Garry's Mod

Garry's Mod

Sninctbur's Artificial Intelligence Improvements
 This topic has been pinned, so it's probably important
ileryon Jun 1, 2018 @ 6:11pm
Sugggestions's
Comment section is getting flooded with them so why not???
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Showing 46-60 of 130 comments
Alexzandrei Aug 4, 2018 @ 9:20am 
a spare pistol theyre not using
ileryon Aug 4, 2018 @ 9:34am 
that sounds like an overhaul
Pazzhy Aug 4, 2018 @ 12:28pm 
not that hard. npc with gun runs to npc with no gun, plays animation, and then npc with no gun gets a gun.
ileryon Aug 4, 2018 @ 3:45pm 
any idea how to do that?
GaussTheWizard  [developer] Aug 4, 2018 @ 3:51pm 
I think his point is that I can't make them do parkour.
Pazzhy Aug 4, 2018 @ 4:50pm 
oh yeah obviously not without severe hammer updates and the ability to edit the navmesh realtime
Weenie Aug 4, 2018 @ 8:35pm 
can you make it so that if

lets say that a metrocop is shooting a citizen with a pisol the metrocop would use a pistol (Low danger target)

but if it encounters a rebel with a pulse rifle it will switch weapons to an SMG and use that gun (High danger target)

But if it is fighting a player it will go full force ass blasting mode.

and sorry if i comment this twice, i didnt see the discussion.
ileryon Aug 4, 2018 @ 11:07pm 
Originally posted by Weenie:
can you make it so that if

lets say that a metrocop is shooting a citizen with a pisol the metrocop would use a pistol (Low danger target)

but if it encounters a rebel with a pulse rifle it will switch weapons to an SMG and use that gun (High danger target)

But if it is fighting a player it will go full force ass blasting mode.

and sorry if i comment this twice, i didnt see the discussion.

so youre talking about a secondary weapon? that does so intersting... and difficult? I havent seen any weapon switch animations for NPC's to use. I would love to see this, npc could not only choose their weapons depending on the target's weapon, but also health and distance?
Gambling bird Aug 5, 2018 @ 12:25am 
What about steath but its really good
Obungabeef Aug 6, 2018 @ 8:03am 
i really think you should add enhanced hearing for the NPCS . its so stupid how an NPC who isn't looking at the enemy whos shooting his comrades, doesn't help.
Obungabeef Aug 6, 2018 @ 8:04am 
I really think NPCS should also have enhanced eyesight. If the player can see them, they can see him.
Obungabeef Aug 6, 2018 @ 8:04am 
or her.


Alexzandrei Aug 8, 2018 @ 2:44am 
theyll just jump over props
that are in the nav mesh area or short wall
Alexzandrei Aug 8, 2018 @ 2:45am 
i apologist if you can"t do it
Obungabeef Aug 9, 2018 @ 9:34am 
Pardon me if NPCS already do this, but maybe in combat npcs can spread out and sometimes even sorround the player or Enemy npc. For example, there are 13 zombies and 5 rebels. The rebels will spread out and try to sourround the zombies. either by flanking them, or sorrounding them. then, they'll all slowly move in. killing the zombies one by one.
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