v2.1 Dimensions + LVS + NPCs
- Added support for FJS-DIMENSION-API.
- Added a dimension system for active citadels:
- Citadel 1 → Dimension 1.
- Citadel 2 → Dimension 2.
- Citadel 3 → Dimension 3.
- And so on.
- Players participating in the same citadel are moved into the same dimension.
- When the citadel ends, fails, or the player leaves, they are returned to dimension 0.
- NPCs and vehicles spawned by the citadel inherit the assigned citadel dimension.
- Added a safe fallback:
- If FJS-DIMENSION-API is not installed, the addon will not crash.
- A console warning is printed and the system continues without dimension isolation.
Staff Menu
- Added new citadel configuration options to the staff menu.
- Added NPC configuration per wave.
- Added LVS vehicle configuration per wave.
- Added configurable options for:
- NPC class.
- NPC weapon.
- NPC health.
- NPC amount.
- NPC spawn points.
- LVS vehicle class.
- Vehicle health.
- Vehicle skin.
- AI team.
- AI enabled/disabled.
- Vehicle spawn points.
- Manual class input is still supported.
Custom NPC / VJ Base / NextBot Fix
- Fixed custom NPC detection.
- Added automatic detection from:
- list.Get("NPC")
- scripted_ents.GetList()
- registered NPC, SNPC, VJ Base, and NextBot entities.
- Fixed enemy tracking:
- Previously, the system depended too much on OnNPCKilled.
- Now it also uses EntityRemoved.
- VJ Base, NextBot, and custom SNPCs now count correctly for wave completion.
- Prevented waves from instantly completing when enemies are not detected as native NPCs.
LVS Vehicle Fix
- Fixed LVS vehicle spawning.
- Replaced the incorrect default vehicle class with a real class used by the system:
- lvs_fakehover_aat
- Added support for delayed LVS initialization.
- AI/team/health values are applied on spawn and again after a short delay.
- Added compatibility with common LVS functions:
- SetAI
- SetAITEAM
- SetAITeam
- SetHP
- SetHealth
- LVS vehicles now also count as wave enemies.
- Prevented vehicle-only waves from completing automatically.
Automatic LVS Vehicle Detection
- Removed dependency on fixed vehicle lists.
- The staff menu now automatically detects installed LVS vehicles from:
- list.Get("SpawnableEntities")
- list.Get("Vehicles")
- scripted_ents.GetList()
- LVS metadata such as VehicleCategory, ClassName, Category, and LVS.
- Manual extra vehicle lists are still supported for special cases.
Automatic Weapon Detection
- Added automatic custom weapon detection.
- The staff menu now detects weapons from:
- list.Get("Weapon")
- weapons.GetList()
- native weapons
- TFA
- ArcCW / Arctic
- CW 2.0
- custom SWEPs
- any weapon properly registered on the server.
- Added support for ExtraWeapons in the config.
- NPCs are no longer limited to HL2/default weapons.
- Manual weapon class input is still supported.
Added Config Options
- C.Dimensions
- C.VehicleDefaults
- C.StaffAssetLists.ExtraNPCs
- C.StaffAssetLists.ExtraVehicles
- C.StaffAssetLists.ExtraWeapons
New Citadel Version 2.0:
- In-game configuration
You can now create citadels directly from the server without needing to edit files!
- Visual interface fixes and improvements to the citadel launch buttons.
- Reward system implementation
- Custom notifications added for citadel launch and completion, including reward notifications
The following file, grn_citadelv2, has been added:
This file contains the new version of Citadel. It is not compatible with version 1, as the internal code was rewritten for improved stability and compatibility.
New integration:
You can now create Citadels directly in-game. Even if you close the /staffcitadel menu, the Citadel you are configuring will always be saved.
