This commit is contained in:
lifestorm
2024-08-04 23:54:45 +03:00
parent 8064ba84d8
commit 6a58f406b1
7522 changed files with 4011896 additions and 15 deletions

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--[[
| 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) 2012-2017 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/eli2.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.StartHealth = 40
ENT.HullType = HULL_HUMAN
---------------------------------------------------------------------------------------------------------------------------------------------
ENT.VJ_NPC_Class = {"CLASS_CITIZEN","CLASS_AMERICA_FRIENDLY","CIVILAN"}
ENT.PlayerFriendly = true
ENT.MoveOutOfFriendlyPlayersWay = false -- Should the SNPC move out of the way when a friendly player comes close to it?
ENT.WeaponSpread = 0
ENT.BloodColor = "Red"
ENT.SightDistance = 4500 -- How far it can see
ENT.BecomeEnemyToPlayer = true
ENT.BecomeEnemyToPlayerLevel = 2 -- How many times does the player have to hit the SNPC for it to become enemy?
ENT.HasMeleeAttack = true
ENT.HasFootStepSound = true -- Should the SNPC make a footstep sound when it's moving?
ENT.FootStepSoundLevel = 60
ENT.ShootDistance = 2800
ENT.MeleeAttackDamage = 15
ENT.SquadName = "resistance" -- Squad name, console error will happen if two groups that are enemy and try to squad!
ENT.FootStepTimeRun = 0.4 -- Next foot step sound when it is running
ENT.FootStepTimeWalk = 0.5 -- Next foot step sound when it is walking
ENT.HasGrenadeAttack = false -- Should the SNPC have a grenade attack?
ENT.CallForHelp = true -- Does the SNPC call for help?
ENT.CallForHelpDistance = 600 -- -- How far away the SNPC's call for help goes | Counted in World Units
ENT.HasCallForHelpAnimation = true -- if true, it will play the call for help animation
ENT.AnimTbl_CallForHelp = {ACT_SIGNAL_ADVANCE,ACT_SIGNAL_FORWARD,ACT_SIGNAL_GROUP} -- Call For Help Animations
ENT.NextCallForHelpTime = 10 -- Time until it calls for help again
ENT.WaitForEnemyToComeOutTime1 = 2 -- How much time should it wait until it starts chasing the enemy? | First number in math.random
ENT.WaitForEnemyToComeOutTime2 = 3 -- How much time should it wait until it starts chasing the enemy? | Second number in math.random
ENT.AnimTbl_Flinch = {ACT_FLINCH_PHYSICS} -- If it uses normal based animation, use this
ENT.HasOnPlayerSight = true
-- ====== Sound File Paths ====== --
ENT.SoundTbl_FootStep = {"npc/footsteps/hardboot_generic1.wav","npc/footsteps/hardboot_generic2.wav","npc/footsteps/hardboot_generic3.wav","npc/footsteps/hardboot_generic4.wav","npc/footsteps/hardboot_generic5.wav","npc/footsteps/hardboot_generic6.wav",}
ENT.SoundTbl_Idle = {
"vo/citadel/eli_goodgod.wav",
"vo/citadel/eli_mygirl.wav",
"vo/eli_lab/eli_lookaround.wav",
"vo/eli_lab/eli_surface_b.wav",
"vo/eli_lab/eli_thing.wav",
"vo/eli_lab/eli_welcometolab.wav",
"vo/eli_lab/eli_allset.wav",
"vo/eli_lab/eli_seeforyourself.wav",
}
ENT.SoundTbl_Alert = {
"vo/k_lab/eli_behindyou.wav",
}
ENT.SoundTbl_CombatIdle = {
"vo/k_lab/eli_behindyou.wav",
}
ENT.SoundTbl_OnGrenadeSight = {
}
ENT.SoundTbl_Pain = {
}
ENT.SoundTbl_Death = {
}
ENT.SoundTbl_FollowPlayer = {
"vo/novaprospekt/eli_iknow.wav",
}
ENT.SoundTbl_UnFollowPlayer = {
"vo/eli_lab/eli_gowithalyx02.wav",
"vo/eli_lab/eli_gowithalyx03.wav",
"vo/eli_lab/eli_littlewhile.wav",
"vo/novaprospekt/eli_wherewillyougo01.wav",
}
ENT.SoundTbl_OnPlayerSight = {
"vo/eli_lab/eli_finesci.wav",
"vo/eli_lab/eli_goodvort.wav",
"vo/eli_lab/eli_greeting.wav",
}
ENT.DefaultSoundTbl_MeleeAttack = {"physics/body/body_medium_impact_hard1.wav","physics/body/body_medium_impact_hard2.wav","physics/body/body_medium_impact_hard3.wav","physics/body/body_medium_impact_hard4.wav","physics/body/body_medium_impact_hard5.wav","physics/body/body_medium_impact_hard6.wav"}
ENT.DefaultSoundTbl_MeleeAttackMiss = {"npc/zombie/claw_miss1.wav","npc/zombie/claw_miss2.wav"}
ENT.DefaultSoundTbl_Impact = {"physics/flesh/flesh_impact_bullet1.wav","physics/flesh/flesh_impact_bullet2.wav","physics/flesh/flesh_impact_bullet3.wav","physics/flesh/flesh_impact_bullet4.wav","physics/flesh/flesh_impact_bullet5.wav"}
ENT.DefaultSoundTbl_MedicAfterHeal = {"items/smallmedkit1.wav"}
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnThink()
for k, v in pairs( ents.FindInSphere( self:GetPos( ), 30000 ) ) do
if v:IsValid() && ((v:IsPlayer() && v:Alive() && GetConVarNumber("ai_ignoreplayers") == 0) || (v:IsNPC() && v != self && v:Disposition(self) != D_LI)) && v:Visible(self) then
if v:IsPlayer() and v.SquadName == "vj_combine" then
self.PlayerFriendly = false
end
end
end
end
--------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomInitialize()
self.Weapon_FiringDistanceFar = self.ShootDistance
self:SetKeyValue( "additionalequipment", "weapon_vj_smg1_hl2" )
for k, v in pairs( ents.FindInSphere( self:GetPos( ), 30000 ) ) do
if v:IsValid() && ((v:IsPlayer() && v:Alive() && GetConVarNumber("ai_ignoreplayers") == 0) || (v:IsNPC() && v != self && v:Disposition(self) != D_LI)) && v:Visible(self) then
if v:IsPlayer() and v.SquadName == "vj_combine"then
self.PlayerFriendly = false
end
end
end
end
--------------------------------------------------------------------------------------
ENT.BreathSoundPitch1 = 100
ENT.BreathSoundPitch2 = 100
ENT.IdleSoundPitch1 = 100
ENT.IdleSoundPitch2 = 100
ENT.CombatIdleSoundPitch1 = 100
ENT.CombatIdleSoundPitch2 = 100
ENT.OnReceiveOrderSoundPitch1 = 100
ENT.OnReceiveOrderSoundPitch2 = 100
ENT.MoveOutOfPlayersWaySoundPitch1 = 100
ENT.MoveOutOfPlayersWaySoundPitch2 = 100
ENT.BeforeHealSoundPitch1 = 100
ENT.BeforeHealSoundPitch2 = 100
ENT.AfterHealSoundPitch1 = 100
ENT.AfterHealSoundPitch2 = 100
ENT.MedicReceiveHealSoundPitch1 = 100
ENT.MedicReceiveHealSoundPitch2 = 100
ENT.OnPlayerSightSoundPitch1 = 100
ENT.OnPlayerSightSoundPitch2 = 100
ENT.AlertSoundPitch1 = 100
ENT.AlertSoundPitch2 = 100
ENT.CallForHelpSoundPitch1 = 100
ENT.CallForHelpSoundPitch2 = 100
ENT.BecomeEnemyToPlayerPitch1 = 100
ENT.BecomeEnemyToPlayerPitch2 = 100
ENT.SuppressingPitch1 = 100
ENT.SuppressingPitch2 = 100
ENT.WeaponReloadSoundPitch1 = 100
ENT.WeaponReloadSoundPitch2 = 100
ENT.GrenadeAttackSoundPitch1 = 100
ENT.GrenadeAttackSoundPitch2 = 100
ENT.OnGrenadeSightSoundPitch1 = 100
ENT.OnGrenadeSightSoundPitch2 = 100
ENT.OnKilledEnemySoundPitch1 = 100
ENT.OnKilledEnemySoundPitch2 = 100
ENT.PainSoundPitch1 = 100
ENT.PainSoundPitch2 = 100
ENT.ImpactSoundPitch1 = 80
ENT.ImpactSoundPitch2 = 100
ENT.DamageByPlayerPitch1 = 100
ENT.DamageByPlayerPitch2 = 100
ENT.DeathSoundPitch1 = 100
ENT.DeathSoundPitch2 = 100
/*-----------------------------------------------
*** Copyright (c) 2012-2017 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.
-----------------------------------------------*/