Uninstall or exit programs that are known to cause problems If you have Team Fortress 2 installed, you should complete steps above for it, and any other installed Source Engine game as well. Lately Team Fortress 2 started to cause problems with Garry's Mod. You can learn more about game cache verification here Verify Team Fortress 2 and other mounted games, if any Press "Verify Integrity Of Game Cache" button.Select "Properties" from the dropdown menu.If that doesn't work for some reason, you can do it manually: Sometimes game files might get corrupted and a file verification is necessary. If self:IsOnGround() and npc_Cesar_allow_jump:GetBool()Īnd currentTime - self.If when you start Garry's Mod the screen is black - your display settings might be wrong. Local repathInterval = npc_Cesar_chase_repath_interval:GetFloat() Recompute the path to the target every so often. Local attackDistance = npc_Cesar_attack_distance:GetInt() Local attackInterval = npc_Cesar_attack_interval:GetFloat() Attack anyone nearby while we're rampaging. ![]() Be ready to repath to a hiding place as soon as we lose target. We have a new target! Figure out a new path immediately. Local scanInterval = npc_Cesar_expensive_scan_interval:GetFloat() We may be a bot, but we're still an "NPC" at heart. If CurTime() - self.LastPathingInfraction 0.005 thenįunction ENT:BehaveUpdate() -TODO: Split this up more. Self:EmitSound((jumpHeight > HIGH_JUMP_HEIGHT and TODO: Set up jump so target lands on parabola. Local maxAttackDistance = npc_Cesar_attack_distance:GetInt() I don't know why you have so many backward slashes In your code, that could be the issue. Replace your code with this, It might or might not work. If self:IsOnGround() and npc\_Cesar\_allow\_jump:GetBool()Īnd currentTime - self.LastJumpScan >= scanInterval If currentTime - self.LastPathRecompute > repathInterval then Local repathInterval = npc\_Cesar\_chase\_repath\_interval:GetFloat() \- Recompute the path to the target every so often. Self:EmitSound(table.Random(self.TauntSounds), 350, 100) ![]() If currentTime - self.LastTaunt > TAUNT_INTERVAL then If self:AttackNearbyTargets(attackDistance) then ![]() Local attackDistance = npc\_Cesar\_attack\_distance:GetInt() If currentTime - self.LastAttack > attackInterval then Local attackInterval = npc\_Cesar\_attack\_interval:GetFloat() \- Attack anyone nearby while we're rampaging. \- Be ready to repath to a hiding place as soon as we lose target. \- We have a new target! Figure out a new path immediately. If currentTime - self.LastTargetSearch > scanInterval then Local scanInterval = npc\_Cesar\_expensive\_scan\_interval:GetFloat() \- We may be a bot, but we're still an "NPC" at heart. Local ai_disabled = GetConVar("ai_disabled")įunction ENT:BehaveUpdate() -TODO: Split this up more. Self.MovePath:SetMinLookAheadDistance(500) Self.JumpHighSound or self.JumpSound), 350, 100)įunction ENT:RecomputeTargetPath() if CurTime() - self.LastPathingInfraction 0.005 thenįunction ENT:BehaveStart() self.MovePath = Path("Follow") Self:EmitSound((jumpHeight > HIGH\_JUMP\_HEIGHT and \-TODO: Set up jump so target lands on parabola. Local maxAttackDistance = npc\_Cesar\_attack\_distance:GetInt() Local zDifference = targetPos.z - self:GetPos().z ![]() Local xyDistSqr = (targetPos - self:GetPos()):Length2DSqr() Local targetPos = self.CurrentTarget:GetPos() if not self:IsOnGround() then return end Huh? In the code the slash is not backwards. gma format you have to go to the gmod source files and find the operation called Gmad. I will put my test nextbot's link so you can reskin that. You can use the link to download a nextbot and reskin it. Comment if this helped you.įinal option: If all else fails then you can always reskin an already made nextbot by downloading the bot and adding your own sound and pictures. Your nextbot will work fine if capitalized but won't play the chase music, only if it's lowercase. Naming: If you have a nextbot called Bob you have to name the nextbot like this "npc_bob" not "npc_Bob" in other words don't capitalize the name of your nextbot. here are the lines of code I had that needed to be fixed, this might not be the same for you. I recommend starting with a new Lua file and making sure the word attempt isn't overwritten with the name of your nextbot. This affects the words "attempt" in the file messing up the code. They say to replace all "temp" text with the name of your nextbot, however, if you do this for all this breaks the sound. When you make a nextbot from the online tutorials they give you a template to work off of. Lua File: This was the problem for me when I made my nextbot. Sound file: Your sound file could be the reason your sound isn't working at all. If you find any new ways to fix the sound leave a conmment. I have collected information from this post and have done my own research/investigations to provide tips to help fix the nextbot's sound.
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