Garry's Mod

Garry's Mod

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Dynamic NPC Squads
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Content Type: Addon
Addon Type: NPC
Addon Tags: Fun, Roleplay
File Size
Posted
Updated
720.713 KB
29 May, 2022 @ 11:37am
20 Jul @ 8:49pm
23 Change Notes ( view )

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Dynamic NPC Squads

In 3 collections by StrawWagen
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Description
Half life 2's AI works great, for heavily scripted... linear levels....

But Garry's Mod finds the edges, NPCs just stand around, not exploring the massive maps on offer, not reinforcing their allies...

But what if they did?

What if.
The source engine's fantastic squad system was always used to it's full potential.

What if..
NPCs formed small squads...
Wandered the map...
Reinforced allies that found enemies?

What if...
They were truly, Dynamic NPC Squads?



Full feature list!
  • Npcs will chatter when they do any custom behaviour!
  • When a squad starts losing members, they'll cry for backup!
  • Entire system is based on disposition, so custom factions wont break it!
  • Idle squads will report in and do their very best to reinforce their buddies.
  • If there's no threat, squads wander as a group!
  • Everyone follows their squad leader.
  • Leaders will intentionally spread out, avoid other squads!
  • Removed grigori support.
  • Half-decent duplicator support!
  • Leaders who have lost all their buddies will throw in the towel and join someone else.
  • A "Dynsquad Goal" ( think capture point! )


All this together means that npcs will break up into little squads, constantly moving around the map!


Some Caveats
  • Works best with npcs that can join valve squads ( basically all default npcs, combine, rebels, zombies, antlions )
  • This addon doesn't directly affect actively fighting npcs ( no extra tactics in close quarters! )

Console commands
npc_dynsquads_enabled ( enables/disables the addon ) npc_dynsquads_yapping ( enables/disables the extra idle npc voicelines ) npc_dynsquads_doassaults ( idle npc reinforcing ) npc_dynsquads_dowandering ( idle npc wandering ) npc_dynsquads_developer ( enables/disables debug info ) npc_dynsquads_ignoremapcreated ( makes it ignore map npcs, stops it breaking some maps )

Github [github.com]
Popular Discussions View All (22)
68
3
18 Nov @ 1:38pm
Stop complaining if a couple of NPCs aren't supported.
SeasonAce
50
7 Oct @ 6:36am
Does it work with Realistic Combine Soldiers AI mod?
TROFY-KSA
16
3 Jul @ 12:33pm
PINNED: FAQ
StrawWagen
717 Comments
the weather channel 24 Nov @ 5:00pm 
does this go welll with inpc
or nah
ZachAttackO0 20 Nov @ 3:20am 
I been using this mod since it first came out and still using it to this day, thanks for keeping it up.
anyone know maps that this works well on? so far ive only been able to get it to consistently work on the default maps
Xx_condom_eater_xX 18 Nov @ 5:00am 
whyd u turn grigori into ball
StrawWagen  [author] 14 Nov @ 1:30pm 
new description :steamhappy:
Xx_condom_eater_xX 3 Nov @ 5:03am 
poor grigori!
[SFBOT] Sgt. K. Bassiclan 27 Oct @ 6:54am 
It would be nice if we could get this to work with VJ Base SNPCs again.
StrawWagen  [author] 15 Oct @ 3:00pm 
thats the reinforcing
do npc_dynsquads_doassaults 0
npc_dynsquads_dowandering 0
PsychoGhost19D 10 Oct @ 6:00pm 
Is there a way you can add a squad size limiter? I swear all of the 40+ combine I spawn in are getting lumped into one squad if the map isn't absolutely huge. Even if I disable reinforcing, if I kill or get spotted by a single soldier, every single one comes running.
Totally Not Ed 4 Oct @ 4:01am 
Some VJ Base NPC's that are usually stationary start walking around lol.