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lua/entities/npc_vj_zombiesci_dc/init.lua
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121
lua/entities/npc_vj_zombiesci_dc/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) 2012-2017 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/hldc/dczombie.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 = GetConVarNumber("npc_vj_zombiesci_original_h")
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ENT.HullType = HULL_HUMAN
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"CLASS_ZOMBIE"} -- 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.HasMeleeAttack = true -- Should the SNPC have a melee attack?
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//ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} -- Melee Attack Animations
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//ENT.MeleeAttackDistance = 30 -- How close does it have to be until it attacks?
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//ENT.MeleeAttackDamageDistance = 60 -- How far does the damage go?
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//ENT.MeleeAttackExtraTimers = {1.4} -- Extra melee attack timers | it will run the damage code after the given amount of seconds
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//ENT.TimeUntilMeleeAttackDamage = 0.8 -- This counted in seconds | This calculates the time until it hits something
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//ENT.NextAnyAttackTime_Melee = 0.4 -- How much time until it can use any attack again? | Counted in Seconds
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ENT.MeleeAttackDamage = GetConVarNumber("npc_vj_zombiesci_original_d")
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ENT.FootStepTimeRun = 0.4 -- Next foot step sound when it is running
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ENT.FootStepTimeWalk = 0.4 -- Next foot step sound when it is walking
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ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds
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ENT.Immune_AcidPoisonRadiation = true -- Makes the SNPC not get damage from Acid, posion, radiation
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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.HasDeathAnimation = true -- Does it play an animation when it dies?
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ENT.AnimTbl_Death = {"Diesimple", "Diebackward", "Dieforward", "Dieheadshot", "Dieheadshot2"} -- Death Animations
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ENT.DeathAnimationTime = 6 -- Time until the SNPC spawns its corpse and gets removed
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ENT.GeneralSoundPitch1 = 100
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ENT.GeneralSoundPitch2 = 100
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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 = {"Flinch", "Bigflinch", "Smallflinch", "Laflinch", "Liflinch", "Raflinch", "Riflinch"} -- 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_FootStep = {"player/pl_step1.wav","player/pl_step2.wav","player/pl_step3.wav","player/pl_step4.wav"}
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ENT.SoundTbl_Idle = {"zombie/zo_idle1.wav","zombie/zo_idle2.wav","zombie/zo_idle3.wav","zombie/zo_idle4.wav"}
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ENT.SoundTbl_Alert = {"zombie/zo_alert10.wav","zombie/zo_alert20.wav","zombie/zo_alert30.wav"}
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ENT.SoundTbl_MeleeAttack = {"zombie/zo_attack1.wav","zombie/zo_attack2.wav"}
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ENT.SoundTbl_MeleeAttackMiss = {"zombie/claw_miss1.wav","zombie/claw_miss2.wav"}
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ENT.SoundTbl_Pain = {"zombie/zo_pain1.wav","zombie/zo_pain2.wav"}
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ENT.SoundTbl_Death = {"zombie/zo_pain1.wav","zombie/zo_pain2.wav"}
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:MultipleMeleeAttacks()
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local randattack = math.random(1,2)
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if randattack == 1 then
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self.MeleeAttackDistance = 38
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self.TimeUntilMeleeAttackDamage = 0.8
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self.MeleeAttackAnimationFaceEnemy = false
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self.AnimTbl_MeleeAttack = {"vjseq_Attack1"}
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self.MeleeAttackExtraTimers = {1.5}
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self.MeleeAttackDamage = math.random(10)
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self.MeleeAttackDamageDistance = 80
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self.MeleeAttackDamageType = DMG_SLASH
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self.NextAnyAttackTime_Melee = 2.3333333101537
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elseif randattack == 2 then
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self.MeleeAttackDistance = 38
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self.TimeUntilMeleeAttackDamage = 0.7
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self.MeleeAttackAnimationFaceEnemy = false
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self.AnimTbl_MeleeAttack = {"vjseq_Attack2"}
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self.MeleeAttackExtraTimers = {}
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self.MeleeAttackDamage = math.random(10)
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self.MeleeAttackDamageDistance = 80
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self.MeleeAttackDamageType = DMG_SLASH
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self.NextAnyAttackTime_Melee = 1.3333333333333
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:SetUpGibesOnDeath(dmginfo,hitgroup)
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if self.HasGibDeathParticles == true then
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local bloodeffect = EffectData()
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bloodeffect:SetOrigin(self:GetPos() +self:OBBCenter())
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bloodeffect:SetColor(VJ_Color2Byte(Color(255,221,35)))
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bloodeffect:SetScale(120)
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util.Effect("VJ_Blood1",bloodeffect)
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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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//ParticleEffect("antlion_gib_02",self:GetPos() +self:OBBCenter(),Angle(0,0,0),nil)
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end
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self:CreateGibEntity("obj_vj_gib","UseAlien_Small")
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self:CreateGibEntity("obj_vj_gib","UseAlien_Small")
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self:CreateGibEntity("obj_vj_gib","UseAlien_Small")
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big")
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big")
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big")
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return true
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end
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/*-----------------------------------------------
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*** Copyright (c) 2012-2017 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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27
lua/entities/npc_vj_zombiesci_dc/shared.lua
Normal file
27
lua/entities/npc_vj_zombiesci_dc/shared.lua
Normal file
@@ -0,0 +1,27 @@
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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 = "Zombie Scientist(Original)"
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ENT.Author = "darkandrai1987"
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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 = "Xeian"
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if (CLIENT) then
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local Name = "Zombie Scientist (Original)"
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local LangName = "npc_vj_zombiesci_original"
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language.Add(LangName, Name)
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killicon.Add(LangName,"HUD/killicons/default",Color(255,80,0,255))
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language.Add("#"..LangName, Name)
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killicon.Add("#"..LangName,"HUD/killicons/default",Color(255,80,0,255))
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end
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