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wnsrc/lua/entities/obj_vj_tank_shella/init.lua

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2024-08-04 23:54:45 +03:00
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
AddCSLuaFile("shared.lua")
include("shared.lua")
/*-----------------------------------------------
*** Copyright (c) 2012-2018 by DrVrej, All rights reserved. ***
No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
-----------------------------------------------*/
ENT.Model = {"models/weapons/w_missile_launch.mdl"} -- The models it should spawn with | Picks a random one from the table
ENT.DoesRadiusDamage = true -- Should it do a blast damage when it hits something?
ENT.RadiusDamageRadius = 250 -- How far the damage go? The farther away it's from its enemy, the less damage it will do | Counted in world units
ENT.RadiusDamage = 110 -- How much damage should it deal? Remember this is a radius damage, therefore it will do less damage the farther away the entity is from its enemy
ENT.RadiusDamageUseRealisticRadius = true -- Should the damage decrease the farther away the enemy is from the position that the projectile hit?
ENT.RadiusDamageType = DMG_BLAST -- Damage type
ENT.RadiusDamageForce = 90 -- Put the force amount it should apply | false = Don't apply any force
ENT.ShakeWorldOnDeath = true -- Should the world shake when the projectile hits something?
ENT.ShakeWorldOnDeathAmplitude = 16 -- How much the screen will shake | From 1 to 16, 1 = really low 16 = really high
ENT.ShakeWorldOnDeathRadius = 3000 -- How far the screen shake goes, in world units
ENT.ShakeWorldOnDeathtDuration = 1 -- How long the screen shake will last, in seconds
ENT.ShakeWorldOnDeathFrequency = 200 -- The frequency
ENT.DecalTbl_DeathDecals = {"Scorch"}
ENT.SoundTbl_Idle = {"weapons/rpg/rocket1.wav"}
ENT.SoundTbl_OnCollide = {"weapons/explode"..math.random(3,5)..".wav"}
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
//util.SpriteTrail(self, 0, Color(90,90,90,255), false, 10, 1, 3, 1/(15+1)*0.5, "trails/smoke.vmt")
ParticleEffectAttach("vj_rpg1_smoke", PATTACH_ABSORIGIN_FOLLOW, self, 0)
ParticleEffectAttach("vj_rpg2_smoke2", PATTACH_ABSORIGIN_FOLLOW, self, 0)
//ParticleEffectAttach("rocket_smoke", PATTACH_ABSORIGIN_FOLLOW, self, 0)
//ParticleEffectAttach("smoke_burning_engine_01", PATTACH_ABSORIGIN_FOLLOW, self, 0)
/*self.StartLight1 = ents.Create("light_dynamic")
self.StartLight1:SetKeyValue("brightness", "1")
self.StartLight1:SetKeyValue("distance", "200")
self.StartLight1:SetLocalPos(self:GetPos())
self.StartLight1:SetLocalAngles( self:GetAngles() )
self.StartLight1:Fire("Color", "255 150 0")
self.StartLight1:SetParent(self)
self.StartLight1:Spawn()
self.StartLight1:Activate()
self.StartLight1:Fire("TurnOn", "", 0)
self:DeleteOnRemove(self.StartLight1)*/
end
function ENT:CustomPhysicsObjectOnInitialize(phys)
phys:Wake()
phys:EnableGravity(true)
phys:SetMass(19999)
phys:SetBuoyancyRatio(0)
end
function ENT:CustomOnPhysicsCollide(data,phys)
getvelocity = phys:GetVelocity()
velocityspeed = getvelocity:Length()
//print(velocityspeed)
if velocityspeed > 300 then -- Or else it will go flying!
phys:SetVelocity(getvelocity * 0.9)
end
if velocityspeed > 50 then -- If the grenade is going faster than 100, then play the touch sound
self:OnCollideSoundCode()
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:DeathEffects(data,phys)
local effectdata = EffectData()
effectdata:SetOrigin(self:GetPos())
//effectdata:SetScale( 500 )
util.Effect( "HelicopterMegaBomb", effectdata )
util.Effect( "Explosion", effectdata )
self:EmitSound("weapons/explode"..math.random(3,5)..".wav", 100, 100)
self:SetLocalPos(Vector(self:GetPos().x,self:GetPos().y,self:GetPos().z +4)) -- Because the entity is too close to the ground
local tr = util.TraceLine({
start = self:GetPos(),
endpos = self:GetPos() - Vector(0, 0, 100),
filter = self })
util.Decal(VJ_PICKRANDOMTABLE(self.DecalTbl_DeathDecals),tr.HitPos+tr.HitNormal,tr.HitPos-tr.HitNormal)
end
/*-----------------------------------------------
*** Copyright (c) 2012-2018 by DrVrej, All rights reserved. ***
No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
-----------------------------------------------*/