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lua/entities/obj_vj_rpg_shells/init.lua
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79
lua/entities/obj_vj_rpg_shells/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) 2012-2018 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/weapons/w_missile_launch.mdl"} -- The models it should spawn with | Picks a random one from the table
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ENT.DoesRadiusDamage = true -- Should it do a blast damage when it hits something?
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ENT.RadiusDamageRadius = 350 -- How far the damage go? The farther away it's from its enemy, the less damage it will do | Counted in world units
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ENT.RadiusDamage = 150 -- 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
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ENT.RadiusDamageUseRealisticRadius = true -- Should the damage decrease the farther away the enemy is from the position that the projectile hit?
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ENT.RadiusDamageType = DMG_BLAST -- Damage type
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ENT.RadiusDamageForce = 150 -- Put the force amount it should apply | false = Don't apply any force
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ENT.ShakeWorldOnDeath = true -- Should the world shake when the projectile hits something?
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ENT.ShakeWorldOnDeathAmplitude = 10 -- How much the screen will shake | From 1 to 16, 1 = really low 16 = really high
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ENT.ShakeWorldOnDeathRadius = 3000 -- How far the screen shake goes, in world units
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ENT.ShakeWorldOnDeathtDuration = 1 -- How long the screen shake will last, in seconds
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ENT.ShakeWorldOnDeathFrequency = 200 -- The frequency
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ENT.DecalTbl_DeathDecals = {"Scorch"}
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ENT.SoundTbl_Idle = {"weapons/rpg/rocket1.wav"}
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ENT.SoundTbl_OnCollide = {"ambient/explosions/explode_8.wav"}
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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//util.SpriteTrail(self, 0, Color(90,90,90,255), false, 10, 1, 3, 1/(15+1)*0.5, "trails/smoke.vmt")
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ParticleEffectAttach("vj_rpg1_smoke", PATTACH_ABSORIGIN_FOLLOW, self, 0)
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ParticleEffectAttach("vj_rpg2_smoke2", PATTACH_ABSORIGIN_FOLLOW, self, 0)
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//ParticleEffectAttach("rocket_smoke", PATTACH_ABSORIGIN_FOLLOW, self, 0)
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//ParticleEffectAttach("smoke_burning_engine_01", PATTACH_ABSORIGIN_FOLLOW, self, 0)
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/*self.StartLight1 = ents.Create("light_dynamic")
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self.StartLight1:SetKeyValue("brightness", "1")
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self.StartLight1:SetKeyValue("distance", "200")
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self.StartLight1:SetLocalPos(self:GetPos())
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self.StartLight1:SetLocalAngles( self:GetAngles() )
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self.StartLight1:Fire("Color", "255 150 0")
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self.StartLight1:SetParent(self)
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self.StartLight1:Spawn()
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self.StartLight1:Activate()
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self.StartLight1:Fire("TurnOn", "", 0)
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self:DeleteOnRemove(self.StartLight1)*/
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:DeathEffects(data,phys)
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local effectdata = EffectData()
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effectdata:SetOrigin(data.HitPos)
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//effectdata:SetScale( 500 )
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util.Effect( "ThumperDust", effectdata )
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util.Effect( "Explosion", effectdata )
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self.ExplosionLight1 = ents.Create("light_dynamic")
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self.ExplosionLight1:SetKeyValue("brightness", "4")
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self.ExplosionLight1:SetKeyValue("distance", "300")
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self.ExplosionLight1:SetLocalPos(data.HitPos)
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self.ExplosionLight1:SetLocalAngles(self:GetAngles())
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self.ExplosionLight1:Fire("Color", "255 150 0")
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self.ExplosionLight1:SetParent(self)
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self.ExplosionLight1:Spawn()
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self.ExplosionLight1:Activate()
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self.ExplosionLight1:Fire("TurnOn", "", 0)
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self:DeleteOnRemove(self.ExplosionLight1)
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end
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/*-----------------------------------------------
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*** Copyright (c) 2012-2018 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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