Garry's Mod
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Campaign Entities
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Tipo de contenido: Extensión
Tipo de extensión: Entidad
Etiqueta de extensión: Compilación, Diversión, Juego de rol
Tamaño
Publicado el
Actualizado el
25.322 MB
10 OCT 2023 a las 12:47
19 AGO a las 16:21
46 notas sobre cambios ( ver )

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Campaign Entities

En 2 colecciones creadas por StrawWagen
My Bigger Projects
30 artículos
Save Making Toolbox
11 artículos
Descripción
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. )
Discusiones populares Ver todo (29)
251
26 OCT a las 14:42
FIJO: Bugs or Errors
Tom
216
19 AGO a las 14:13
FIJO: Suggestions
StrawWagen
108
8 NOV a las 19:04
FIJO: Stuff made with this addon!
StrawWagen
895 comentarios
t0856469 18 NOV a las 7:26 
the combine forcefield is not working
StrawWagen  [autor] 15 NOV a las 16:26 
You can use wire gates for that, i think there's toggle ones lol
cpt. jaq 15 NOV a las 14:55 
Yo ts ain't easy :broken_heart:
cpt. jaq 15 NOV a las 14:31 
Found something in the suggestions about incrementathingy gates, i'll try 'n give a crack at it
cpt. jaq 15 NOV a las 14:09 
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 14 NOV a las 2:32 
could you just tell me what allow for combineplys means? its a property for the forcefield.
StrawWagen  [autor] 6 NOV a las 19:06 
sorry broski, my hands are just too full rn, but i'm open to PRs on github
EshkerE 4 NOV a las 10:16 
Still no change bodygroups function in thing respawner bluh, i don't have acess to chatgpt tho.

Sry if im annoying asf.
StrawWagen  [autor] 31 OCT a las 13:41 
he just has ideas yall, lol
burntfrenchfries 31 OCT a las 13:37 
hl2 just open hammer, bro.