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lua/entities/npc_vj_hl2_dog/init.lua
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174
lua/entities/npc_vj_hl2_dog/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/dog.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 = 2100
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ENT.SightDistance = 8000
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ENT.HullType = HULL_HUMAN
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ENT.MovementType = VJ_MOVETYPE_GROUND
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ENT.DropWeaponOnDeath = false -- Should it drop its weapon on death?
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ENT.SightAngle = 180 -- The sight angle | Example: 180 would make the it see all around it | Measured in degrees and then converted to radians
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ENT.LastSeenEnemyTimeUntilReset = 60 -- Time until it resets its enemy if its current enemy is not visible
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"CLASS_CITIZEN","CLASS_AMERICA_FRIENDLY","CIVILAN"} -- NPCs with the same class with be allied to each other
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ENT.BloodColor = "Oil" -- The blood type, this will determine what it should use (decal, particle, etc.)
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ENT.HasBloodDecal = true
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ENT.PlayerFriendly = true -- Makes the SNPC friendly to the player and HL2 Resistance
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ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
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ENT.DamageByPlayerDispositionLevel = 1 -- 0 = Run it every time | 1 = Run it only when friendly to player | 2 = Run it only when enemy to player
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-- Melee Attack ---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
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ENT.MeleeAttackDamage = math.random(235,250)
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ENT.MeleeAttackAnimationDelay = 0 -- It will wait certain amount of time before playing the animation
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ENT.MeleeAttackAnimationFaceEnemy = true -- Should it face the enemy while playing the melee attack animation?
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ENT.MeleeAttackAnimationDecreaseLengthAmount = 0 -- This will decrease the time until starts chasing again. Use it to fix animation pauses until it chases the enemy.
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ENT.MeleeAttackDistance = 60 -- How close does it have to be until it attacks?
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ENT.MeleeAttackAngleRadius = 120 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
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ENT.MeleeAttackDamageDistance = 82 -- How far does the damage go?
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ENT.MeleeAttackDamageAngleRadius = 100 -- What is the damage angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
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ENT.TimeUntilMeleeAttackDamage = 0.5 -- This counted in seconds | This calculates the time until it hits something
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ENT.NextAnyAttackTime_Melee = 1.10 -- How much time until it can use any attack again? | Counted in Seconds
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ENT.SlowPlayerOnMeleeAttack = true -- If true, then the player will slow down
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ENT.SlowPlayerOnMeleeAttack_WalkSpeed = 190 -- Walking Speed when Slow Player is on
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ENT.SlowPlayerOnMeleeAttack_RunSpeed = 390 -- Running Speed when Slow Player is on
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ENT.SlowPlayerOnMeleeAttackTime = 0 -- How much time until player's Speed resets
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ENT.MeleeAttackBleedEnemy = true -- Should the enemy bleed when attacked by melee?
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ENT.MeleeAttackBleedEnemyChance = 1 -- How much chance there is that the enemy 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 = 5 -- How many reps?
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-- Miscellaneous ---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.AnimTbl_IdleStand = {ACT_IDLE} -- The idle animation when AI is enabled
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ENT.AnimTbl_Walk = {ACT_WALK} -- 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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ENT.AnimTbl_MeleeAttack = {"throw"} -- Melee Attack Animations
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-- ====== Other Variables ====== --
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ENT.RunAwayOnUnknownDamage = true -- Should run away on damage
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ENT.HasRangeAttack = false -- Should the SNPC have a range attack?
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ENT.RangeAttackEntityToSpawn = "obj_vj_throwable_rock" -- The entity that is spawned when range attacking
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-- ====== Animation Variables ====== --
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ENT.MeleeAttackDamageType = DMG_CRUSH
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-- ====== Distance Variables ====== --
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ENT.TimeUntilRangeAttackProjectileRelease = 2.5 -- How much time until the projectile code is ran?
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ENT.RangeAttackPos_Up = 47
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ENT.RangeDistance = 500 -- This is how far away it can shoot
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ENT.RangeToMeleeDistance = 350 -- How close does it have to be until it uses melee?
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ENT.NextRangeAttackTime = 30 -- How much time until it can use a range attack?
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-- ====== Animation Variables ====== --
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ENT.AnimTbl_RangeAttack = {"apc_throw"} -- Range Attack Animations
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-- ====== Distance Variables ====== --
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ENT.TimeUntilRangeAttackProjectileRelease = 3.8 -- How much time until the projectile code is ran?
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ENT.RangeAttackPos_Up = 47
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ENT.RangeDistance = 1100 -- This is how far away it can shoot
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ENT.RangeToMeleeDistance = 350 -- How close does it have to be until it uses melee?
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ENT.NextRangeAttackTime = 6 -- How much time until it can use a range attack?
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ENT.HasFootStepSound = true
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ENT.SoundTbl_FootStep = {"npc/dog/dog_footstep_run1.wav","npc/dog/dog_footstep_run2.wav","npc/dog/dog_footstep_run3.wav","npc/dog/dog_footstep_run4.wav","npc/dog/dog_footstep_run5.wav","npc/dog/dog_footstep_run6.wav","npc/dog/dog_footstep_run7.wav","npc/dog/dog_footstep_run8.wav"}
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-- ====== Sounds ====== --
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ENT.SoundTbl_MeleeAttackSlowPlayer = {}
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ENT.SoundTbl_MeleeAttack = {
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"npc/dog/dog_angry1.wav",
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"npc/dog/dog_angry2.wav",
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"npc/dog/dog_angry3.wav",
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}
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ENT.SoundTbl_MeleeAttackMiss = {
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"npc/dog/dog_laugh1.wav",
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}
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ENT.SoundTbl_CallForHelp = {
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}
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ENT.SoundTbl_CombatIdle = {
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"npc/dog/dog_combatmode_loop1.wav",
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"npc/dog/dog_pneumatic1.wav",
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"npc/dog/dog_pneumatic2.wav",
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}
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ENT.SoundTbl_Idle = {
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"npc/dog/dog_disappointed.wav",
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"npc/dog/dog_idle1.wav",
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"npc/dog/dog_idle2.wav",
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"npc/dog/dog_idle3.wav",
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"npc/dog/dog_idle4.wav",
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"npc/dog/dog_idle5.wav",
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"npc/dog/dog_playfull1.wav",
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"npc/dog/dog_playfull2.wav",
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"npc/dog/dog_playfull3.wav",
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"npc/dog/dog_playfull4.wav",
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"npc/dog/dog_playfull5.wav",
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}
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ENT.SoundTbl_Pain = {
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"npc/dog/dog_growl2.wav",
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"npc/dog/dog_growl3.wav",
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}
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ENT.SoundTbl_Death = {
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"npc/dog/dog_scared1.wav",
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"npc/dog/dog_on_dropship.wav",
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}
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ENT.SoundTbl_Alert = {
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"npc/dog/dog_alarmed1.wav",
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"npc/dog/dog_alarmed3.wav",
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}
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ENT.CombatIdleSoundPitch1 = 100
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ENT.CombatIdleSoundPitch2 = 100
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ENT.AlertSoundPitch1 = 100
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ENT.AlertSoundPitch2 = 100
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ENT.MeleeAttackSoundPitch1 = 100
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ENT.MeleeAttackSoundPitch2 = 100
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ENT.PainSoundPitch1 = 100
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ENT.PainSoundPitch2 = 100
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ENT.DeathSoundPitch1 = 100
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ENT.DeathSoundPitch2 = 100
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ENT.OnKilledEnemySoundPitch1 = 100
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ENT.OnKilledEnemySoundPitch2 = 100
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ENT.RangeAttackPitch1 = 100
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ENT.RangeAttackPitch2 = 100
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function ENT:CustomOnThink()
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for k, v in pairs( ents.FindInSphere( self:GetPos( ), 30000 ) ) do
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if v:IsValid() && ((v:IsPlayer() && v:Alive() && GetConVarNumber("ai_ignoreplayers") == 0) || (v:IsNPC() && v != self && v:Disposition(self) != D_LI)) && v:Visible(self) then
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if v:IsPlayer() and v.SquadName == "vj_combine" then
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self.PlayerFriendly = false
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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:CustomInitialize()
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for k, v in pairs( ents.FindInSphere( self:GetPos( ), 30000 ) ) do
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if v:IsValid() && ((v:IsPlayer() && v:Alive() && GetConVarNumber("ai_ignoreplayers") == 0) || (v:IsNPC() && v != self && v:Disposition(self) != D_LI)) && v:Visible(self) then
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if v:IsPlayer() and v.SquadName == "vj_combine"then
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self.PlayerFriendly = false
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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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*** 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_hl2_dog/shared.lua
Normal file
27
lua/entities/npc_vj_hl2_dog/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" -- List of all base types: https://github.com/DrVrej/VJ-Base/wiki/Base-Types
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ENT.Type = "ai"
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ENT.PrintName = "Dog"
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ENT.Author = "Comrade Communist"
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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 = "Wolfenstein 2009"
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if (CLIENT) then
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local Name = "Dog"
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local LangName = "npc_vj_hl2_dog"
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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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