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wnsrc/lua/entities/npc_vj_hlr1_controlsphere/init.lua

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2024-08-04 22:55:00 +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) 2012-2023 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/vj_hlr/hl1/sphere.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.StartHealth = 60
ENT.HullType = HULL_TINY
ENT.MovementType = VJ_MOVETYPE_AERIAL -- How does the SNPC move?
ENT.Aerial_FlyingSpeed_Calm = 50 -- The speed it should fly with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs
ENT.Aerial_FlyingSpeed_Alerted = 80 -- The speed it should fly with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs
ENT.VJC_Data = {
FirstP_Bone = "Bone02", -- If left empty, the base will attempt to calculate a position for first person
FirstP_Offset = Vector(5, 0, 7), -- The offset for the controller when the camera is in first person
}
---------------------------------------------------------------------------------------------------------------------------------------------
ENT.VJ_NPC_Class = {"CLASS_XEN"} -- NPCs with the same class with be allied to each other
ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.)
ENT.CustomBlood_Particle = {"vj_hlr_blood_yellow"}
ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged
ENT.HasBloodPool = false -- Does it have a blood pool?
ENT.ConstantlyFaceEnemy = true -- Should it face the enemy constantly?
ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack?
ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations
ENT.RangeDistance = 1020 -- This is how far away it can shoot
ENT.RangeToMeleeDistance = 1 -- How close does it have to be until it uses melee?
ENT.TimeUntilRangeAttackProjectileRelease = false -- How much time until the projectile code is ran?
ENT.NextRangeAttackTime = 3 -- How much time until it can use a range attack?
ENT.DisableDefaultRangeAttackCode = true -- When true, it won't spawn the range attack entity, allowing you to make your own
ENT.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it's between number x and y?
ENT.NoChaseAfterCertainRange_FarDistance = "UseRangeDistance" -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
ENT.NoChaseAfterCertainRange_CloseDistance = "UseRangeDistance" -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
ENT.NoChaseAfterCertainRange_Type = "Regular" -- "Regular" = Default behavior | "OnlyRange" = Only does it if it's able to range attack
-- ====== Sound File Paths ====== --
-- Leave blank if you don't want any sounds to play
ENT.SoundTbl_Breath = {"vj_hlr/hl1_npc/sphere/sph_motor1.wav"}
ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/sphere/sph_idle1.wav","vj_hlr/hl1_npc/sphere/sph_idle2.wav"}
ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/sphere/sph_alert1.wav"}
ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/fx/zap4.wav"}
ENT.SoundTbl_RangeAttack = {"vj_hlr/hl1_npc/hassault/hw_shoot1.wav"}
ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/sphere/sph_pain1.wav"}
ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/sphere/sph_pain1.wav"}
ENT.GeneralSoundPitch1 = 100
-- Custom
ENT.ControlSphere_EneIdle = false
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
self:SetCollisionBounds(Vector(8,8,12), Vector(-8,-8,0))
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnAcceptInput(key, activator, caller, data)
//print(key)
if key == "shoot" then
self:RangeAttackCode()
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnThink()
if IsValid(self:GetEnemy()) then
if self.ControlSphere_EneIdle then
self.AnimTbl_IdleStand = {ACT_IDLE_ANGRY}
self.ControlSphere_EneIdle = true
end
elseif !self.ControlSphere_EneIdle then
self.AnimTbl_IdleStand = {ACT_IDLE}
self.ControlSphere_EneIdle = false
end
self:SetSkin((self:Health() <= (self:GetMaxHealth() / 2.2)) and 1 or 0)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:ControlSphere_DoElecEffect(sp, hp, np)
local elec = EffectData()
elec:SetStart(sp)
elec:SetOrigin(hp)
elec:SetNormal(np)
elec:SetEntity(self)
elec:SetAttachment(1)
elec:SetScale(0.8)
util.Effect("VJ_HLR_Electric_Charge", elec)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnRangeAttack_AfterStartTimer()
local myPos = self:GetPos()
-- Tsakh --------------------------
local tsakhSpawn = myPos + self:GetUp()*45 + self:GetRight()*20
local tsakhLocations = {
myPos + self:GetRight()*math.Rand(150, 500) + self:GetUp()*-200,
myPos + self:GetRight()*math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*-math.Rand(150, 500),
myPos + self:GetRight()*math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*math.Rand(150, 500),
myPos + self:GetRight()*math.Rand(1, 150) + self:GetUp()*200 + self:GetForward()*math.Rand(-100, 100),
}
for i = 1, 4 do
local tr = util.TraceLine({
start = tsakhSpawn,
endpos = tsakhLocations[i],
filter = self
})
if tr.Hit == true then self:ControlSphere_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal) end
end
-- Ach --------------------------
local achSpawn = myPos + self:GetUp()*45 + self:GetRight()*-20
local achLocations = {
myPos + self:GetRight()*-math.Rand(150, 500) + self:GetUp()*-200,
myPos + self:GetRight()*-math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*-math.Rand(150, 500),
myPos + self:GetRight()*-math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*math.Rand(150, 500),
myPos + self:GetRight()*-math.Rand(1, 150) + self:GetUp()*200 + self:GetForward()*math.Rand(-100, 100),
}
for i = 1, 4 do
local tr = util.TraceLine({
start = achSpawn,
endpos = achLocations[i],
filter = self
})
if tr.Hit == true then self:ControlSphere_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal) end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomRangeAttackCode()
local startpos = self:GetPos() + self:GetForward()*8
local tr = util.TraceLine({
start = startpos,
endpos = self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(),
filter = self
})
local hitpos = tr.HitPos
local elec = EffectData()
elec:SetStart(startpos)
elec:SetOrigin(hitpos)
elec:SetEntity(self)
elec:SetAttachment(1)
util.Effect("VJ_HLR_Electric", elec)
util.VJ_SphereDamage(self, self, hitpos, 30, 10, DMG_SHOCK, true, false, {Force=90})
end
---------------------------------------------------------------------------------------------------------------------------------------------
local vec = Vector(0, 0, 0)
--
function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup)
if dmginfo:GetDamagePosition() != vec then
local rico = EffectData()
rico:SetOrigin(dmginfo:GetDamagePosition())
rico:SetScale(4) -- Size
rico:SetMagnitude(2) -- Effect type | 1 = Animated | 2 = Basic
util.Effect("VJ_HLR_Rico",rico)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
self.HasDeathSounds = false
if self.HasGibDeathParticles == true then
local effectBlood = EffectData()
effectBlood:SetOrigin(self:GetPos() + self:OBBCenter())
effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35)))
effectBlood:SetScale(120)
util.Effect("VJ_Blood1",effectBlood)
local bloodspray = EffectData()
bloodspray:SetOrigin(self:GetPos() + self:OBBCenter())
bloodspray:SetScale(8)
bloodspray:SetFlags(3)
bloodspray:SetColor(1)
util.Effect("bloodspray",bloodspray)
util.Effect("bloodspray",bloodspray)
local effectdata = EffectData()
effectdata:SetOrigin(self:GetPos() + self:OBBCenter())
effectdata:SetScale(1)
util.Effect("StriderBlood",effectdata)
util.Effect("StriderBlood",effectdata)
end
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0, 0, 0))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0, 0, 0))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0, 0, 0))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0, 0, 0))})
return true -- Return to true if it gibbed!
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup)
VJ_EmitSound(self, "vj_gib/default_gib_splat.wav", 90, 100)
return false
end
---------------------------------------------------------------------------------------------------------------------------------------------
local gibs = {"models/vj_hlr/gibs/agib6.mdl", "models/vj_hlr/gibs/agib7.mdl", "models/vj_hlr/gibs/agib8.mdl", "models/vj_hlr/gibs/agib9.mdl"}
--
function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
VJ_HLR_ApplyCorpseEffects(self, corpseEnt, gibs)
end