Garry's Mod

Garry's Mod

Team Fortress 2 Bots [2025]
7,064 Comments
Lunneth Arc Dec 8 @ 7:05am 
Nice to know ArcCW TF2 Weapons don't conflict.
ヅSakiyaNoombaヅ Dec 4 @ 12:06pm 
you have to add it in yourself. Use the FriendOrFoe Editor
depth Dec 4 @ 10:00am 
are these bots ever gonna be able to attack drgbase npcs
please i beg you with all respect nice guy :(
Butter Fliege Dec 4 @ 8:53am 
What this mod needs, is tthat you can make a certain side friendly to you but not other players.
IV0435 Dec 4 @ 7:02am 
That's a sign of no navmesh in a map
ヅSakiyaNoombaヅ Dec 3 @ 1:54pm 
The tank only attack with LOS
yasmin-ox Dec 3 @ 1:53pm 
hey uh how does the tank work or is it just bugged since it didnt seem to wanna attack anything when i spawned it?
dead heat pyro Dec 2 @ 9:40am 
How do you make the engineers not build?
Medic Dispencer Dec 2 @ 4:42am 
also since you have the intels in the pack maybe it would be nice to add the control points! (if you did idk where you put em)
Medic Dispencer Dec 2 @ 4:41am 
Also FOR SOME GOD DARN REASON WHEN EVER I PULL OUT THE UPGRADE WRENCH IT FILLS HALF LIFE MY SCREEN.
Medic Dispencer Dec 2 @ 4:37am 
It would be funny if you can add the Health Pack and ammo packs (small, medium, large)
TU_BOMBARDERO Dec 1 @ 4:35pm 
Please add the explosive charge as best you can, also the bureaucratic recorder, and finally have the spies place the sapper and the bureaucratic recorder in the mini-sentry
MrNiceGuy518  [author] Dec 1 @ 12:48pm 
@Lambda Engi
Use the Bot Customization tool - right click to bring up the customization menu, and when you're done, left click on a bot to apply!
Medic Dispencer Dec 1 @ 12:19pm 
How can i give the bots different weapons like the soldier with the black box in the cover for the mod?
MrNiceGuy518  [author] Nov 30 @ 2:45pm 
@mdizzle
Sounds like a texture issue. Make sure Team Fortress 2 is installed, mounted, and up-to-date. Also make sure your graphics settings are turned all the way up. If your graphics card is old, it's possible some of the shaders are broken, which could potentially be fixed by updating your graphics drivers.
mdizzle Nov 30 @ 2:15pm 
also, for some reason, some of pyro's flame particles are black. is there anything causing this?
mdizzle Nov 30 @ 2:11pm 
nice mod btw
MrNiceGuy518  [author] Nov 30 @ 1:07pm 
@That viking who procrastinates
Oh wow, that's excellent! If there's any feature's you'd like to see once we get there, let me know and I'll work them in!
A 30 or 40 dollar tier is definitely something I can do
MrNiceGuy518  [author] Nov 30 @ 12:49pm 
@That viking who procrastinates
Great to hear it! I can add higher tiers if you'd like, just let me know
Im more than compelled to raise my monthly sub next year
MrNiceGuy518  [author] Nov 30 @ 12:31pm 
@mdizzle
There is more information about this in the description.
mdizzle Nov 30 @ 12:15pm 
when i spawn an npc, the weapon appears underneath the character. is there any way i could fix this?
MrNiceGuy518  [author] Nov 29 @ 10:46pm 
@SkeptØta
Sorry to sound like a bit of a ♥♥♥♥, I'm just miffed that I spent 4 months on the project and only got one Patreon sub, (Thank you times infinity, Viking!). That does unfortunately mean that I have to pivot away from this project and focus on something that can pay my bills. I'm not abandoning it, I'll do my best be present in the community and fix critical issues when they arise, but I can't work full time on something that pays $0.03/hr, ya dig? However, I do love making addons, and once I'm able to get my sh1t together IRL I can get back to updates.

Not your fault at all. When you're in a position where there's a *lot* of people watching you, it's easy to fall into the trap of pinning collective issues on individuals.
SkeptØta Nov 29 @ 9:44pm 
I deeply apologize if any nerves were hit
SkeptØta Nov 29 @ 9:43pm 
take your time, no pressure or stress
I apologize if I happen to sound rude to you, I was just asking if we can have more interactivity with the bots so that me, my friends and people who use this addon could have a lot of fun
SkeptØta Nov 29 @ 9:41pm 
understandable rant, don't feel too beat up about it
MrNiceGuy518  [author] Nov 29 @ 9:36pm 
@SkeptØta
Okay, fine, I'll see what I can do. I think I have an idea on how to go about doing that if it's just VJBase and DRGBase. I've got a busy couple weeks ahead of me, so I'll dig into it when I've got time.
MrNiceGuy518  [author] Nov 29 @ 9:33pm 
The only thing I could conceivably do is to write a piece of hostile code that sabotages the loading of those models, which would force the *other* addon to break instead of mine, and that's not a very nice solution, but two models can't share the same name. The person who re-rigged the models DIDN'T EVEN CHANGE THE NAME! I have no idea why they would do that, if they're already in the process of de-compiling the model, they could have easily changed the names and avoided all of this. Especially since you can so easily change the model of a SWEP that even a kid could do it. It's just really lazy development, and it bugs me so much that they did that.

Anyway, rant over.
Sorry, not directed at you guys, just whoever re-rigged those models.
MrNiceGuy518  [author] Nov 29 @ 9:33pm 
Excuse me, I need to rant for a second:
I have no idea why the creators of those addons do that, you literally don't need to. There are such things as client-side rendering hooks that allow you to render models wherever you want, how ever you want. That's how the upgrade wrench works - notice I didn't have to re-rig the whole model for that! Unless you're running Garry's Mod on an actual potato, there's no reason why it would negatively impact performance, and no reason not to just use Lua to render the models. Plenty of weapon packs already do this! Plus, with Lua rendering you get full control around placement of the models, and as long as you use the right hooks and the right offsets it'll look exactly the same. There is not a damn thing I can do about people replacing the very precisely rigged weapon models that were literally designed for use with the Team Fortress 2 models!
MrNiceGuy518  [author] Nov 29 @ 9:32pm 
@YoshiKid67
The reason it breaks is because the creators of those addons actually change the models to fit in the Garry's Mod models' hands instead of the Team Fortress 2 models' hands. In order for that to work, every single Team Fortress 2 character would have to be re-rigged for Garry's Mod, and every single cosmetic would have to be re-rigged for the new models.
SkeptØta Nov 29 @ 8:06pm 
Not asking you to comb the entire workshop for every and single npcs in existence, just a plea for VJBase & DrGBase support by default if you could 🙏
SkeptØta Nov 29 @ 8:05pm 
hi, I want to elaborate from last time about SNPCs
I've been using this addon ever since it was popularized back in 2014-2015
At the time there was no support for the TF2 bots nor VJBase to interact between each other
Fast forward to present time, VJBase (the old) & DrGBase (the new) has supported their SNPCs interacting with the TF2 bots for a long time now, but it took until the 2025 update to remotely get something going for it
if you could add support for VJBase and DrGBase by default, it will go a long way in longevity and means the world to everyone using this addon, even the ones not speaking up about this
YoshiKid67 Nov 29 @ 3:32pm 
Is there any way you could make it so having a tf2 weapon pack installed doesn't put the bots guns at there feet?
SethDaBoi2 Nov 28 @ 11:10pm 
aw man :(
MrNiceGuy518  [author] Nov 28 @ 1:59pm 
@SethDaBoi2
The weapons are specially designed for use with the bots, and unfortunately do not work for players or other NPCs right now
SethDaBoi2 Nov 28 @ 5:18am 
can you make the weapons spawnable plz?
PixelTheCollie ΘΔ Nov 27 @ 11:18pm 
[Team Fortress 2 Bots [2025]] lua/entities/npc_tf2base/ai.lua:1535: bad argument #3 to 'WorldToLocal' (Vector expected, got nil)
1. WorldToLocal - [C]:-1
2. unknown - lua/entities/npc_tf2base/ai.lua:1535
MrNiceGuy518  [author] Nov 27 @ 10:08pm 
@SkeptØta
I'm sure I could figure out a way to work it in, but I don't have too much time right now. Maybe I'll look into it in the future.
SkeptØta Nov 27 @ 9:31pm 
Is there really no way to just generalize targeting any and all nextbot instead of having to put in every type/name?

somehow this revision of the original manages to do that but I'd like to stay on the original faithfully
https://steamcommunity.com/sharedfiles/filedetails/?id=3562139920
MrNiceGuy518  [author] Nov 27 @ 9:27pm 
@SkeptØta
Well, the reason I did it that way is because many SNPCs are different in the way they handle targeting, and I would basically have to go through the code of any SNPC you could think of, look at their code to see how they handle targeting, and then program the bots to respond accordingly. It makes much more sense just to pass that task off to whoever's using them. So... yes... it's very tedious, and (respectfully) I'm not going through every NPC on the workshop to configure the TF2 Bots. It makes much more sense to give you guys the freedom to decide how the bots respond.
SkeptØta Nov 27 @ 9:00pm 
hi can you make the tf2 bots target / respond to nextbot / snpcs in general?
it's a tedious long chore to manually key in every type of nextbot / snpcs I have subscribed to so it would help a lot of people if you could add that as part of the main setting instead of manual add friend-or-foe
Boki Nov 27 @ 2:54am 
if not, then add sounds when you headshot a random team, and add death animations for the bots, then add a random chance of different weapons and melee weapons for the bots, also taunts for bots sometimes, that's it.
CS Terrorist Nov 26 @ 9:27pm 
it shows error when they spawn.
PixelTheCollie ΘΔ Nov 26 @ 8:33pm 
@MrNiceGuy518 - sorry
Oh well what i was saying was add all that was/is needed, not some of what is needed, add everything it needs idk, i kinda dont have storage space for tf2 at the moment:( i did at one point but my secondary storage thing died sooo yeah!.
MrNiceGuy518  [author] Nov 26 @ 6:32pm 
@Boki
Currently there isn't a framework for adding cosmetics into the menu, but you may use the easy bonemerge tool if you'd like to try out custom cosmetics
Boki Nov 26 @ 4:50pm 
since there is 4,000 cosmetics, can those bots wear separate cosmetic items that are not part of this mod that i subscribe for?
MrNiceGuy518  [author] Nov 26 @ 12:17pm 
@PixelTheCollie ΘΔ
The bots rely on LOTS of content from TF2, like particles, textures, sounds, images, and many models ( every hat). It really is best to just download TF2. It's highly unlikely that this mod will work properly with only *some* of the assets.
@Torquelol you need to use the ent name of the npcs you are trying to make friendly/neutral/hostile, you get this by looking in console & looking for something like "this player spawned npc_rebel"