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lua/entities/npc_vj_zomnarch/init.lua
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137
lua/entities/npc_vj_zomnarch/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/newgonome1/gonome.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_zomnarch_h")
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ENT.HullType = HULL_MEDIUM
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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.MeleeAttackExtraTimers = {1.0} -- Extra melee attack timers | it will run the damage code after the given amount of seconds
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ENT.MeleeAttackDistance = 35 -- How close does it have to be until it attacks?
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ENT.MeleeAttackDamageDistance = 80 -- How far does the damage go?
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ENT.TimeUntilMeleeAttackDamage = 0.6 -- This counted in seconds | This calculates the time until it hits something
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//ENT.NextAnyAttackTime_Melee = 0.8 -- How much time until it can use any attack again? | Counted in Seconds
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ENT.MeleeAttackDamage = GetConVarNumber("npc_vj_zomnarch_d")
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ENT.HasSoundTrack = true
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ENT.FootStepTimeRun = 0.6 -- Next foot step sound when it is running
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ENT.FootStepTimeWalk = 0.6 -- Next foot step sound when it is walking
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ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
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ENT.RangeAttackEntityToSpawn = "obj_gonome_acid" -- The entity that is spawned when range attacking
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ENT.RangeDistance = 1000 -- This is how far away it can shoot
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ENT.RangeToMeleeDistance = 400 -- How close does it have to be until it uses melee?
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ENT.RangeUseAttachmentForPos = false -- Should the projectile spawn on a attachment?
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ENT.RangeUseAttachmentForPosID = "Mouth" -- The attachment used on the range attack if RangeUseAttachmentForPos is set to true
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ENT.TimeUntilRangeAttackProjectileRelease = 1.8 -- How much time until the projectile code is ran?
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ENT.NextRangeAttackTime = 5 -- How much time until it can use a range attack?
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ENT.NextAnyAttackTime_Range = 0.6 -- How much time until it can use any attack again? | Counted in Seconds
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ENT.Immune_AcidPoisonRadiation = true -- Makes the SNPC not get damage from Acid, posion, radiation
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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.SlowPlayerOnMeleeAttack = true -- If true, then the player will slow down
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ENT.SlowPlayerOnMeleeAttack_WalkSpeed = 100 -- Walking Speed when Slow Player is on
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ENT.SlowPlayerOnMeleeAttack_RunSpeed = 100 -- Running Speed when Slow Player is on
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ENT.SlowPlayerOnMeleeAttackTime = 5 -- How much time until player's Speed resets
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ENT.MeleeAttackBleedEnemy = true -- Should the player bleed when attacked by melee
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ENT.MeleeAttackBleedEnemyChance = 3 -- How chance there is that the play will bleed? | 1 = always
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ENT.MeleeAttackBleedEnemyDamage = 1 -- How much damage will the enemy get on every rep?
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ENT.MeleeAttackBleedEnemyTime = 1 -- How much time until the next rep?
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ENT.MeleeAttackBleedEnemyReps = 4 -- How many reps?
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ENT.HasMeleeAttackKnockBack = true -- If true, it will cause a knockback to its enemy
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ENT.MeleeAttackKnockBack_Forward1 = 100 -- How far it will push you forward | First in math.random
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ENT.MeleeAttackKnockBack_Forward2 = 130 -- How far it will push you forward | Second in math.random
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ENT.MeleeAttackKnockBack_Up1 = 250 -- How far it will push you up | First in math.random
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ENT.MeleeAttackKnockBack_Up2 = 260 -- How far it will push you up | Second in math.random
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-- ====== Projectile Spawn Position Variables ====== --
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ENT.RangeUseAttachmentForPos = true -- Should the projectile spawn on a attachment?
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ENT.RangeUseAttachmentForPosID = "hand_right" -- The attachment used on the range attack if RangeUseAttachmentForPos is set to true
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ENT.RangeAttackPos_Up = 20 -- Up/Down spawning position for range attack
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ENT.RangeAttackPos_Forward = 10 -- Forward/ Backward spawning position for range attack
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ENT.RangeAttackPos_Right = 10 -- Right/Left spawning position for range attack
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-- Miscellaneous ---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.AnimTbl_IdleStand = {"Idle1","Idle2"} -- The idle animation when AI is enabled
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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"} -- 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_BeforeRangeAttack = {"gonome/gonome_eat.wav"}
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ENT.SoundTbl_FootStep = {"gonome/gonome_step1.wav","gonome/gonome_step2.wav","gonome/gonome_step3.wav","gonome/gonome_step4.wav","gonome/gonome_run.wav"}
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ENT.SoundTbl_Idle = {"gonome/gonome_idle1.wav","gonome/gonome_idle2.wav","gonome/gonome_idle3.wav"}
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ENT.SoundTbl_MeleeAttack = {"gonome/gonome_melee1.wav","gonome/gonome_melee2.wav"}
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ENT.SoundTbl_MeleeAttackMiss = {"zombie/claw_miss1.wav","zombie/claw_miss2.wav"}
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ENT.SoundTbl_RangeAttack = {"gonome/gonome_melee1.wav","gonome/gonome_melee2.wav"}
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ENT.SoundTbl_Pain = {"gonome/gonome_pain1.wav","gonome/gonome_pain2.wav","gonome/gonome_pain3.wav","gonome/gonome_pain4.wav"}
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ENT.SoundTbl_Death = {"gonome/gonome_death2.wav","gonome/gonome_death3.wav","gonome/gonome_death4.wav"}
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ENT.SoundTbl_SoundTrack = {"music/zombieboss/hl1_song25_remix3.mp3","music/zombieboss/hl1_song15.mp3","music/zombieboss/hl1_song3.mp3","music/zombieboss/hl_song10.mp3","music/zombieboss/half_life_17.mp3"}
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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if self:IsOnFire() then
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self.AnimTbl_Walk = {ACT_WALK_ON_FIRE}
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self.AnimTbl_Run = {ACT_WALK_ON_FIRE}
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self.AnimTbl_IdleStand = {ACT_IDLE_ON_FIRE}
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else
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self.AnimTbl_Walk = {ACT_WALK}
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self.AnimTbl_Run = {ACT_RUN}
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self.AnimTbl_IdleStand = {ACT_IDLE}
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(25, 25, 90), Vector(-25, -25, 0))
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end
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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 = 35
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self.TimeUntilMeleeAttackDamage = 0.6
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self.MeleeAttackAnimationFaceEnemy = false
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self.AnimTbl_MeleeAttack = {"vjseq_attack1"}
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self.MeleeAttackExtraTimers = {1.0}
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self.MeleeAttackDamage = GetConVarNumber("npc_vj_zomnarch_d")
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self.MeleeAttackDamageDistance = 120
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self.MeleeAttackDamageType = DMG_SLASH
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elseif randattack == 2 then
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self.MeleeAttackDistance = 35
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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 = {0.9,1.2,1.4}
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self.MeleeAttackDamage = GetConVarNumber("npc_vj_zomnarch_d")
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self.MeleeAttackDamageDistance = 100
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self.MeleeAttackDamageType = DMG_SLASH
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:RangeAttackCode_GetShootPos(TheProjectile)
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return (self:GetEnemy():GetPos() - self:LocalToWorld(Vector(math.random(-10,20),math.random(-10,20),math.random(10,20))))*2 + self:GetUp()*200
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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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