2:10 usually the NPC would go to the shortest route to the enemy but watch the combine soldier and shotgunner go the other way to ensure the enemy NPC doesn't escape, regular combine NPC's don't do this often.
@iyanaz Жыл бұрын
they do, but pretty much every time the map gives advantage towards the player and dont let the soldiers have full potential
@monkeyboy3729 Жыл бұрын
Yeah fr, you rarely see NPCs flanking the enemy, this AI needs to be implemented into different games or different NPCs, soooo much potential
@dkskcjfjswwwwwws413 Жыл бұрын
@@iyanaz combine soldiers, unlike hunters dont actually have flank slots in their squad, so no they dont do that
@nasharchive_YT Жыл бұрын
With this mod, it make sense that the Combine was able to keep humanity oppressed when the invasion force left Earth
@jakedill1304 Жыл бұрын
Yeah I always found the restrictions on charging and cover behavior enhancements to end up making the AI perform worse in the end, but seeing this, when it comes to the AI versus the AI, that actually works out now that I think about it.. love to figure out a balance between those two.. I kind of have a best fit or at least what seems like one at the time, but it's weird because the more realistically deadly they become.. the less fun they are to fight, and the more you start turning things into a cover shooter which is realistic.. but also.. you know gameplay restrictive.. I mean you can make good gameplay out of that of course.. but you are severely limiting your options in terms of what's available.. and if you're doing like campaign or whatnot in terms of how the levels are designed... Make some more accurate or do more damage and then suddenly you have to take more cover, but then they can suppress you.. them shooting from cover actually matters because you can't take hits that you'll immediately get with the easier shots that you'd be able to take.. at the same time when you are still keeping some of the core components or turning this into a game more like fear, where you have a lot of mobility and you want the gameplay to reflect that.. that's where you get into the Weeds on well just most game AI in general.. I really think you have to go into the levels and redesign some things to really bring that out.. it's almost like they had an idea on those lines like in Half-Life Alex with the exception that that was designed specifically around being entirely a cover shooter because they designed the gameplay for both movement and teleporting but one of the key components for that is suppression and the lmg guy.. I almost wonder if you kept the base accuracy for everybody else you know in that 25 ft of reasonable accuracy but deeply degraded after that sweet spot that you can still move around in but still not feel like they're just missing you all the time like in the default.. but then you get the lmg guys to just set up and and suppress for movements.. I'm not sure that would work since you're still dancing and jumping like the figure skater of death that the quake style shooter it is entails.. I don't know it's a balance thing though for sure. the one thing I haven't tried is to actually edit the levels themselves for the campaigns.. I was always hands off to that part on account of all the glitches that go into it and this weird taboo about messing with the actual valve files in Garry's mod.. see what I could do without doing that, and pretty much this mod is definitely one of the better ones, in fact it's the only one that actually made sense for AI improvements that were more than superficial, but not a complete overhaul like the VJ base that might break other things and whatnot. It's like when they stop charging you, suddenly that's kind of like their main like it's their weakness.. but it's also kind of their strength here.. especially the shotgunners and The rifleman.. That said just in general like undoing the limitation on which soldiers can shoot at a time, which soldiers can move at a time which soldiers can move and shoot.. just letting everybody do things without the consolitis restrictions.. that in and of itself is a noticeable change but.. I mean this this isn't easy like this is one of the reasons you don't see it too often, there's a lot of things to account for and.. sadly a lot of developers mostly are working with it very stacked deck in that regard given that modern games require the game to also play itself the entire time... It's really too bad because you don't see the kind of work that went into fear anymore or crisis.. I mean just look at their sequels and the design philosophies and complete departures and the direction that just kind of crumpled up everything they had established and been known for and threw it all away for trying to be Halo I guess.. the original game that played itself for the FPS genre I guess.. So all that work into creating responsive systems just kind of went out the window.. and this is pretty much a probably the only place we're ever going to see it again in the 17 year old game LOL.
@uhh182 Жыл бұрын
good showcase, thank you
@sauniver5586 Жыл бұрын
Hey man, nice showcasing and mod that you made, by the way can u atleast tell me the map name for it? it looks incredibly awesome.
these combines' animations are amazing...wonder what addon is that
@dr.gorgeous Жыл бұрын
Its HL2 Beta Combine animations
@Tridrip Жыл бұрын
DO NOT GIVE THEM TFA GUNS (i havent tried it but its for a good reason) the tfa guns are too powerful, give it to the advanced ai combine and uhh, with them being able to go into cover and hide they're unstoppable
@jakedill1304 Жыл бұрын
I mean you could just tone the TFA guns down to npc values.. I kind of went about it the hard way when I started modifying all my packs, since I went in there for other reasons I ended up messing with the damages and kind of just realized I probably should have just changed the slider overall because now I have to make sure that every single gun gets messed with but.. considering I have to overhaul almost every single thing and add a whole bunch of stuff and mess with it and spend about an hour every time I want to put a gun in, sometimes three or four hours depending.. I guess I just you know it's like whatever.. but it always kind of cracks me up when I forget to do that LOL like whoops this was made for players LOL. You have a lot of control though over the damage scaling with this mod.. like extra control, you can change the health stats damage the player in a whole bunch of things so if you want to keep the TFA guns at god tier level and just clean up the NPCs like you're playing a console game.. you can probably just straight up limit the damage output as a whole, there's a ton of options.. some more effective than others but all definitely like a slight puzzle.. where as soon as you want to get like a good effect or a good feel and you've changed one option then you've got to change another option and.. it's fun but it's definitely not something where you can just be like okay this is one way that will work forever for everything... is also depends on what kind of agency the player has and what kind of game play you're going for like if you have heavy realistic weighted kind of clunky tactical shooter movement.. then you just kind of you go for the cover shooter at that point.. high damage weapons, suppression etc.. the trick is getting the fear kind of gameplay where you have that movement agency, but also not strictly restricting yourself, while also not making the AI pushovers because they're going to have to have limited accuracy and damage output for that to work at all.. and it's a super fine balance like going from the accuracy stats like suddenly they're hitting exactly too many times for anything to be viable even at the NPC levels, suddenly they barely do any damage in their week pushovers or suddenly they can't hit you at all as it turns out, suddenly you don't want them to hit you at all as it turns out because if they hit you at all with any reasonable degree of accuracy your health gets drained like immediately.. the one thing I hadn't tried before I kind of stopped working on a bunch of my own stuff in terms of compilation mod.. was whether or not ballistics made a difference.. I'm curious to see how much of a difference hit scan makes with more accurate AI.. cuz I think the prediction levels are are different from what you think.. and I think just a touch of ballistics might allow them to be both accurate, and yet playable in a movement shooter.. I think that was the philosophy behind Max Payne anyways one of them anyhow.. but the trick is to figure it out without ending up relying on bullet sponges, full of sponges just suck LOL and they're already spongy enough in order to make this game playable as a movement shooter..
@jakedill1304 Жыл бұрын
Okay scratch that, the options are for the specific classes of default NPCs.. so shotgunner ar2 ect... So you would have to scale the weapons in TFA.. which is also not a big deal, but I think you would also have to change the weapons spread, honestly you have to change a whole bunch of things the key of most of the TFA weapons are kind of a mess.. you can make solid gold out of that mess but like by default, most of these weapons are pretty much laser rifles in almost every single pack that I've found.. especially with the way a lot of people implement the ads.. where because of the way the animation works essentially it has no animation.. which requires a couple of things to fix.. but it's also not a best fit solution in a lot of cases because depending on the default animation for that weapon, a lot of them like to do the heavy recoil impulse slight in full auto, then return.. which a lot of cases can send your optics through your face LOL and is nauseating, and extremely difficult to fine-tune where you get recoil in magnified optics but also can make a coherent image.. it's one of the things that's kind of been solved with the modern warfare implementations and imports, but that's a whole other can of worms essentially and those definitely aren't by default good to go..
@-jadott Жыл бұрын
What sound mod do you use?
@Jacx1244 Жыл бұрын
hey was keybinds to do have for the leaning? i've been trying to find a good way to put leaning keybinds in comfortable positions and to have the spawn menu in a good position too, same thing with the interact button
@TiberiusTheLivingLegend Жыл бұрын
Shipment nice
@Extender67 Жыл бұрын
what maps are the ones you use, they look really cool, btw great vid.
@joaquincastro2888 Жыл бұрын
Blood splater mod used in the video?
@crashbot2762 Жыл бұрын
whats the mod for the spawn noise in the vid?
@nasharchive_YT Жыл бұрын
They would act like they are supposed to like in Half Life?
@aprilbtokyo10 ай бұрын
Combine footsteps?
@teareposted9 ай бұрын
maps, please
@nasharchive_YT Жыл бұрын
What is the Underhell's addon you used?
@dxltonz3851 Жыл бұрын
dude what lighting mods are you using
@TheEliteOne. Жыл бұрын
What are the maps you use? I would really like to use them.
@egghead5650 Жыл бұрын
That voice scares me😂
@uhh182 Жыл бұрын
Hello i have a request, i do not know if you actually accept request from viewers or actually read comments so i will get forward into it. I want you to review those mods related to NPCs. The name are Sentry Cop and Sentry Military, they are basically a law enforcement & Military NPC pack. Note that Sentry are only the creator name and aren't actually a Sentry Turret.
@2xsp2xsp Жыл бұрын
What The Map Addon Pls Answer is Boss
@guywiththegreenbeanie5564 Жыл бұрын
what mods do you use?
@guywiththegreenbeanie5564 Жыл бұрын
ok so i was a beeg dumb here because you show it at the start of the dang video
@sergeypetrov5861 Жыл бұрын
what about NPC cover sistem ?
@BusKitten Жыл бұрын
Does the mod make them patrol and crouch or it's a different one?
@2xsp2xsp Жыл бұрын
Yeah But its only for Combines But its Nice For Realist and Sandbox Fight
@jakedill1304 Жыл бұрын
Yeah if my understanding is correct, the recent the other enemies don't allow for this is they have a more customized scripting for the set pieces.. like metro cops are kind of like call of duty AI sort of.. where they're supposed to like do specific things and pop out and and, a lot of cases they're supposed to stand there and die.. like they have all sorts of modifiers that you can even mess with as part of the difficulty options in the default, like the stitching that takes place of shots near you or coming to you before they actually reach you and hit you with the spread pattern.. it's for you know effect in the airboat scenes.. I'm pretty sure that's entirely what it's for LOL.. the combine on the other hand are almost designed from the ground up as sandbox sort of npcs... You notice how all the fights with the combine were the better fights in the game.. they were always the ones where you have like houses or buildings or something like that.. with like these semi-dynamic firefights. The metro cops are pretty much just monster closet but with Hall monitor badges and a try less attitude! if my understanding is correct anyways I could be wrong about everything or just most of the core of everything about that but the finer points.. or write about the core but not the finer points and you know, I feel like the more words I put down about what could or couldn't be doesn't help anything LOL. I think the only dynamic NPCs or that have dynamic capabilities would be the citizens but I'm not exactly sure how that works.. they're not like the combine which really just exists essentially to be that in the game engine, but I think there are components of that.. that said, you can always give replacing them a shot with something like VJ base.. although I think citizens might break the game a lot more than replacing the metro cops would.. but if you're not using default campaign.. or campaigns that use default triggers anyways that required them to be those defaults or you can work around it in a customized manner.. which again good luck cuz people don't seem to like to talk about that anymore LOL. Which is really annoying.. to the point where people will say you can't do it at all LOL, which is really to say that you can't upload it I think? Or you can't do it online or something it's like scripts are like super taboo for some reason and people are stupid so they just assume that you can't do things that they have no knowledge of... kind of sucks a little bit it feels like we're in the 40K timeline looking back at the Golden age of lost history of technology where there was all these cool things that went around you know for Gmod and half like two modding about 10 to 15 years ago and then I think just kind of just disappeared and then just really disappeared hardcore and it's very difficult to find anymore, even if it's still works given the engine updates.
@austinmanhero17 ай бұрын
what map?
@Fr3d_Plush Жыл бұрын
Ayo what mod is that? The one that had the police officer.
@Freddyfazear Жыл бұрын
What kind of combine animations are those I want it
@sickle75 Жыл бұрын
You prob already knew this by now but just so you know. [Beta-Like]Combine Animation Replacement (Or just search beta combine animations)
@benazy4425 Жыл бұрын
Give link for the map pls
@nerveaxel8164 Жыл бұрын
How do you do the thing where the combine and other npcs don't acknowledge you?
@blackmesascientist4534 Жыл бұрын
It's the command "ignore player" that makes npc not attack you
@ThisHandleIsntAvailible301 Жыл бұрын
collection?
@tactifreeman Жыл бұрын
What Graphic Mod Did You Use If It Is Life Mod Then Tell Me The Settings You Used For Life Mod.
@alguien_E Жыл бұрын
What map is?
@halodusk4360 Жыл бұрын
dang it, it does not work
@Zieb123 Жыл бұрын
It's not realistic tbh it just boost the fire power and add abilities
@losthelos4472 Жыл бұрын
The mod doesn't really boost the firepower or add abilities to the combine, You could increase the damage they do but that's a option and It just makes them more smarter and all that
@Zieb123 Жыл бұрын
@@losthelos4472 i tested this mod they literally do the same but with higher damage
@losthelos4472 Жыл бұрын
@@Zieb123 You can lower it down in the options
@Zieb123 Жыл бұрын
@@losthelos4472 and then they are how they used to be
@losthelos4472 Жыл бұрын
@@Zieb123 Alright man, Theres TONS of other things in the option section that can change the behavior of the ai, You can look at all the options, Why not just check out the mod?