Garry's Mod

Garry's Mod

Crab Synth SNPC
76 Comments
Jakiś betoniarz 13 Jun @ 8:46am 
nice work
funrobloxgame 27 Jan @ 11:03am 
the commands dont work and i tried restarting the game if your were gonna ask me
Baby Wizard 9 Jan @ 3:26pm 
CRAB WITH MINIGUN POGGERS
Blackie 28 Dec, 2023 @ 3:56pm 
Also Also, the ragdoll doesn't seem to have collision and cannot be grabbed by the physics gun.
Blackie 28 Dec, 2023 @ 10:40am 
Not really sure if you're still updating this... or if you're even reading this, but there seems to be an oddity in MK2's model, like some kind of weird stretched polygons on its left front leg.

Also, I'm not really sure if this is intentional or not, but the model seems to have no reflectivity (unlike other combine NPC's, like a strider), only shaders. Again, not sure if this is on purpose, just saying.
otso1223#fixTF2 4 Nov, 2023 @ 2:52pm 
im not really sceard of most things in video games but this is accully just tarryfing
The Clown 13 May, 2023 @ 4:04pm 
Attempting to spawn in the crabsynth using automatic spawns seems to have an issue with the model.

[Crab Synth SNPC] lua/entities/npc_crabsynth.lua:255: bad argument #1 to 'IsValidModel' (string expected, got nil)
1. IsValidModel - [C]:-1
2. unknown - lua/entities/npc_crabsynth.lua:255
3. Spawn - [C]:-1
4. SpawnNPC - lua/sv_npcd_spawn.lua:512
5. TargetSpawnPreset - lua/sv_npcd_spawn.lua:2290
6. func - lua/sv_npcd.lua:620
7. unknown - lua/includes/extensions/net.lua:33

[Crab Synth SNPC] lua/entities/npc_crabsynth.lua:344: bad argument #1 to 'SetModel' (string expected, got nil)
1. SetModel - [C]:-1
2. SelectSchedule - lua/entities/npc_crabsynth.lua:344
3. unknown - lua/entities/npc_crabsynth.lua:392

Thought I'd mention it.
Thatonehydra 27 Apr, 2023 @ 4:24pm 
Ichthyosaur
.rustflow 24 Apr, 2023 @ 10:58am 
If you ever do end up updating this again, I think the intended way it works is that you're supposed to damage it's underbelly with grenades, especially taking the animations in consideration. Not saying to make it invulnerable to bullets, but that 'bodythrow' animation or whatever it's called can be used for that, like a stun.
DevilHawk  [author] 1 Jan, 2023 @ 10:50am 
examining the repo, and the crabsynth right now. thanks for informing.
Motosman 31 Dec, 2022 @ 11:15pm 
@DevilHawk
Ironically you ended up right with the melee.
Motosman 31 Dec, 2022 @ 11:14pm 
um it's going to need to be updated, the hl2 model repo leaked and crab synth has two melee attacks and range attack was a burst only.
洪世友-害兽退治者 30 Oct, 2022 @ 7:07am 
Why not save the hp dm? It's too painful to type this every time
hoxton 19 Sep, 2022 @ 6:10pm 
Awsome!
[BRE] Augustin / binbows255 23 Jul, 2022 @ 9:11am 
For some reason when it dies it keeps playing idle animations instead of the death animation. Anybody know a fix?
C_L 10 Jun, 2022 @ 9:19am 
Ah alright, it's still a good NPC nonetheless
DevilHawk  [author] 10 Jun, 2022 @ 3:50am 
thank you for suggestion. the original model has no melee attacks other than the charge anim, nor can I animate one. I'd expect a stomp animation, a claw hit attack or an impale animation with front legs and would work well but there's nothing I can do at the moment, sorry.
C_L 9 Jun, 2022 @ 7:51pm 
Hey not sure if this is still being worked on but I wanted to suggest something, perhaps giving it a melee attack when enemies get too close? I'm unsure if there was ever any melee attacks built into the original model, but it would definitely make it much better at combat, given it only relies on it's minigun it seems and the charge, which are both ranged attacks, anything standing in front of it, it just tries deploying it's minigun it appears, allowing for enemies to overwhelm the npc.
Smelly 4 Jun, 2022 @ 1:27pm 
Freaking great, I'll have alot of fun using this guy and the mortart synth in the future. Is there any chance that you guys will try to recreate the elite Metropolice? I know that it's unlikely since theres's no leaked elite cop ai (that I know of) but i mean it would be interesting to see what you guys could come up with
librik 4 Jun, 2022 @ 5:41am 
can it walk tho?
Zippy 24 Apr, 2022 @ 2:53am 
It was almost a year ago lol.
Zippy 24 Apr, 2022 @ 2:52am 
Just letting you know, I have uploaded an addon that uses this crabsynth model. Not sure if you remember it, but you allowed me to use it a while ago.
Dude 19 Mar, 2022 @ 2:06pm 
Out of all hl2 beta/unused enemies recreations on workshop that I tested out this series is my favourite one. I like that it doesn't require any NPC base and that it uses content from base game. I also appreciate that you made them resemble base game npcs a lot- mortar synth gibbing into props after death, simple abilities etc.
In case you decide to add beta textures to this addon, it would be great if you kept version with retail textures as a separate spawn in NPC category (kind of like in DevilHawks ministrider addon) so that it would still be compatible with retextures.

Would be cool to see recreations of some stuff that was almost fully coded into hl2 but never made it into visualization stage (eg. electrical drone) in the future :steamthumbsup:
[+] Ajoter un je 10 Feb, 2022 @ 2:54pm 
you should replace the blood decals with the antlion or headcrab ones
♫MusicMen225♫ 24 Jan, 2022 @ 2:42pm 
it would make the addon perfect!
♫MusicMen225♫ 24 Jan, 2022 @ 2:41pm 
can you make the weird needles thing actually insta-kill you when you get too close, as in you get impaled? there is one other crab synth in HL2 Beta NPC pack that does it and it would be amazing if this one did it too.
kwaHliveD  [author] 18 Nov, 2021 @ 8:12am 
good idea, i hadn't known that. i haven't used any custom materials for this addon, implementing the beta textures will add custom materials into the addon folder.

i really don't know. i will think about this for a while and will see whether i'll ever replace materials on this crabsynth.
Motosman 14 Nov, 2021 @ 3:57am 
Shouldn't the beta textures for the crab synth be used since the textures were scaled down in the final?
Kelt 31 Oct, 2021 @ 12:41am 
crab synth is specailized ground striders like hunters and ministriders
SaltDetective #fixtf2 17 Oct, 2021 @ 10:41pm 
beat it without explosives or combine balls, hl2 stuff only no healing gg ez
Spywagen 10 Oct, 2021 @ 3:12pm 
honestly, really well made , and pretty balanced too
gigabloxersaurus 21 Sep, 2021 @ 7:05pm 
you think of everything, nice work, should definitely be used in custom maps
kwaHliveD  [author] 14 Sep, 2021 @ 1:00pm 
sorry my bad. i had implemented keyvalue support for "max_health" which was overriding the console variable sk_crabsynth_health_2 when you spawn it from the spawn menu.
gigabloxersaurus 12 Sep, 2021 @ 4:24pm 
is it just me or crab synth hp doesn't change when you input a different number now
gigabloxersaurus 11 Sep, 2021 @ 10:54am 
you should make the energy ball only be able to do a certain amount of damage to the crab synth like it does to striders, maybe do 50 or 100 damage
-[FF]- Jupiter 8 Aug, 2021 @ 5:13pm 
Is it possible (Or nessesary) To make the crab synth Be able to fire while moving?"
kwaHliveD  [author] 5 Aug, 2021 @ 3:01am 
done, as you requested.
Headcrab Zombie 3 Aug, 2021 @ 1:31pm 
Are you able to make the CrabSynth be friendly to VJ Combine NPCs?
DevilHawk  [author] 30 Jul, 2021 @ 5:30am 
Zippy 27 Jul, 2021 @ 3:51am 
Is the mortar synth almost done now?
Scorchy 22 Jul, 2021 @ 8:41pm 
Clearly the best crabsynth on the workshop
kwaHliveD  [author] 6 Jul, 2021 @ 11:15am 
https://www.youtube.com/watch?v=EH31Zv5_xqo

here is the current situation of mortar synths. nearly done, with the exception of npc sounds and gibbing on death.

sorry that the video stops at some intervals. it was not like that when I took a record.
Headcrab Zombie 5 Jul, 2021 @ 7:30pm 
Any news on the MortarSynth NPC?
Zippy 3 Jul, 2021 @ 2:27pm 
Thanks a lot!!
kwaHliveD  [author] 3 Jul, 2021 @ 12:49pm 
feel free to use the model.
be aware that you might require recompiling, because

1-) act_range_attack1 is bound to transition animations just like ministrider
2-) firing some of the sounds are handled with animevents and you cannot customize them with ease without decompiling
3-) act_special_attack1 is also bound to transition animations which is partly broken.

i will add my qc and smd files to the description for your little project.
Zippy 3 Jul, 2021 @ 8:04am 
Is it okay if I use this crab synth model for a little VJ Base project? I'm not going to publish anything as of right now.
Lens 27 Jun, 2021 @ 1:22am 
Crab synth stops moving after it does one of its attacks for some reason. Other than that this is a really good addon!
Headcrab Zombie 26 Jun, 2021 @ 2:12pm 
Nice to see that it got updated with improvements! Keep up the good work!
Headcrab Zombie 25 May, 2021 @ 5:43pm 
Since it has spikes when it walks, my guess if the CrabSynth at 1 point was suppose to have a animation or a mode where it extends its spikes. Could be possible.
Zippy 25 May, 2021 @ 8:08am 
Personaly I don't like that they are extending like that, but do whatever you want. :)