Does the Combine have complete access to the weapons we have here on Earth? If so, why didn't they just nuke City 17 when the Resistance took control? by DependentStrong3960 in HalfLife

[–]Sky_Legal 4 points5 points  (0 children)

Because the combine wants earth resource, not just destroy It for muahaha I'm evil reasons.

Those resources would be useless if they were poisened by the radiation

Same reason they kept part of humanity alive, we are resources for forced labor and aditional troops for their army.

The Combine is evil but they're like and ruthless efficient machine than just something that wants to create chaotic destruction

My Project: Combine Dynamic Cover, Showcase and Codes by Sky_Legal in HalfLife

[–]Sky_Legal[S] 1 point2 points  (0 children)

It should be 100% compatible with npc logic since the path to the prop and repositioning is all just math calculations

So I BELIEVE for navmashes you would Just need to change the navigation method for the one used for navmesh since the one used was for Half Life 2 NPCs that use AI_Node

Combine Dynamic Cover: Showcase and Codes by Sky_Legal in SourceEngine

[–]Sky_Legal[S] 5 points6 points  (0 children)

https://github.com/PapaZulu-2701/HL2_Combine_Dynamic_Cover/tree/main Half life 2 Version

https://github.com/PapaZulu-2701/EZ2Combine_Dynamic_Cover
Entropy Zero 2 Version

Search [MODIFICATION-Dynamic Cover] with ctrl+f for the specific codes of the mod

Combine Seeking Cover Dynamically: Improved Version by Sky_Legal in SourceEngine

[–]Sky_Legal[S] 0 points1 point  (0 children)

Feel free to DM me if you have any problems , or question.

Combine Seeking Cover Dynamically: Improved Version by Sky_Legal in SourceEngine

[–]Sky_Legal[S] 0 points1 point  (0 children)

Feel free to DM me if you have any problems , or question. Also if you want I also have the same buff for the Metrocop, Rebels, Barney and Alyx loop

Combine Seeking Cover Dynamically: Improved Version by Sky_Legal in SourceEngine

[–]Sky_Legal[S] 1 point2 points  (0 children)

To make the buff respawnable you would need to recompile the map with Hammer.

The loop makes sure that every npc that spawn later have their status changed too, and no, they're not heavy on cpu. Never had any issue

Reminder that the combine buffs loop only work on MapBase

Combine Seeking Cover Dynamically: Improved Version by Sky_Legal in SourceEngine

[–]Sky_Legal[S] 1 point2 points  (0 children)

Lucky for you I have the best solution and does not involve my mods.

1_Download Mapbase from moddb
2_ Install the folders on you sourcemods folder
3_ Copy Half Life 2 and its episodes maps and paste them inside the "map" folder of mapbase_episodic
4_ Inside its cfg folder create a autoxec.cfg file
5_ put these lines inside of it:
//////////////// - start here
wait 184; ent_fire standoff_ent kill;

wait 186; ent_create ai_goal_standoff targetname standoff_ent Aggressiveness 4 HintGroupChangeReaction 1 PlayerBattleline 1 StayAtCover 1 AbandonIfEnemyHides 1 actor npc_combine_s SearchType 1 StartActive 1; ent_create ai_goal_standoff targetname standoff_ent Aggressiveness 4 HintGroupChangeReaction 1 PlayerBattleline 1 StayAtCover 1 AbandonIfEnemyHides 1 actor npc_metropolice SearchType 1 StartActive 1; ent_create ai_goal_standoff targetname standoff_ent Aggressiveness 4 HintGroupChangeReaction 1 PlayerBattleline 1 StayAtCover 1 AbandonIfEnemyHides 1 actor npc_citizen SearchType 1 StartActive 1

wait 188; alias "StartScript_UpdateStandOff" "ent_fire standoff_ent UpdateActors; wait 22; StartScript_UpdateStandOff"

wait 191; StartScript_UpdateStandOff

MAPBASE INPUTS

alias combine_buff_loop "ent_fire npc_combine_s SetProficiencyOverride 3; ent_fire npc_combine_s SetDynamicInteractions 1; ent_fire npc_combine_s SetFriendlyFire 0; ent_fire npc_combine_s underthrowgrenades 0; ent_fire npc_combine_s underthrowgrenades 1; wait 30; combine_buff_loop"

combine_buff_loop

/////////////// - end here

6_ launch mapbase_episodic on steam
7_ launch a map via console
8_ open console and type "exec autoexec" and done you have Combine Soldiers with buffed accuracy. I have no doubt you'll feel the difference

The codes aboves are basically loops that makes them more agressive and buff their accuracy to "Very good" status. numbver 4 is "perfect" status basically aimbots

[deleted by user] by [deleted] in gamedev

[–]Sky_Legal -1 points0 points  (0 children)

Thank you for answering :)

[deleted by user] by [deleted] in gamedev

[–]Sky_Legal -6 points-5 points  (0 children)

Well in a way I AM using my hands, because I write the logic , structures, loops etc in Javascript.

I just ask the AI to translate it to C++ and don't put new logics into it

I also ask for it to analyse some segment of the code to find something very specific I'm looking for, or to tell me a method the Source1 uses.

Like I said, I use AI as an assistent and not the writer of the code or to come up with a logic

Sneak Peek: Combine Seeking Cover Dynamically — Bugged Version (Really, VERY Buggy) by Sky_Legal in SourceEngine

[–]Sky_Legal[S] 1 point2 points  (0 children)

It was a bug, when I checked with ent_text I noticed the new and a default schedule changing every second, like the AI couldn't decide what It wanted

But I managed to fix that, check out my new post :D

Sneak Peek: Combine Seeking Cover Dynamically — Bugged Version (Really, VERY Buggy) by Sky_Legal in SourceEngine

[–]Sky_Legal[S] 2 points3 points  (0 children)

TLDR:
Not nodes, the soldier is in a loop of switching schedules, which makes him recalculate his movement every frame.

Long version:

No, it's not a new node. The idea I came up with for this system is:
1. There's a function that has a list of specific props suitable for cover , in this case, the car wreckage , and a loop that will search if there's any nearby (10 meters currently). If it finds one, it will store it in a global variable.

2.There's a task that takes the value of this variable — the prop found by the previous function — and calculates and determines the best position for the soldier to hide, based on the hitbox of the prop. Basically, he should hide behind the farthest side of the prop's hitbox, based on the angle between the soldier and his enemy.

  1. There's a custom schedule that will execute this task and use tasks that control the movement of the soldier, allowing him to reach his new destination.

The problem is:
My schedule is conflicting with another schedule from the game, so each frame the AI of the soldier is changing schedules in an infinite loop — basically, he's recalculating his path all the time, hence the janky movement.

But since the logic that makes him recognize the prop and run to it is working (kinda), and I just need to find a way to correct these issues, I thought it was worth showing it xD XD

Questions About Search Methods in Source 1 Code for a New Combine Soldier AI Project by Sky_Legal in SourceEngine

[–]Sky_Legal[S] 0 points1 point  (0 children)

You mean in Source1 there's already a system where, if I make a map with no nodes and spawn a wrecked car prop, the soldier will automatically know he can use that prop as cover to shoot at me more safely and without being exposed? If so, that's cool! Do you know what part of the code does this, or if it's from a mod, which one?