mirror of
https://github.com/lifestorm/wnsrc.git
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49 lines
3.2 KiB
Lua
49 lines
3.2 KiB
Lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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AddCSLuaFile("shared.lua")
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include('shared.lua')
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/*-----------------------------------------------
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*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
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No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
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without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
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-----------------------------------------------*/
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ENT.Model = {"models/vj_hlr/hl1/protozoa.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
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ENT.StartHealth = 5
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ENT.HullType = HULL_TINY
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ENT.TurningSpeed = 1 -- How fast it can turn
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ENT.MovementType = VJ_MOVETYPE_AERIAL -- How does the SNPC move?
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ENT.Aerial_FlyingSpeed_Calm = 100 -- The speed it should fly with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs
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ENT.Aerial_FlyingSpeed_Alerted = 100 -- The speed it should fly with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs
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ENT.VJC_Data = {
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ThirdP_Offset = Vector(-5, 0, -15), -- The offset for the controller when the camera is in third person
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FirstP_Bone = "Bone03", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(0, 0, 0), -- The offset for the controller when the camera is in first person
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}
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.IdleAlwaysWander = true -- If set to true, it will make the SNPC always wander when idling
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ENT.CanOpenDoors = false -- Can it open doors?
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ENT.Behavior = VJ_BEHAVIOR_PASSIVE_NATURE -- The behavior of the SNPC
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ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack?
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-- ====== Sound File Paths ====== --
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-- Leave blank if you don't want any sounds to play
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ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/protozoan/chirp03.wav","vj_hlr/hl1_npc/protozoan/chirp04.wav","vj_hlr/hl1_npc/protozoan/chirp05.wav","vj_hlr/hl1_npc/protozoan/chirp06.wav","vj_hlr/hl1_npc/protozoan/chirp07.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/protozoan/chirp03.wav","vj_hlr/hl1_npc/protozoan/chirp04.wav","vj_hlr/hl1_npc/protozoan/chirp05.wav","vj_hlr/hl1_npc/protozoan/chirp06.wav","vj_hlr/hl1_npc/protozoan/chirp07.wav"}
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(28, 28, 65), Vector(-28, -28, 0))
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnKilled(dmginfo, hitgroup)
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//ParticleEffect("vj_hlr_blood_boob_yellow", self:GetPos() + self:OBBCenter(), self:GetAngles())
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local effectPop = EffectData()
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effectPop:SetOrigin(self:GetPos() + self:OBBCenter())
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util.Effect("VJ_HLR_Protozoan_Pop", effectPop)
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end
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