Garry's Mod

Garry's Mod

Dynamic NPC Squads
705 Comments
Dr. Walter λ Sep 13 @ 2:33pm 
works with global aggro?
Male_09 Aug 26 @ 11:22am 
"Removed grigori support."
i cry oceans seeing this
StrawWagen  [author] Aug 22 @ 7:51pm 
The kenni ones? Think so
Charlie Kirk Shooter Aug 22 @ 5:46pm 
does this work with enhanced combine ai?
StrawWagen  [author] Aug 13 @ 9:40pm 
No clue, def wont crash your game or anything
the weather channel Aug 13 @ 8:19pm 
Does this work for inpcs by any chance
Ocean Aug 6 @ 9:44pm 
"npc_dynsquads_enabled" = "1" min. 0.000000 max. 1.000000
game lua_server" but when i do npc_dynsquads_enabled 1 it just does nothing
Ocean Aug 6 @ 9:42pm 
why wont the FREAKING COMMANDS WORK
Ocean Aug 6 @ 9:41pm 
"unknown command"
baccabab Aug 5 @ 3:26am 
Can u add tool to add squads? I mean u can connect needed NPCs into squad manually by toolgun
Snekenjoyer6 Jul 28 @ 12:13am 
day uhhhhhhhhhhhhhhhh something for asking for a cvar for changing the max squad size
John the Tester Jul 20 @ 7:38am 
workshop masterpiece
ATP Jul 19 @ 5:17am 
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An_Unknown_Player[FIN] Jul 11 @ 7:06am 
From my experience, the leader is the first one that moves. Could also be that it's been a coincidence.
StrawWagen  [author] Jul 10 @ 5:53pm 
idk the engine handles that
gabefoster567 Jul 10 @ 5:17pm 
HOW WILL THEY KNOW WHO IS THERE LEADER
Gamebit Jun 19 @ 4:46pm 
Now I can make full on wars!
NullPug Jun 15 @ 7:57pm 
Would it be possible to have the console commands accessible through the spawn menu?
ProfFalkenJR Jun 15 @ 7:52pm 
Does this work with VJ units?
Sif Jun 7 @ 7:01pm 
@Freedom The Weirdo

Probably because VJ recently updated.
Ready Jun 4 @ 3:40pm 
does this work with Enhanced Sandbox NPCs? I think it has it's own squad system or not, I think it just makes NPCs be able to be in squads than improved behaviour with them
StrawWagen  [author] May 28 @ 9:51pm 
Are you on a map with AI nodes?
s99547319 May 28 @ 9:49pm 
seems broken for some reason
wont work for rebels or combine at all weird
StrawWagen  [author] May 27 @ 1:57pm 
Not really sure it ever worked with vj base
Freedom The Weirdo May 27 @ 10:54am 
I love using this mod with vj military snpcs but not sure if its just me but it seemed like the vj snpcs have stopped forming squads even with this mod installed.

I find that weird because it worked perfectly before
Wesch May 24 @ 1:56pm 
Tested it out ingame works good :steamthumbsup: thanks for the quick fix!
StrawWagen  [author] May 24 @ 1:46pm 
Should be fixed now, thanks for making the clip
StrawWagen  [author] May 24 @ 1:32pm 
Nvm, yeah it's dynsquads
Wesch May 24 @ 1:27pm 
Yeah i disabled all the mods and it seems to only do this with this mod combined with iNPC, after i disabled this mod i would no longer see this animation bug.
StrawWagen  [author] May 24 @ 1:23pm 
That really doesn't look like anything dynsquads does, i can check it out tho
Wesch May 24 @ 11:20am 
here is the clip
StrawWagen  [author] May 24 @ 11:05am 
Send a clip
Wesch May 24 @ 8:04am 
Conflicts with iNPC
Breaks Metro Cop Reload Animation with pistol
Nesigmohka1 May 22 @ 5:57am 
HIM
Icery May 21 @ 10:55am 
I have an idea for new feature.

While in default AI as we know, there is a bug with most resistance npcs, when they try to use crouch cover low hint, the animation does not play right. Leaving them exposed for damage.
And over all the default AI sends them for slaughter anyway.

So i thought, if squads used ai_goal_standoff and their leader as the battle line target. Oh my.. That would be absolutely glorious.
Even Combine or any custom npc would greatly benefit from it.

So something like "npc_dynsquads_usestandoff" ? :D

So yeah, would try to create something myself but, yeah don't know Lua. :c

Anyway thank you so much for your effort.
StrawWagen  [author] May 17 @ 4:04pm 
Yes
nicknewman5151 May 17 @ 1:00pm 
does this work on vortigaunts?
StrawWagen  [author] May 16 @ 11:14am 
Glad it's gettin used :steamhappy:
Icery May 16 @ 3:37am 
Thank you so much for npc_dynsquads_ignoremapcreated
Now this mod is beyond perfect.
Normie Thots Apr 26 @ 5:23pm 
Gotcha, I appreciate the transparency!
StrawWagen  [author] Apr 26 @ 4:35pm 
The error message is an engine error, my fixer is just a bit slow
Normie Thots Apr 26 @ 3:56pm 
Ahh so it only happens when it detects it? That’s a relief, maybe make the error messages part of the developer mode output since the related errors fix themselves and wouldn’t need further intervention in most cases?
StrawWagen  [author] Apr 26 @ 3:24pm 
It kicks out offending npcs, the error would last forever before I made it kick them out
Normie Thots Apr 26 @ 3:04pm 
When using a zombie mod that allows infections it often leads to this error;

"ERROR: Squad 'dyn_6466' has enemies in it!
monster_zombie doesn't like Metro Police (Police)"

Is it at all possible to have it just kick out the offending npc or sanity check something hasn't changed on it's own? There's no good way to disband the squad aside from all of it's members dying.
StrawWagen  [author] Apr 24 @ 4:32pm 
Forgot to add the idle wandering feature to the description, oops!
дабстеп мытищи Apr 13 @ 7:26am 
Nevermind, I think it works exactly that way, but in rare occurences it may fail
дабстеп мытищи Apr 13 @ 6:45am 
So maybe there is a lack of inter-squad communication.
I think if one metrocop squad encounters a group of rebels and starts shooting, they should call in other squads for reinforcement

Is it the case?
дабстеп мытищи Apr 13 @ 6:40am 
awesome addon!
I see something funny though - one squad of metrocops decided to just wander around the other side of the map, while all their teammates are fighting in deadly warfare (i've set the capture point)
дабстеп мытищи Apr 13 @ 6:38am 
okay it was the map problem (ai nodes)
дабстеп мытищи Apr 13 @ 6:35am 
NPCs just stand still. If I place an enemy just next to them they will shoot and move a little bit but they don't move towards the dynasquad goal thing