--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] AddCSLuaFile("shared.lua") include('shared.lua') /*----------------------------------------------- *** Copyright (c) 2012-2019 by DrVrej, All rights reserved. *** No parts of this code or any of its contents may be reproduced, copied, modified or adapted, without the prior written consent of the author, unless otherwise indicated for stand-alone materials. -----------------------------------------------*/ ENT.Model = {"models/creatures/headcrabs/headcrab_classic_april2020.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = GetConVarNumber("vj_hla_ocrab_h") -- or you can use a convar: GetConVarNumber("vj_dum_dummy_h") ENT.HullType = HULL_TINY ------ AI / Relationship Variables ------ ENT.HasAllies = true -- Put to false if you want it not to have any allies ENT.VJ_NPC_Class = {"CLASS_ZOMBIE"} -- NPCs with the same class with be allied to each other ENT.EntitiesToNoCollide = {"npc_vj_hla_ocrab","npc_vj_hla_hcrab","npc_vj_hla_ahcrab","npc_vj_hla_fcrab","npc_vj_hla_bcrab","npc_vj_hla_rcrab","npc_vj_hla_fhcrab","npc_drg_headcrabv2_mdcversion","npc_drg_poisonheadcrabv2_mdcversion","npc_drg_fastheadcrabv2_mdcversion","npc_vj_hla_zombieclassic","npc_vj_hla_zombiearmored","npc_vj_hla_zombiereviver"} -- Entities to not collide with when HasEntitiesToNoCollide is set to true ------ Damaged / Injured Variables ------ ENT.Bleeds = true -- Does the SNPC bleed? (Blood decal, particle, etc.) ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.) -- ====== Miscellaneous Variables ====== -- ENT.PushProps = true -- Should it push props when trying to move? ------ Killed & Corpse Variables ------ -- ====== Corpse Variables ====== -- ENT.HasDeathRagdoll = true -- If set to false, it will not spawn the regular ragdoll of the SNPC ENT.UsesBoneAngle = true -- This can be used to stop the corpse glitching or flying on death ENT.DeathCorpseSetBodyGroup = true -- Should it get the models bodygroups and set it to the corpse? When set to false, it uses the model's default bodygroups ENT.DeathCorpseBodyGroup = VJ_Set(1,1) -- #1 = the category of the first bodygroup | #2 = the value of the second bodygroup | Set -1 for #1 to let the base decide the corpse's bodygroup ENT.FadeCorpse = true -- Fades the ragdoll on death ENT.FadeCorpseTime = 125 -- How much time until the ragdoll fades | Unit = Seconds -- ====== Death Animation Variables ====== -- //ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {"ACT_DIE_HEADSHOT","ACT_DIE_BACKSHOT","ACT_DIE_GUTSHOT","ACT_DIE_CHESTSHOT"} -- Death Animations ENT.DeathAnimationDecreaseLengthAmount = .3 -- This will decrease the time until it turns into a corpse -- ====== Flinching Variables ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.FlinchChance = 3 -- Chance of it flinching from 1 to x | 1 will make it always flinch ENT.AnimTbl_Flinch = {ACT_FLINCH_PHYSICS} -- If it uses normal based animation, use this ------ Melee Attack Variables ------ ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack? ------ Leap Attack Variables ------ ENT.HasLeapAttack = true -- Should the SNPC have a leap attack? ENT.LeapAttackDamage = 20 ENT.LeapAttackDamageType = DMG_SLASH -- Type of Damage -- ====== Animation Variables ====== -- ENT.AnimTbl_LeapAttack = {ACT_RANGE_ATTACK1} -- Melee Attack Animations ENT.TimeUntilLeapAttackDamage = 2.9 -- How much time until it runs the leap damage code? ENT.TimeUntilLeapAttackVelocity = 2.4 -- How much time until it runs the velocity code? ENT.LeapAttackAnimationFaceEnemy = true -- Should it face the enemy while playing the leap attack animation? -- ====== Distance Variables ====== -- ENT.LeapDistance = 300 -- The distance of the leap, for example if it is set to 500, when the SNPC is 500 Unit away, it will jump ENT.LeapToMeleeDistance = 0 -- How close does it have to be until it uses melee? ENT.LeapAttackDamageDistance = 75 -- How far does the damage go? -- ====== Velocity Variables ====== -- ENT.LeapAttackVelocityForward = 100 -- How much forward force should it apply? ENT.LeapAttackVelocityUp = 250 -- How much upward force should it apply? -- ====== Movement & Idle Variables ====== -- ENT.AnimTbl_IdleStand = {"ACT_IDLE","ACT_IDLE2"} -- The idle animation when AI is enabled ------ Sound Variables ------ ENT.HasSounds = true -- Put to false to disable ALL sounds! ENT.FootStepTimeRun = .1 -- Next foot step sound when it is running ENT.FootStepTimeWalk = .2 -- Next foot step sound when it is walking -- ====== File Path Variables ====== -- ENT.SoundTbl_Idle = {"creatures/headcrab_classic/idle_chirp_01.wav","creatures/headcrab_classic/idle_chirp_02.wav","creatures/headcrab_classic/idle_chirp_03.wav","creatures/headcrab_classic/idle_chirp_04.wav","creatures/headcrab_classic/idle_chirp_05.wav","creatures/headcrab_classic/idle_chirp_06.wav","creatures/headcrab_classic/idle_chirp_07.wav","creatures/headcrab_classic/idle_chirp_08.wav","creatures/headcrab_classic/idle_chirp_09.wav","creatures/headcrab_classic/idle_chirp_10.wav","creatures/headcrab_classic/idle_chirp_11.wav","creatures/headcrab_classic/idle_chirp_12.wav","creatures/headcrab_classic/idle_chirp_13.wav","creatures/headcrab_classic/idle_chirp_14.wav","creatures/headcrab_classic/idle_chirp_15.wav"} ENT.SoundTbl_LeapAttackJump = {"creatures/headcrab_classic/attack_grunt_01.wav","creatures/headcrab_classic/attack_grunt_02.wav","creatures/headcrab_classic/attack_grunt_03.wav","creatures/headcrab_classic/attack_grunt_04.wav","creatures/headcrab_classic/attack_grunt_05.wav","creatures/headcrab_classic/attack_grunt_06.wav"} ENT.SoundTbl_LeapAttackDamage = {"creatures/headcrab_classic/chomp_01.wav","creatures/headcrab_classic/chomp_02.wav","creatures/headcrab_classic/chomp_03.wav","creatures/headcrab_classic/chomp_04.wav","creatures/headcrab_classic/chomp_05.wav","creatures/headcrab_classic/chomp_06.wav","creatures/headcrab_classic/chomp_07.wav","creatures/headcrab_classic/chomp_08.wav","creatures/headcrab_classic/chomp_09.wav","creatures/headcrab_classic/chomp_10.wav"} ENT.SoundTbl_Pain = {"creatures/headcrab_classic/pain_01.wav","creatures/headcrab_classic/pain_02.wav","creatures/headcrab_classic/pain_03.wav","creatures/headcrab_classic/pain_04.wav","creatures/headcrab_classic/pain_05.wav","creatures/headcrab_classic/pain_06.wav"} ENT.SoundTbl_Death = {"creatures/headcrab_classic/death_01.wav","creatures/headcrab_classic/death_02.wav","creatures/headcrab_classic/death_03.wav","creatures/headcrab_classic/death_04.wav"} ENT.SoundTbl_Impact = {"creatures/headcrab_classic/body_impact_01.wav","creatures/headcrab_classic/body_impact_02.wav","creatures/headcrab_classic/body_impact_03.wav","creatures/headcrab_classic/body_impact_04.wav","creatures/headcrab_classic/body_impact_05.wav","creatures/headcrab_classic/body_impact_06.wav"} ENT.SoundTbl_FootStep = {"creatures/headcrab_classic/step_01.wav","creatures/headcrab_classic/step_02.wav","creatures/headcrab_classic/step_03.wav","creatures/headcrab_classic/step_04.wav","creatures/headcrab_classic/step_05.wav","creatures/headcrab_classic/step_06.wav","creatures/headcrab_classic/step_07.wav","creatures/headcrab_classic/step_08.wav","creatures/headcrab_classic/step_claw_01.wav","creatures/headcrab_classic/step_claw_02.wav","creatures/headcrab_classic/step_claw_03.wav","creatures/headcrab_classic/step_claw_04.wav","creatures/headcrab_classic/step_claw_05.wav","creatures/headcrab_classic/step_claw_06.wav","creatures/headcrab_classic/step_claw_07.wav","creatures/headcrab_classic/step_claw_08.wav"} -- Custom -- ENT.Alert = {"creatures/headcrab_classic/alerted_01.wav","creatures/headcrab_classic/alerted_02.wav","creatures/headcrab_classic/vox/attack_warning_01.wav"} ENT.Grunt = {"creatures/headcrab_classic/grunt_01.wav","creatures/headcrab_classic/grunt_02.wav","creatures/headcrab_classic/grunt_03.wav","creatures/headcrab_classic/grunt_04.wav","creatures/headcrab_classic/grunt_05.wav","creatures/headcrab_classic/grunt_06.wav","creatures/headcrab_classic/grunt_07.wav","creatures/headcrab_classic/grunt_08.wav","creatures/headcrab_classic/grunt_09.wav","creatures/headcrab_classic/grunt_10.wav","creatures/headcrab_classic/grunt_11.wav","creatures/headcrab_classic/grunt_12.wav"} ENT.Idle2 = false ----------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetBodygroup(1,1) end function ENT:CustomOnLeapAttack_BeforeStartTimer(seed) timer.Simple(.7,function() VJ_EmitSound(self,self.Alert,80,100) end) end function ENT:CustomOnLeapAttack_AfterStartTimer() self:VJ_ACT_PLAYACTIVITY("ACT_VICTORY_DANCE",false,0,false,3.1) end function ENT:CustomOnThink() if self:GetSequence() == 1 and self.Idle2 == false then self.Idle2 = true timer.Simple(.9, function() VJ_EmitSound(self,self.Grunt,75,100) timer.Simple(.7,function() self.Idle2 = false end) end) end end /*----------------------------------------------- *** Copyright (c) 2012-2019 by DrVrej, All rights reserved. *** No parts of this code or any of its contents may be reproduced, copied, modified or adapted, without the prior written consent of the author, unless otherwise indicated for stand-alone materials. -----------------------------------------------*/