Garry's Mod

Garry's Mod

Sninctbur's Artificial Intelligence Improvements
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Sugggestions's
Comment section is getting flooded with them so why not???
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31-45 van 130 reacties weergegeven
could you make it so that metropolice can kick open doors while chasing enemys like, citizens players and resistence? that'd be neat. Maybe you can make it so that, if you kill a resistence member others will see you as a threat, And Perhaps create a option where you can be able to join the combine. Now, i know theres already Tons of addons that do that, but all of them make it so the enemys ONLY focus on you. Not on the combine thats currently in there face, whacking them with their SMG. its really annoying. For example, i'll get a addon that allows me to join other teams, like antlions and zombies, so i'll join the combine, all of the sudden, all the antlions, all the zombies, will focus on ME only ME they won't fight each other, only Me its SOOO annoying! i know its a lot to ask but if you do this, i'll be so happy :steamhappy:
say, maybe you can make it so that if rebels, hear combine voices, they'll go check it out, but not in battles. same with combine, if they hear rebels or citizens they'll go check it out.
you may set npc_rebel as "neutral" to the player and NPC's already open doors to chase enemies, they dont kick them, but its gonna need more than a simple lua script to get it done. Whenever you see a metrocop kick open a door its not an actual behavior, its an animation the metrocop has, Valve synchronises the animation to a fast-opening door, and it is no easy task.
Laatst bewerkt door ileryon (Entry); 17 jun 2018 om 13:18
i know that, i just think it might be cool if they used those animations when chasing enemys.
The ability to recognize when they have at least 4 more troops (a squad) more than any enemies there are and push the advantage.

Example: there are 10 rebels, 10 combine. Combine kill 4 without dying (because i have op combine mods) and then use more aggressive tactics.

Also works in the other way. if they are outnumbered they take cover more.
Hey can we change their behavior? In the first versions when NPC's would look for cover instead of running to a random direction, I remember that working better than it does now. This was kind of buggy, but it worked!
Can we also decide if an NPC has unlimited vision and attack range? Even if it has to be a completely different NPC, but whatever is fine as long as they have their range.
emh, how about if the A.I.s kills an npc/player and they dont see no one else,they will stay on an "allarm" status, for check if there is someone else
Laatst bewerkt door Alex n' Italy; 27 jun 2018 om 13:06
-maybe a threat detection since the ai look around maybe if you come up behind them they wont spot you or if there pinned down by a mounted machine gun (or there just being shot at) they wont just run into the bullets or at you like complete idiots

-and maybe a cover system but i think someone allready posted that
Laatst bewerkt door Cantina; 22 jul 2018 om 8:06
maybe you can add this! : a fear system. Example: a squad of humans get killed by a squad of combine soldiers other humans will "FEAR" them. And be less accurate when firing at them. OR if they kill enough humans some humans won't even fight! they'll run off. I think its a good suggestion
perhaps maybe you can add this, you know how npcs always say "COVER ME WHILE I RELOAD!"
well maybe the NPCS should Actually cover them while they reload!
Combines should be able to idle reload too, not just Rebels/Citizens
Origineel geplaatst door Ileryon3000:
they do

I use CSS NPCs (reskinned Combines using CSS models) and they never reload when idle
i know what it would make better npc unarmed can pick up weapon
npc run fast as the player and can jump when they are stuck at barracade
and do parkour and ther health at 100 hp like the player
and npc can give pistol to unarmed npc
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