Garry's Mod

Garry's Mod

Terminator Nextbot
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Update: 13 jun om 23:38

Error!

Update: 13 jun om 23:37

Add "Lore Accurate" terminator
Slow terminator that shows no fear

Make sure terminator's .PrintName is what always shows up in killfeed
Make bots update enemies pos on damage if they're within CloseEnemyDistance
Nerf terminator crossbow, they use it too much

Update: 13 jun om 22:14

Found the infinite self children bug....
Don't table.insert into self:GetChildren().....
Less pathing budget everyone gets on dedi servers
+microoptimisations

Update: 12 jun om 16:32

Optimize EVERYTHING! + task tweaks
_Index Optimize area patcher
Reduce Vector calls in area patcher
_Index reductions in copied area merging funcs
_Index Optimize following navpatcher

Reuse trace tables in a couple spots
More compatibility hacks
_Index optimize ENT:GetJumpBlockState a bit

Set weapon owner to NULL when dropping weaps, was nil
Rework weapon judging!
Don't just track how much damage is dealt, track way more
Bot can now figure out weapons that work better/worse when crouching
Lots of _Index call reductions in weapon handling code

Make a couple tasks much more receptive
Properly invalidate paths in some spots that were causing problems
Make the watching task yield to the camping task if a bot is mowing down enemies like crazy
Dynamically increase the distance bot tries to stay away from lethal enemies
Loads more movement_duelenemy_near polish, try and make bots actually use some strategy without falling into dumb looking loops
Make bot camp for longer if it's getting lots of kills

Index optimize bot's :Draw() function
Index optimize bot's :GetShootPos() function a bit

Update: 6 jun om 14:58

Print

Update: 6 jun om 14:46

Tweaks + optimisations
More compatibility hacks
Mess up GotoPosSimple simple jump height a bit when really angry
Add ENT.PrefersVehicleEnemies functionality
Makes bot always stick to enemies in vehicles
Needed to rewrite enemy friction system a bit for this
Return early in GetAimVector if we've got a melee weapon/fists
Optimise ENT:IsFists
Preemptively reduce index calls in equipping/dropping weapon handlers
Make the terminator meleeing much more dynamic, especially with bigger enemies

Update: 3 jun om 18:15

Lots of polish!
Move corpse material copying to this repo from zambies
And hackily copy over modelscale, looks goofy ahh
Allow for npcs with delayed deaths, used by god crab
Polish random infighting, script it to only happen once every 1-4 minutes
Make MDLSCALE_LARGE a shared variable
Make MoveOffGroundTowardsVisible movement less janky with crazy top speeds ( god crab )
Add ENT:IsFalling()
Play ACT_MP_JUMP_START, anim when first jumping
Polish OnLandOnGround up
Remove stale, confusing terminator_nextbot_soldier_base faux entity
Make isTerminatorHunterBased shared
Remove PickRealVec func only used once
Simplify/polish task setup and startup
Move most all of the logic into taskoverride.lua
Replace ENT:SetupTasks hardcoding what to setup with .StartsOnInitialize bool in tasks.
Add .StartsOnInitialize = true to a task, and it will be started on bot :Initialize
Add generic ClassTask system for quickly making a task for the current nextbot class

Update: 1 jun om 17:30

Another error...

Update: 1 jun om 14:20

Tweaks
Compat hack
Err spam fix

Update: 30 mei om 18:21

Add enemyPitchToMeAbs