thanks to Orion!
  • Added self.cpt_atkRangeAttackAmountMax
  • Added self.cpt_atkRangeAttackAmountMin
  • Added self.cpt_atkRunTwice
  • Added self.cpt_atkRunTwiceTime
  • Added Alert animations
  • Fixed knockback code

Zombie Master SNPCs
  • Updated to new code
  • Added more sounds

Update: Jul 23, 2015 @ 7:48pm

Version: 1.1.0

7/23/15 Changelog


CPTBase
  • SNPC changes
    • Brand new sound system
    • Fixed self.cpt_atkLookAtEnemy not working
    • Added Pose Parameters settings
    • Fixed alot of bugs
    • Added ai_schedules
    • Fixed SNPCs not randomly picking walk/run animations from the animations table
    • Added self:cpt_CustomOnMeleeAttack_Hit(v)
    • Fixed SNPCs not resetting memory
    • SNPCs now attack props
    • SNPCs now damage props
    • Added self:cpt_FindCenter(ent)
    • Added self:cpt_SetUpSoundTables()
    • Added self:cpt_SetUpAnimationTables()
    • Added self:cpt_CreateSound(snd)
    • Added self:cpt_PlaytblSound(tbl)
    • Added self:cpt_SoundSettings(snd,final_snd,level,pitch, volume)
    • self:cpt_CustomOnFire(dmg)
    • self:cpt_PlaytblAnimation(anim,move)
    • Brand new animation system
    • Fixed knockback not effect NPCs as it would players
  • SWEP changes
    • Fixed reloading not working
    • NPCs are now more accurate
    • Fixed holster sound playing on death
    • Brand new animation system
  • UI changes
    • Added new functions
      • table.AddElement(tbl,element)
      • CPT_AddClientCVar(name,value)
  • Added Black Headcrab SNPC

Zombie Master 2 SNPCs
  • SNPC changes
    • Banshee can climb surfaces
    • Banshee can use jump nodes
    • Fixed Whistler AI
    • Whistler now looks at enemy
    • Banshee leap is now random
    • Fixed Burnzie igniting if the near by entities are friendly
    • Added MAC-10
    • Added Rifle

How to use new sound/animation system:
self:cpt_PlaytblSound("AssFuck")
ENT.cpt_tblSounds = { ["AssFuck"] = {"Hi.wav","hi2.wav"} }

self:cpt_PlaytblAnimation("Attack2",false)
ENT.cpt_tblAnimations = { ["Attack2"] = {SCHED_MELEE_ATTACK2} }
The second argument in cpt_PlaytblAnimation() is used to determine if the animation is a Schedule or a Movement activity. Movement activities are ACT_ defined where as schedules are SCHED_ defined.

Sorry but I have not yet made my base use actors as of yet. The code is there but it is not fully functional yet.

Update: Jul 1, 2015 @ 12:09am

Version: 1.0.4
7/1/15 Changelog

  • Fixed CPTBase SNPCs not setting up correct relationships with VJ Base and SLVBase entities

Update: Jun 30, 2015 @ 8:14pm

Version: 1.0.3
6/30/15 Changelog

  • Fixed some bugs
  • Fixed SNPCs not chasing multiple enemies
  • Fixed some sound bugs
  • Added Health Regeneration System
  • Removed some useless stuff

Update: Jun 28, 2015 @ 10:56pm

Version: 1.0.2
6/29/15 Changelog

  • Fixed a lot of bugs
  • Whole new relationship system
  • Fixed Custom animations
  • Added new animations
    • On Fire animations table
  • Fixed some sound bugs
  • Removed some useless stuff
  • Added some definitions

Update: Jun 27, 2015 @ 11:55pm

Version: 1.0.1
6/28/15 Changelog

  • Fixed some bugs
  • Fixed SNPCs not chasing player when there is mutliple enemies
  • Added some sounds