Garry's Mod Leaks

Civs - Wandering NPCs

Submitted by Epilepsys1955, , Thread ID: 60149

Thread Closed
12-11-2017, 09:31 PM
#1
Civs
Civs is a Nextbot-based script which adds random wandering citizens to your roleplay or TTT server.
Disponible en Franais grce roite1!
Now on sale for $6.20!
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
As well as these here

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.[Image: 1f60a.png?v=2.2.5])
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.



link gmodstore :https://www.gmodstore.com/scripts/view/2...ering-npcs

Content locked
This content has been locked. Please login or register in order to unlock it.

RE: Civs - Wandering NPCs

#2
you've done an excellent service. it will not be forgotten.

RE: Civs - Wandering NPCs

#3
Oh damn, it is so realistic, even players are not need now, just play with npcs xD

RE: Civs - Wandering NPCs

#4
how it is works:? Bots will be running around the map and doing RolePlay stuff?

RE: Civs - Wandering NPCs

#5
02-12-2017, 06:38 PM
Scout Wrote:
how it is works:? Bots will be running around the map and doing RolePlay stuff?

Ye, like you told, buddy

RE: Civs - Wandering NPCs

#6
Ill test this later thank you. for the leak !!!!!!! :peace:

RE: Civs - Wandering NPCs

#7
Wandering NPCs are so revolutionary when they first came out bun now they are just another expectation to gamers.

RE: Civs - Wandering NPCs

#8
02-12-2017, 06:39 PM
Alice Wrote:
Ye, like you told, buddy

Oh wow, but will it cause lags on server, it seems very highweight?

RE: Civs - Wandering NPCs

#9
24-02-2018, 12:23 PM
Scout Wrote:
Oh wow, but will it cause lags on server, it seems very highweight?

I own the addon personally - Too many NPC's can lag the server. However, you can set an amount of NPC's to exist according to the amount of players that are on. Also in regards to your original question, they won't walk around doing roleplay stuff but if you shoot a gun near them, they will run away and call the police. You'll see it on your screen, and if you walk into a "thug" or shoot at one, he'll run up to you and hit you (or shoot you if he's equip with a gun).
1

RE: Civs - Wandering NPCs

#10
24-02-2018, 12:25 PM
Pecker Wrote:
I own the addon personally - Too many NPC's can lag the server. However, you can set an amount of NPC's to exist according to the amount of players that are on. Also in regards to your original question, they won't walk around doing roleplay stuff but if you shoot a gun near them, they will run away and call the police. You'll see it on your screen, and if you walk into a "thug" or shoot at one, he'll run up to you and hit you (or shoot you if he's equip with a gun).

So it means it is not bots, it is SNPCs?
1

Users browsing this thread: 5 Guest(s)