Garry's Mod Leaks
[UPDATE] Civs + DLC
Submitted by JohnMadden, 20-05-2018, 10:39 PM, Thread ID: 89158
Thread Closed
20-05-2018, 10:39 PM
#1 This post was last modified: 21-05-2018, 12:45 AM by JohnMadden
I've quit running servers and I'm dumping my various SF addons. I've downloaded the most recent version so have fun.
Original:https://www.gmodstore.com/scripts/view/2092/civs-wandering-npcs
http://www.mediafire.com/file/pfmohex244...+++DLC.zip
Civs
Civs is a Nextbot-based script which adds random wandering citizens to your roleplay or TTT server.
Disponible en Franais grce roite1!
Watch the Script Showcase by Maravis
Intelligent Behavior
Civs walk on sidewalks, cross along crosswalks, and avoid minor obstacles. They politely say "Excuse me" when bumped into. When a Civ is witness to a crime, they will promptly run for their dear life, possibly calling the police (or detective) when they find a suitable corner to hide in. If a Civ is hurt or killed in DarkRP they drop a small amount of money.They can also be run over.
Minimally Intensive
Civs only spawn in areas where they can be seen, and they are removed when they wander too far out of sight. This system uses Potential Visibility Sets to calculate visibility, which is all precompiled into the map to minimize resource costs. Pathing is computed only once per new destination using a custom algorithm, and all dead bodies are entirely clientside to prevent physics lag.
Servers can have up to 150 Civs at a time with little to no drop in ping or framerate.
One little caveat, however, is that your navmesh must not exceed gargantuan size. Maps like Rockford and Evocity seem to have excruciating lag when using computer-generated navmeshes.If your server runs a large map, please use the free navmesh testing tool (see below) to see if Civs is right for you!
Highly Configurable
Civs includes over 40 config settings including wallet size, models, wander distance, walk speed, spawn settings, and everything in between. There are also plenty of useful hooks for developers. Civs is made with DarkRP and TTT specifically in mind.
Navmesh Editing Tools Included
Civs comes with a navmesh editing SWEP which simplifies the navmesh creation process and helps tremendously with navmesh tweaking. Video instructions on its use are available from within the SWEP's menu. Navmeshes are saved as
.
Navmeshes for some common RP maps are included. If users give me finished navmeshes I'll add them to the list.
Full list of finished navmeshes
Note: I can't be expected to make navmeshes for every map. If your map isn't listed here, you'll have to make it yourself. (Don't worry, it's not that hard.)
Free Test Available
If you're not sure if Civs will work on your server or map, you candownload a free version on garrysmods.org. Use the navmesh editing swep and simplified Civ NPC to create a navmesh for your map. Once you're satisfied with the way the test Civs wander about, feel free to upgrade to the full version.
Original:https://www.gmodstore.com/scripts/view/2343/crims-npc-criminals
Original:https://www.gmodstore.com/scripts/view/3724/civs-cops-npc-police
Original:https://www.gmodstore.com/scripts/view/2092/civs-wandering-npcs
http://www.mediafire.com/file/pfmohex244...+++DLC.zip
Civs
Civs is a Nextbot-based script which adds random wandering citizens to your roleplay or TTT server.
Disponible en Franais grce roite1!
Watch the Script Showcase by Maravis
Intelligent Behavior
Civs walk on sidewalks, cross along crosswalks, and avoid minor obstacles. They politely say "Excuse me" when bumped into. When a Civ is witness to a crime, they will promptly run for their dear life, possibly calling the police (or detective) when they find a suitable corner to hide in. If a Civ is hurt or killed in DarkRP they drop a small amount of money.They can also be run over.
Minimally Intensive
Civs only spawn in areas where they can be seen, and they are removed when they wander too far out of sight. This system uses Potential Visibility Sets to calculate visibility, which is all precompiled into the map to minimize resource costs. Pathing is computed only once per new destination using a custom algorithm, and all dead bodies are entirely clientside to prevent physics lag.
Servers can have up to 150 Civs at a time with little to no drop in ping or framerate.
One little caveat, however, is that your navmesh must not exceed gargantuan size. Maps like Rockford and Evocity seem to have excruciating lag when using computer-generated navmeshes.If your server runs a large map, please use the free navmesh testing tool (see below) to see if Civs is right for you!
Highly Configurable
Civs includes over 40 config settings including wallet size, models, wander distance, walk speed, spawn settings, and everything in between. There are also plenty of useful hooks for developers. Civs is made with DarkRP and TTT specifically in mind.
Navmesh Editing Tools Included
Civs comes with a navmesh editing SWEP which simplifies the navmesh creation process and helps tremendously with navmesh tweaking. Video instructions on its use are available from within the SWEP's menu. Navmeshes are saved as
Code:
maps/map_name.nav
.
Navmeshes for some common RP maps are included. If users give me finished navmeshes I'll add them to the list.
Full list of finished navmeshes
Note: I can't be expected to make navmeshes for every map. If your map isn't listed here, you'll have to make it yourself. (Don't worry, it's not that hard.)
Free Test Available
If you're not sure if Civs will work on your server or map, you candownload a free version on garrysmods.org. Use the navmesh editing swep and simplified Civ NPC to create a navmesh for your map. Once you're satisfied with the way the test Civs wander about, feel free to upgrade to the full version.
Original:https://www.gmodstore.com/scripts/view/2343/crims-npc-criminals
Original:https://www.gmodstore.com/scripts/view/3724/civs-cops-npc-police
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