Garry's Mod

Garry's Mod

3,186 ratings
Campaign Entities
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Content Type: Addon
Addon Type: Entity
Addon Tags: Build, Fun, Roleplay
File Size
Posted
Updated
25.322 MB
Oct 10, 2023 @ 12:47pm
Aug 19 @ 4:21pm
46 Change Notes ( view )

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Campaign Entities

In 2 collections by StrawWagen
My Bigger Projects
30 items
Save Making Toolbox
11 items
Description
Lost Half Life 2 mechanics. And MUCH MORE!

Wouldn't it be nice if saves were less stupid? Limited?
If campaigns could be a breeze to make, if the bar, was raised?

It would be nice if you could script an assault...


If you could make NPCs actually work on top of props...


You could play ambient sounds...


Stop distant props from lagging...


You could place checkpoints?


You could script the spawning of anything...




What if you, could load a save, from within a save? What would YOU. Do then?




And those are only the biggest features...
You can also,
  • Spawn SLEEPING NPCS!
  • Spawn in a boss combine APC that runs down the player...
  • Spawn an armed version of the buggy and airboat.
  • Place the crushing Combine Walls...
  • Use dynamic player checkpoints, with spawn protection and everything.
  • Place combine forcefields that dice up anything caught between them.
  • Fade the player's screen, even their weapons!
  • Run console commands. ( Blockable via "campaignents_commandmandator_enabled 0" )
  • Use variants of NPCs ( snipers, empty turret, rebel turret, embedded rollermine ).
  • Rain headcrab canisters down.
  • Strip noclip away from players.
  • Silence any map's baked-in soundscape.
  • Place supply caches.
  • AND! Block players from spawning in their own weapons!

Now you're wondering something along the lines of...
How can i create anything with my weapons blocked?
Or with my noclip stripped away?
Everything stops blocking, when AI is disabled.


And...
The cherry on top? Anything interactive, dynamic, all the spawners...
Includes Wiremod support.


Github [github.com]

Credits:
Sleeping NPCs ( Rewritten from scratch + included in this addon )
Realistic Forcefield ( Copied, fixed for saves. Fixed the bugs. )
Popular Discussions View All (29)
251
Oct 26 @ 2:42pm
PINNED: Bugs or Errors
Tom
216
Aug 19 @ 2:13pm
PINNED: Suggestions
StrawWagen
108
Nov 8 @ 7:04pm
PINNED: Stuff made with this addon!
StrawWagen
895 Comments
t0856469 4 hours ago 
the combine forcefield is not working
StrawWagen  [author] Nov 15 @ 4:26pm 
You can use wire gates for that, i think there's toggle ones lol
cpt. jaq Nov 15 @ 2:55pm 
Yo ts ain't easy :broken_heart:
cpt. jaq Nov 15 @ 2:31pm 
Found something in the suggestions about incrementathingy gates, i'll try 'n give a crack at it
cpt. jaq Nov 15 @ 2:09pm 
YO! I need some help regarding how to use the wiremod trigger alongside with most campaign ents. I've noticed that many of the entities don't have a toggle function but only function when there is an entity inside the wiremod trigger radius.

TLDR: Is there a way to make it so that campaign ents toggle wiremod triggers rather than only functioning when there is an entity in said trigger? Thx if someone responds, n also love the mod :luv:
ChaoticRobot Nov 14 @ 2:32am 
could you just tell me what allow for combineplys means? its a property for the forcefield.
StrawWagen  [author] Nov 6 @ 7:06pm 
sorry broski, my hands are just too full rn, but i'm open to PRs on github
EshkerE Nov 4 @ 10:16am 
Still no change bodygroups function in thing respawner bluh, i don't have acess to chatgpt tho.

Sry if im annoying asf.
StrawWagen  [author] Oct 31 @ 1:41pm 
he just has ideas yall, lol
burntfrenchfries Oct 31 @ 1:37pm 
hl2 just open hammer, bro.