Garry's Mod

Garry's Mod

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Global Aggro (Target Players / NPC War)
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素材类型: 插件
插件类型: 工具
插件标签: 卡通, 快乐, 影视
文件大小
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更新日期
15.372 KB
8 月 15 日 上午 8:36
9 月 3 日 下午 12:34
11 项改动说明 ( 查看 )

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Global Aggro (Target Players / NPC War)

在 Freef 的 2 个合集中
Freef's Misc Mods
48 件物品
Global Aggro Target Showcase Mods
9 件物品
描述
Gameplay trailer on cs_militia
Makes all hostile NPCs attack your location and/or engage in a war, requires map to have a navmesh for nextbots and nodegraph for HL2 NPCs!
Includes Nextbot support for ZBase, VJBase and DrGBase

Utilities->Admin has a menu of the following console gizmos:
global_aggro_target_players 1 to activate hostiles targeting players
global_aggro_uncollide_doors to uncollide all doors
global_aggro_npcwar_enemies_hunting 1 to activate your enemies hunting your friends, opposite is global_aggro_npcwar_friends_hunting 1
global_aggro_schedule_override 0 to make them less aggressive

You can also customize if neutrals and unsupported Nextbots should be included in calculations.

Reload map if they freeze up, AI overhauls may conflict, movement efficiency/distance depend on navmesh quality & distance
This mod doesn't spawn enemies on its own. Works great with NPC Groups, NPC Daemon / Global NPC Group Spawner (disable seek out enemies!) and iRaids. Don't forget Better Keep Corpses!

I've always hated how in NPC Spawner battles, the NPCs would either not know where you are or just wait to ambush you, even if you've just killed one of their buddies close by.

That's why I developed Global Aggro. Every ~2 seconds, the NPCs on the map receive new information on one random player. The mod also attempts to override their state to an aggressive charge instead of a passive ambush (can be disabled). If you're a developer, you can use global_aggro_z_debug_print to see information on the changes being made.

The mod also supports NPC wars. Using the hunting options, NPCs will be split into 2 teams based on their relation to the player who was randomly selected for the calculations. Either one or both teams will then attack each other. Note for DRGBase: I am unable to read the player relationship while ignore players is enabled. In such a case, the script will assume the Nextbot belongs to team hostile.

This does nothing on Nextbots if they do not provide the same NPC API or are part of the 3 bases. You'll have to ask the developer to add an option for giving them a max awareness or for supporting the NPC calls of this mod. If you still want to use them, there's an option which will attempt to set them to a team hostile/friendly, but this is a bit buggy.

Inspired by NPC Attack point
161 条留言
Sagittarius 11 月 15 日 下午 12:42 
It wasn't working with antlions I spawned using the VJBase spawner
80 Frogs in a Trenchcoat 11 月 14 日 下午 4:44 
Oh okay
Freef  [作者] 11 月 14 日 上午 9:27 
The nodes of flatgrass and the zombie AI are a little odd, they don't always work well
80 Frogs in a Trenchcoat 11 月 11 日 上午 10:53 
I am not sure it works for me, I tested it by spawning 20 fast zombies at the edge of flatgrass, then turning on the command, but they didn't notice me even when I was on the ground
GlitchSans240 11 月 9 日 上午 11:48 
Does this work with the TF2 Bots addon & TF2 Zombies addon? I want to have TF2 bots fight endless waves of TF2 zombies, the latter of which I spawn using the NPC Spawnpoint tool addon. The TF2 bots technically count as Nextbots, but are more advanced than your average PNG Nextbot, with them behaving like actual TF2 players who are really good at the game. The RED & BLU factions can also be customized in terms of their behavior towards players, the other faction, MvM robots, zombies, combine, & more.
Freef  [作者] 11 月 3 日 上午 9:15 
Thank you for the thorough report. I'm currently pretty busy so I can't test this (sorry about that) but I think I know what the issue is.
Basically, in the case of VJBase and ignore players, my script checks the PlayerFriendly property that the base provides. This works for other VJ NPCs such as the ones Sentry made.
I recommend asking the Half-Life Resurgence dev to set this property for better compatiability.
DE4THROW2004 11 月 2 日 下午 7:15 
After more testing and looking at the debug prints like you suggested, it seems that it may be a problem with VJ Base NPCs or just maybe weird coding of mod NPCs in general. In my case, the Rebels from the VJ Base set mod Half-Life Resurgence. With ignore players off, their relationship with me is considered as like, putting them on aggro war's friendly side and they'll hunt the enemy. Though with ignore players on, they're considered neutral relationship to me which gets sorted to hate, meaning that they're technically on the same team as the people they're supposed to fight and won't hunt them.
Freef  [作者] 10 月 30 日 下午 12:00 
That's odd, I've never had these problems before. If you enable the debug prints and set ignore players, you'll see in the console how the 2 teams are scheduled to fight each other. If they target you, then it must be another mod causing that
DE4THROW2004 10 月 29 日 下午 9:28 
Does this mod not work with Ignore players on? After a little testing that seems to be the case, which is unfortunate when making NPC battles since it'll disrupt things if the AI is shooting at you half the time instead of their enemy when you're trying to spectate.
Freef  [作者] 9 月 28 日 上午 8:59 
Works fine for me when using the mods in description