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192
lua/entities/npc_vj_hlr1_snark/init.lua
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192
lua/entities/npc_vj_hlr1_snark/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/snark.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 = 5
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ENT.HullType = HULL_TINY
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ENT.EntitiesToNoCollide = {"npc_vj_hlr1_snark"} -- Entities to not collide with when HasEntitiesToNoCollide is set to true
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ENT.VJC_Data = {
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ThirdP_Offset = Vector(0, 0, 0), -- The offset for the controller when the camera is in third person
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FirstP_Bone = "Bip01 Head", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(1, 0, 0.5), -- 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.VJ_NPC_Class = {"CLASS_SNARK"} -- NPCs with the same class with be allied to each other
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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.HasLeapAttack = true -- Should the SNPC have a leap attack?
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ENT.AnimTbl_LeapAttack = {ACT_JUMP} -- Melee Attack Animations
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ENT.LeapDistance = 200 -- The distance of the leap, for example if it is set to 500, when the SNPC is 500 Unit away, it will jump
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ENT.LeapToMeleeDistance = 0 -- How close does it have to be until it uses melee?
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ENT.TimeUntilLeapAttackDamage = 0.4 -- How much time until it runs the leap damage code?
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ENT.NextLeapAttackTime = 0.4 -- How much time until it can use a leap attack?
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ENT.NextAnyAttackTime_Leap = 0.4 -- How much time until it can use any attack again? | Counted in Seconds
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ENT.LeapAttackExtraTimers = {0.2,0.6} -- Extra leap attack timers | it will run the damage code after the given amount of seconds
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ENT.LeapAttackVelocityForward = 100 -- How much forward force should it apply?
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ENT.LeapAttackVelocityUp = 180 -- How much upward force should it apply?
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ENT.LeapAttackDamage = 10
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ENT.LeapAttackDamageDistance = 100 -- How far does the damage go?
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ENT.HasDeathRagdoll = false -- If set to false, it will not spawn the regular ragdoll of the SNPC
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ENT.PushProps = false -- Should it push props when trying to move?
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ENT.IdleAlwaysWander = true -- If set to true, it will make the SNPC always wander when idling
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ENT.FindEnemy_UseSphere = true -- Should the SNPC be able to see all around him? (360) | Objects and walls can still block its sight!
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ENT.AnimTbl_IdleStand = {ACT_RUN} -- The idle animation when AI is enabled
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ENT.AnimTbl_Walk = {ACT_RUN} -- Set the walking animations | Put multiple to let the base pick a random animation when it moves
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ENT.AnimTbl_Run = {ACT_RUN} -- Set the running animations | Put multiple to let the base pick a random animation when it moves
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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/squeek/sqk_hunt1.wav","vj_hlr/hl1_npc/squeek/sqk_hunt2.wav","vj_hlr/hl1_npc/squeek/sqk_hunt3.wav"}
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ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/squeek/sqk_hunt1.wav","vj_hlr/hl1_npc/squeek/sqk_hunt2.wav","vj_hlr/hl1_npc/squeek/sqk_hunt3.wav"}
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ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/squeek/sqk_deploy1.wav"}
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ENT.SoundTbl_LeapAttackDamage = {"vj_hlr/hl1_npc/squeek/sqk_deploy1.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/squeek/sqk_die1.wav"}
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ENT.IdleSoundChance = 1
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ENT.NextSoundTime_Idle = VJ_Set(1, 3)
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ENT.GeneralSoundPitch1 = 100
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ENT.GeneralSoundPitch2 = 100
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-- Custom
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ENT.Snark_Explodes = true
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ENT.Snark_Exploded = false
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ENT.Snark_NextJumpWalkT = 0
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ENT.Snark_Type = 0
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-- 0 = Snark
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-- 1 = Penguin
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Snark_CustomOnInitialize()
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self:SetCollisionBounds(Vector(5, 5, 10), Vector(-5, -5, 0))
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self.Snark_Type = 0
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:Snark_CustomOnInitialize()
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self.Snark_EnergyTime = CurTime() + math.Rand(18, 22)
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self.NextIdleSoundT_RegularChange = 0
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Controller_Initialize(ply, controlEnt)
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function controlEnt:CustomOnThink(key)
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self.VJCE_Player:ChatPrint(math.max(0, self.VJCE_NPC.Snark_EnergyTime - CurTime()) .. " seconds left! Eat to gain more!")
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink_AIEnabled()
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local ene = self:GetEnemy()
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if IsValid(ene) && self.VJ_IsBeingControlled == false && !self.Dead && self:IsOnGround() && self:Visible(ene) && self.LatestEnemyDistance > self.LeapDistance + 10 && CurTime() > self.Snark_NextJumpWalkT then
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self:VJ_ACT_PLAYACTIVITY(ACT_RUN, false, 0.7, true)
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self:PlaySoundSystem("Alert")
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self:SetGroundEntity(NULL)
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self:SetLocalVelocity((ene:GetPos() - self:GetPos()):GetNormal()*400 + self:GetUp()*300)
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self.Snark_NextJumpWalkT = CurTime() + math.Rand(0.35, 1.8)
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end
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if (self.Snark_EnergyTime - CurTime()) < 6 then
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self.UseTheSameGeneralSoundPitch_PickedNumber = self.UseTheSameGeneralSoundPitch_PickedNumber + 1
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else
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self.UseTheSameGeneralSoundPitch_PickedNumber = 100
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end
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if !self.Dead && self.Snark_Explodes == true && !self.Snark_Exploded && CurTime() > self.Snark_EnergyTime then
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self.Snark_Exploded = true
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self:SetState(VJ_STATE_FREEZE)
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self:PlaySoundSystem("Death")
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self.HasDeathSounds = false
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self:SetGroundEntity(NULL)
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self:SetLocalVelocity(self:GetUp()*300)
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timer.Simple(0.7, function()
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if IsValid(self) then
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self:TakeDamage(self:Health(), self, self)
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end
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end)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnLeapAttack_AfterChecks(hitEnt)
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self.Snark_EnergyTime = self.Snark_EnergyTime + 0.5
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self.UseTheSameGeneralSoundPitch_PickedNumber = math.Clamp(self.UseTheSameGeneralSoundPitch_PickedNumber - 5, 100, 255)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnKilled(dmginfo, hitgroup)
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VJ_EmitSound(self, "vj_hlr/hl1_npc/squeek/sqk_blast1.wav", 90)
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if self.Snark_Type == 0 then
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util.VJ_SphereDamage(self, self, self:GetPos(), 50, 15, DMG_ACID, true, true)
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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(40)
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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(6)
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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(0.4)
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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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elseif self.Snark_Type == 1 then
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VJ_EmitSound(self, {"vj_hlr/hl1_weapon/explosion/explode3.wav","vj_hlr/hl1_weapon/explosion/explode4.wav","vj_hlr/hl1_weapon/explosion/explode5.wav"}, 90)
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VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/debris"..math.random(1,3)..".wav", 100)
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VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/explode"..math.random(3,5).."_dist.wav", 140, 100)
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util.BlastDamage(self,self,self:GetPos(),80,35)
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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(130,19,10)))
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effectBlood:SetScale(40)
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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(6)
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bloodspray:SetFlags(3)
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bloodspray:SetColor(0)
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util.Effect("bloodspray",bloodspray)
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util.Effect("bloodspray",bloodspray)
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local spr = ents.Create("env_sprite")
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spr:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt")
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spr:SetKeyValue("GlowProxySize","2.0")
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spr:SetKeyValue("HDRColorScale","1.0")
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spr:SetKeyValue("renderfx","14")
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spr:SetKeyValue("rendermode","5")
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spr:SetKeyValue("renderamt","255")
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spr:SetKeyValue("disablereceiveshadows","0")
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spr:SetKeyValue("mindxlevel","0")
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spr:SetKeyValue("maxdxlevel","0")
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spr:SetKeyValue("framerate","15.0")
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spr:SetKeyValue("spawnflags","0")
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spr:SetKeyValue("scale","4")
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spr:SetPos(self:GetPos() + self:GetUp()*80)
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spr:Spawn()
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spr:Fire("Kill","",0.9)
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timer.Simple(0.9,function() if IsValid(spr) then spr:Remove() end end)
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end
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end
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end
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18
lua/entities/npc_vj_hlr1_snark/shared.lua
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18
lua/entities/npc_vj_hlr1_snark/shared.lua
Normal file
@@ -0,0 +1,18 @@
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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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|
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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ENT.Base = "npc_vj_creature_base"
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ENT.Type = "ai"
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ENT.PrintName = "Snark"
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ENT.Author = "DrVrej"
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ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
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ENT.Purpose = "Spawn it and fight with it!"
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ENT.Instructions = "Click on the spawnicon to spawn it."
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ENT.Category = "Half-Life Resurgence"
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