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wnsrc/lua/entities/npc_vj_hlrof_pitdrone/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/opfor/pit_drone.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.StartHealth = 80
ENT.HullType = HULL_HUMAN
ENT.VJC_Data = {
ThirdP_Offset = Vector(15, 0, 0), -- The offset for the controller when the camera is in third person
FirstP_Bone = "Bip01 Head", -- If left empty, the base will attempt to calculate a position for first person
FirstP_Offset = Vector(7, 0, 0), -- The offset for the controller when the camera is in first person
}
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ENT.VJ_NPC_Class = {"CLASS_RACE_X"} -- 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.MeleeAttackDamage = 15
ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1,ACT_MELEE_ATTACK2} -- Melee Attack Animations
ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
ENT.MeleeAttackDistance = 40 -- How close does it have to be until it attacks?
ENT.MeleeAttackDamageDistance = 70 -- How far does the damage go?
ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_pitspike" -- The entity that is spawned when range attacking
ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations
ENT.RangeDistance = 1500 -- This is how far away it can shoot
ENT.RangeToMeleeDistance = 100 -- 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 = 1 -- How much time until it can use a range attack?
ENT.NextRangeAttackTime_DoRand = 5 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer
ENT.RangeAttackPos_Up = 40 -- Up/Down spawning position for range attack
ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
ENT.AnimTbl_Death = {ACT_DIEBACKWARD,ACT_DIEFORWARD,ACT_DIESIMPLE} -- Death Animations
ENT.DeathAnimationTime = false -- Time until the SNPC spawns its corpse and gets removed
ENT.DisableFootStepSoundTimer = true -- If set to true, it will disable the time system for the footstep sound code, allowing you to use other ways like model events
-- ====== Flinching Code ====== --
ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages
ENT.AnimTbl_Flinch = {ACT_BIG_FLINCH} -- If it uses normal based animation, use this
-- ====== Sound File Paths ====== --
-- Leave blank if you don't want any sounds to play
ENT.SoundTbl_FootStep = {"vj_hlr/hl1_npc/player/boots1.wav","vj_hlr/hl1_npc/player/boots2.wav","vj_hlr/hl1_npc/player/boots3.wav","vj_hlr/hl1_npc/player/boots4.wav"}
ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/pitdrone/pit_drone_communicate1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_communicate2.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_communicate3.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_communicate4.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_idle3.wav"}
ENT.SoundTbl_CombatIdle = {"vj_hlr/hl1_npc/pitdrone/pit_drone_idle1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_idle2.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_hunt1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_hunt2.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_hunt3.wav"}
ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/pitdrone/pit_drone_alert1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_alert2.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_alert3.wav"}
ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/pitdrone/pit_drone_melee_attack1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_melee_attack2.wav"}
ENT.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"}
ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/hl1_npc/pitdrone/pit_drone_attack_spike1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_attack_spike2.wav"}
ENT.SoundTbl_OnKilledEnemy = {"vj_hlr/hl1_npc/pitdrone/pit_drone_eat.wav"}
ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/pitdrone/pit_drone_pain1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_pain2.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_pain3.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_pain4.wav"}
ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/pitdrone/pit_drone_die1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_die2.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_die3.wav"}
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
self:SetCollisionBounds(Vector(18, 18, 55), Vector(-18, -18, 0))
self:SetBodygroup(1, 1)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Controller_Initialize(ply, controlEnt)
function controlEnt:CustomOnKeyBindPressed(key)
if key == IN_RELOAD && self.VJCE_NPC:GetBodygroup(1) != 1 then
self.VJCE_NPC:VJ_ACT_PLAYACTIVITY(ACT_RELOAD, true, false, true, 0, {OnFinish=function(interrupted2, anim2)
self.VJCE_NPC.HasRangeAttack = true
self.VJCE_NPC:SetBodygroup(1, 1)
end})
end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Controller_IntMsg(ply, controlEnt)
ply:ChatPrint("RELOAD: Reload all the spikes")
end
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function ENT:CustomOnAcceptInput(key, activator, caller, data)
//print(key)
if key == "step" then
self:FootStepSoundCode()
end
if key == "single" or key == "both" then
self:MeleeAttackCode()
end
if key == "shooty" then
self:RangeAttackCode()
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:RangeAttackCode_GetShootPos(projectile)
local startPos = projectile:GetPos()
ParticleEffect("vj_hlr_spit_drone_spawn", startPos + projectile:GetForward() *30, self:GetForward():Angle(), projectile)
return self:CalculateProjectile("Line", startPos, self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(), 2000)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomRangeAttackCode_AfterProjectileSpawn(projectile)
local bg = self:GetBodygroup(1)
if bg == 0 or bg == 6 then
self:SetBodygroup(1, 0)
self.HasRangeAttack = false
if !self.VJ_IsBeingControlled then
-- Run from the enemy and then play the reload animation and set the body group
self:VJ_TASK_COVER_FROM_ENEMY("TASK_RUN_PATH")
timer.Simple(0.1, function()
if IsValid(self) then
self.TakingCoverT = CurTime() + self:GetPathTimeToGoal()
timer.Simple(self:GetPathTimeToGoal(), function()
if IsValid(self) then
self:VJ_ACT_PLAYACTIVITY(ACT_RELOAD, true, false, true, 0, {OnFinish=function(interrupted2, anim2)
self.HasRangeAttack = true
self:SetBodygroup(1, 1)
end})
end
end)
end
end)
end
else
self:SetBodygroup(1, bg + 1)
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/pitdrone_gib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/pitdrone_gib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/pitdrone_gib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/pitdrone_gib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/pitdrone_gib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/pitdrone_gib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/pitdrone_gib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,50))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,55))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,45))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,25))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
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/pitdrone_gib1.mdl", "models/vj_hlr/gibs/pitdrone_gib2.mdl", "models/vj_hlr/gibs/pitdrone_gib3.mdl", "models/vj_hlr/gibs/pitdrone_gib4.mdl", "models/vj_hlr/gibs/pitdrone_gib5.mdl", "models/vj_hlr/gibs/pitdrone_gib6.mdl", "models/vj_hlr/gibs/pitdrone_gib7.mdl", "models/vj_hlr/gibs/agib3.mdl", "models/vj_hlr/gibs/agib4.mdl", "models/vj_hlr/gibs/agib5.mdl", "models/vj_hlr/gibs/agib6.mdl", "models/vj_hlr/gibs/agib7.mdl", "models/vj_hlr/gibs/agib8.mdl", "models/vj_hlr/gibs/agib9.mdl", "models/vj_hlr/gibs/agib10.mdl"}
--
function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
VJ_HLR_ApplyCorpseEffects(self, corpseEnt, nil, {ExtraGibs = gibs})
end