Garry's Mod

Garry's Mod

412 ratings
Day of Defeat: Source SNPCs
3
2
3
   
Award
Favorite
Favorited
Unfavorite
Content Type: Addon
Addon Type: NPC
Addon Tags: Fun, Roleplay
File Size
Posted
Updated
44.194 MB
3 Oct, 2021 @ 9:32am
23 Jun @ 6:38am
6 Change Notes ( view )

Subscribe to download
Day of Defeat: Source SNPCs

Description
Day of Defeat: Source SNPCs

Requirements:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Features:
  • Adds each of the six classes plus a bonus medic class as NPCs
  • Adds the Sherman Tank and Tiger Tank as NPCs, complete with additional skins
  • Adds all of the weapons from Day of Defeat: Source as NPC weapons (see notes)
  • If also using Cpt Hazama's CSS Bot SNPCs Assault classes have a chance to throw smoke grenades instead of frag grenades. This addon is not mandatory, they just won't throw smokes.
  • NPCs use their original models, animations and sounds where possible
  • NPCs will call out information to each other depending on their target (i.e. "Sniper!", "Tiger ahead!", "MG ahead!")
  • Headshots will cause their helmets to ping off
  • NPCs will switch weapons depending on the situation (i.e. a Rocketeer will switch to their sidearm if the enemy gets too close)
  • NEW: NPCs can be gibbed for a wonderful gory mess!
  • NEW: Adds 2 gamemode entities for the NPCs to play: Control Points and Demolition.
    Control Points: Place down some flags for NPCs to capture, then spawn the gamemode entity to begin. NPCs will make their way towards the opposing sides flags and attempt to capture them all.
    Demolition: Place down some targets and TNT dumps, then spawn the gamemode entity to begin. NPCs will then attempt to plant TNT at the targets, or defend them from oncoming attackers.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Notes:
  • Yes, you do need Day of Defeat: Source. If you comment "it's errors" without having DoD mounted, you will look silly.
  • Want to fight along? You can use DrVrej's NPC Relationship Modifier to add yourself to the NPCs side so that they won't attack you
  • As the weapons were designed for the DoD player models, they probably won't look right in the hands of other NPCs. Likewise, non-DoD weapons (or any mods that replace the DoD models) probably won't look right in the hands of the DoD player models either. Nothing I can really do about this without recompiling a lot of stuff, which frankly isn't worth the effort imo.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Credits:
  • KrazyCake - Coding, recompiling models, texture edits, screenshots
  • DrVrej - Awesome NPC base
  • Valve - Original assets
    As well as anyone else where credit is due!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Notice something not quite right? Have a suggestion? Feel free to leave a comment and I will try to get back to you!
Popular Discussions View All (2)
2
3 Aug @ 6:09pm
[unofficial] bug report
Combine
4
5 Oct, 2024 @ 2:51am
in case you don't have dod:s
O O
271 Comments
MoraakK Пельмени 27 Nov @ 5:43am 
when will update?
Uncle Tur 26 Nov @ 1:13pm 
Thanks!
KrazyCake  [author] 26 Nov @ 11:59am 
Them sometimes spawning below the ground is a bug when you try to place it on an uneven surface. Should be easy enough to fix on my end when I get around to it. As for the tank thing, I think I just went with whatever the default values were, so if you wanna use them, go ahead.
Uncle Tur 26 Nov @ 9:57am 
Forgot to mention: I've recently have been experiencing a bug when placing Allies, specifically Random, using the spawner, they just fall through the floor sometimes, other times they actually are placed above ground. Is there a setting that maybe I accidentally enabled or is it a bug?
Uncle Tur 26 Nov @ 9:04am 
Nvm, I just found out how!

May I ask, what the original driving speed and turning speed was?
Also, what kind of measurement do the variables use? Is it like this: 1 = 1km/h ?
Uncle Tur 26 Nov @ 8:45am 
Thanks for the answer. Though, a silly question, is it possible to modify the source code and set the max speed back to normal myself until you create a better version?

Cheers!
KrazyCake  [author] 26 Nov @ 8:27am 
They used to move about, but because the tracks didn't move, they would just glide along the floor which I didn't like, so I removed that feature. Admittedly, I did this in a rather lazy way by just setting their max speed to 0 which is why the "move forward" sound still plays.

(Also just as a general to everyone: While I do work on this addon every now and then whenever I have the motivation, I don't push updates until I feel I have enough to make it worth it. I do read the comments though, so please keep submitting bug reports and whatnot, and I'll get around to it eventually :steamhappy: )
Uncle Tur 26 Nov @ 2:29am 
Found an issue. Not sure if it's supposed to be like this, but the tanks just don't move at all. Frozen in place. I tried reinstalling all the mods and it's still the same thing. They just refuse to move. There are also no errors in the problems menu.

I've done some debugging, and it seems like they do try to move since the engine drive sound is heard. Something is wrong with them and I know it, I swear they used to move the first time I downloaded this mod. What happened? I have all the mods needed, VJ Base, all Valve games including DoD... Really strange.
MoraakK Пельмени 22 Nov @ 7:50am 
bro pls add soldier with flamethrower
Mrcrythz 18 Nov @ 7:14am 
For some reasons whilst both Ally and Axis troops are in battle, when a soldier dies they will *sometimes very uncommonly* become a bunch of errors jumbled up. Yes I have DOD:S mounted, I've mounted games before. I also have HL2, EP1, EP2 and CSS mounted just in case and the problem still persists.