Reinforcements System
An overly complicated system for sending in reinforcements through teleportation based on global battle state.
The mod will take into account the overall battlefield, looking at each and every NPC to scale and measure their strength. It takes a lot of factors into account, both their overall weapon proficiency as well as the weapon they use. Their overall tactics as an NPC, etc.
Based on this it will automatically send reinforcements for whichever faction on the battlefield it deems to be weakest. Allowing the battle to continue for longer without player intervention or setting dedicated spawnpoints.
The goal of the mod is to skip using any spawnpoint system and to allow battles to last longer organically through a scaling (albeit simple) battle algorithm.
The algorithm increases the chance for backup automatically depending on how severe the overall power gap is in the battlefield.
CVARS
Using Ignore Players massively influences the mod.
If you have it enabled, the mod will consider you an outsider and not take you into account. If you disable it (thus become targetable), you, the player, will become a medium that can be used to call reinforcements and will also be considered a very strong opponent by the algorithm. Thus know that when you enter the battle, it will give a great advantage to all other factions.
The player is considered as the rebel faction by default, this may be updated based on demand.
This does not work for Nextbots as it relies on HL2’s inherent factions.
This mod uses effects from the Lambda Wars Teleporter mod, as a result it is a required dependency.
Same goes for the Xen grenade for alien related spawns like zombies and antlions.
Used map: gm_forestforts
Required items:
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Fully Functional Lambda Wars Teleporter — Steam Workshop
[Entropy: Zero 2] Xen Grenade — Steam Workshop