Garry's Mod
Campaign Entities
Εμφάνιση 11-20 από 46 καταχωρίσεις
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Ενημέρωση: 26 Απρ 2024 στις 12:36

Actually fix

Ενημέρωση: 26 Απρ 2024 στις 11:11

Small fix

Ενημέρωση: 19 Απρ 2024 στις 11:56

Style + remove print

Ενημέρωση: 19 Απρ 2024 στις 11:49

do NOT return true in think hook

Ενημέρωση: 16 Απρ 2024 στις 18:17

IRON TIDE UPDATE

Standardized the "Proximity" system
Thing respawners, perimiter walls, and sleeping npcs are all triggered now through the same, optimized system.

Perimiter wall's sounds are now properly semi-global in multiplayer.

Sleeping zombies are no longer oddly quiet after they wake up
( Most apparent on the fast zombie. )

Ενημέρωση: 27 Μαρ 2024 στις 14:02

Lots of polish for the combat nodes

Use HL2 asset beam for the NPC goals ( no missing textures! )

Add "No Delay" option to headcrab canister

Add support for multiple soundscape paths.
Multiple paths are separated by spaces
Eg; sounds/sound1.wav sounds/sound2.wav

More entities now spawn properly rotated.

Add convars

campaignents_sv_fadeents
"Enable/disable the fadeout on laggy Campaign Entities"

campaignents_sv_hints
"Enable/disable the campaign entity hints?"

Ενημέρωση: 16 Φεβ 2024 στις 12:16

Add NoAutoModel field to thing respawner
Disables the "Automatic Model" grabbing system.
This means you can override npc_citizen models, etc.

Added "Autocopy" system to thing respawner + derivates.
Spawning a thing respawner with the toolgun, will automatically copy the settings of whatever was hit with the toolgun!

Improved NPC Goal flow
+ Thing respawners can now capture the goalid of goals

Combine forcefields optimisation.

Combat Nodes
Damage will always "wake up" melee npcs in combat node trance.

Another compat fix attempt with sleeping npcs & dynamic squads.

FIx style.

Ενημέρωση: 26 Δεκ 2023 στις 11:51

headcrab canister fix

Ενημέρωση: 19 Δεκ 2023 στις 19:33

Proper Dynsquads compatibility
+ dynamic respawn manager waits longer before discarding respawn

Ενημέρωση: 18 Δεκ 2023 στις 14:22

Catch mystery BonePosition error