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126
lua/entities/npc_vj_hlr1_chumtoad/init.lua
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126
lua/entities/npc_vj_hlr1_chumtoad/init.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/chumtoad.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 = 15
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ENT.HullType = HULL_TINY
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ENT.SightDistance = 250 -- How far it can see
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ENT.MovementType = VJ_MOVETYPE_GROUND -- How does the SNPC move?
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ENT.Aquatic_SwimmingSpeed_Calm = 80 -- The speed it should swim with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs
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ENT.Aquatic_SwimmingSpeed_Alerted = 80 -- The speed it should swim with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs
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ENT.Aquatic_AnimTbl_Calm = {ACT_SWIM} -- Animations it plays when it's wandering around while idle
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ENT.Aquatic_AnimTbl_Alerted = {ACT_SWIM} -- Animations it plays when it's moving while alerted
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ENT.VJC_Data = {
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ThirdP_Offset = Vector(15, 0, 10), -- The offset for the controller when the camera is in third person
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FirstP_Bone = "Bip01 neck", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(2, 0, 2), -- 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.CanOpenDoors = false -- Can it open doors?
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ENT.Behavior = VJ_BEHAVIOR_PASSIVE -- The behavior of the SNPC
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ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.)
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ENT.CustomBlood_Particle = {"vj_hlr_blood_yellow"}
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ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged
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ENT.HasBloodPool = false -- Does it have a blood pool?
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ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack?
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ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
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ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- Death Animations
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-- ====== Flinching Code ====== --
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ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages
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ENT.AnimTbl_Flinch = {ACT_SMALL_FLINCH, ACT_BIG_FLINCH} -- If it uses normal based animation, use this
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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/chumtoad/toad_hunt1.wav","vj_hlr/hl1_npc/chumtoad/toad_hunt2.wav","vj_hlr/hl1_npc/chumtoad/toad_hunt3.wav","vj_hlr/hl1_npc/chumtoad/toad_deploy1.wav"}
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ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/chumtoad/toad_idle1.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/chumtoad/toad_die1.wav"}
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ENT.GeneralSoundPitch1 = 100
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-- Custom
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ENT.CT_BlinkingT = 0
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ENT.CT_MoveTypeSwim = false
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(9, 9, 15), Vector(-9, -9, 0))
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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if self:WaterLevel() < 2 then
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if self.CT_MoveTypeSwim then
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self:DoChangeMovementType(VJ_MOVETYPE_GROUND)
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self.AnimTbl_IdleStand = {ACT_IDLE}
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self.CT_MoveTypeSwim = false
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end
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elseif !self.CT_MoveTypeSwim then
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self:DoChangeMovementType(VJ_MOVETYPE_AQUATIC)
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self.AnimTbl_IdleStand = {ACT_SWIM}
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self.CT_MoveTypeSwim = true
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end
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if !self.Dead && CurTime() > self.CT_BlinkingT then
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self:SetSkin(1)
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timer.Simple(0.15,function() if IsValid(self) then self:SetSkin(2) end end)
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timer.Simple(0.25,function() if IsValid(self) then self:SetSkin(1) end end)
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timer.Simple(0.4,function() if IsValid(self) then self:SetSkin(0) end end)
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self.CT_BlinkingT = CurTime() + math.Rand(2,3.5)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
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self.HasDeathSounds = false
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if self.HasGibDeathParticles == true then
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local effectBlood = EffectData()
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effectBlood:SetOrigin(self:GetPos() + self:OBBCenter())
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effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35)))
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effectBlood:SetScale(120)
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util.Effect("VJ_Blood1",effectBlood)
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local bloodspray = EffectData()
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bloodspray:SetOrigin(self:GetPos() + self:OBBCenter())
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bloodspray:SetScale(8)
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bloodspray:SetFlags(3)
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bloodspray:SetColor(1)
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util.Effect("bloodspray",bloodspray)
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util.Effect("bloodspray",bloodspray)
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local effectdata = EffectData()
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effectdata:SetOrigin(self:GetPos() + self:OBBCenter())
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effectdata:SetScale(1)
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util.Effect("StriderBlood",effectdata)
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util.Effect("StriderBlood",effectdata)
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end
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))})
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return true -- Return to true if it gibbed!
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup)
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VJ_EmitSound(self,"vj_hlr/hl1_npc/chumtoad/toad_blast1.wav", 90, 100)
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return false
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local gibs = {"models/vj_hlr/gibs/agib3.mdl", "models/vj_hlr/gibs/agib5.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"}
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--
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function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
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corpseEnt:SetSkin(2)
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VJ_HLR_ApplyCorpseEffects(self, corpseEnt, gibs)
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end
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