--[[ | 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) 2012-2023 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/vj_hlr/hl1/sqknest.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 20 ENT.HullType = HULL_TINY ENT.VJC_Data = { ThirdP_Offset = Vector(0, 0, 0), -- The offset for the controller when the camera is in third person FirstP_Bone = "Bip01 nECK", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(3, 0, 1), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_SNARK"} -- NPCs with the same class with be allied to each other ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.) ENT.CustomBlood_Particle = {"vj_hlr_blood_yellow"} ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged ENT.HasBloodPool = false -- Does it have a blood pool? ENT.Behavior = VJ_BEHAVIOR_PASSIVE -- The behavior of the SNPC ENT.AnimTbl_Run = {ACT_WALK} -- Set the running animations | Put multiple to let the base pick a random animation when it moves ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack? -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play 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"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/squeek/sqk_blast1.wav"} ENT.IdleSoundLevel = 65 ENT.GeneralSoundPitch1 = 50 -- Custom ENT.Nest_SpawnEnt = "npc_vj_hlr1_snark" --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(15, 15, 18), Vector(-15, -15, 0)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnKilled(dmginfo, hitgroup) if self.Snark_Type == 0 then util.VJ_SphereDamage(self, self, self:GetPos(), 50, 15, DMG_ACID, true, true) if self.Nest_SpawnEnt == "npc_vj_hlr1_snark" then local effectBlood = EffectData() effectBlood:SetOrigin(self:GetPos() + self:OBBCenter()) effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35))) effectBlood:SetScale(40) util.Effect("VJ_Blood1",effectBlood) local bloodspray = EffectData() bloodspray:SetOrigin(self:GetPos() + self:OBBCenter()) bloodspray:SetScale(6) bloodspray:SetFlags(3) bloodspray:SetColor(1) util.Effect("bloodspray",bloodspray) util.Effect("bloodspray",bloodspray) local effectdata = EffectData() effectdata:SetOrigin(self:GetPos() + self:OBBCenter()) effectdata:SetScale(0.4) util.Effect("StriderBlood",effectdata) util.Effect("StriderBlood",effectdata) end elseif self.Nest_SpawnEnt == "npc_vj_hlrof_penguin" then 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) VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/explode"..math.random(3,5).."_dist.wav", 140, 100) util.BlastDamage(self,self,self:GetPos(),80,35) if self.HasGibDeathParticles == true then local effectBlood = EffectData() effectBlood:SetOrigin(self:GetPos() + self:OBBCenter()) effectBlood:SetColor(VJ_Color2Byte(Color(130,19,10))) effectBlood:SetScale(40) util.Effect("VJ_Blood1",effectBlood) local bloodspray = EffectData() bloodspray:SetOrigin(self:GetPos() + self:OBBCenter()) bloodspray:SetScale(6) bloodspray:SetFlags(3) bloodspray:SetColor(0) util.Effect("bloodspray",bloodspray) util.Effect("bloodspray",bloodspray) local spr = ents.Create("env_sprite") spr:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt") spr:SetKeyValue("GlowProxySize","2.0") spr:SetKeyValue("HDRColorScale","1.0") spr:SetKeyValue("renderfx","14") spr:SetKeyValue("rendermode","5") spr:SetKeyValue("renderamt","255") spr:SetKeyValue("disablereceiveshadows","0") spr:SetKeyValue("mindxlevel","0") spr:SetKeyValue("maxdxlevel","0") spr:SetKeyValue("framerate","15.0") spr:SetKeyValue("spawnflags","0") spr:SetKeyValue("scale","4") spr:SetPos(self:GetPos() + self:GetUp()*80) spr:Spawn() spr:Fire("Kill","",0.9) timer.Simple(0.9, function() if IsValid(spr) then spr:Remove() end end) end end if math.random(1, 1000) == 1 then -- Secret =) if self.Nest_SpawnEnt == "npc_vj_hlr1_snark" then self.Nest_SpawnEnt = "npc_vj_hlrof_penguin" elseif self.Nest_SpawnEnt == "npc_vj_hlrof_penguin" then self.Nest_SpawnEnt = "npc_vj_hlr1_snark" end end for _ = 1, math.random(4,8) do local ent = ents.Create(self.Nest_SpawnEnt) ent:SetPos(self:GetPos()) ent:SetAngles(self:GetAngles()) ent:SetVelocity(self:GetUp()*math.Rand(250,350) + self:GetRight()*math.Rand(-100,100) + self:GetForward()*math.Rand(-100,100)) ent:Spawn() ent:Activate() ent.VJ_NPC_Class = self.VJ_NPC_Class end end