--[[ | 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/opfor/baby_voltigore.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 60 ENT.HullType = HULL_MEDIUM ENT.VJC_Data = { ThirdP_Offset = Vector(25, 0, -15), -- The offset for the controller when the camera is in third person FirstP_Bone = "Bone41", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(3, 0, 2), -- The offset for the controller when the camera is in first person FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_RACE_X"} -- 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.MeleeAttackDamage = 15 ENT.AnimTbl_MeleeAttack = {"vjseq_mattack2","vjseq_mattack3"} -- Melee Attack Animations ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something ENT.MeleeAttackDistance = 25 -- How close does it have to be until it attacks? ENT.MeleeAttackDamageDistance = 50 -- How far does the damage go? ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.AnimTbl_RangeAttack = {"vjseq_distanceattack"} -- Range Attack Animations ENT.RangeDistance = 1000 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 100 -- How close does it have to be until it uses melee? ENT.NextRangeAttackTime = 15 -- How much time until it can use a range attack? ENT.NextRangeAttackTime_DoRand = 20 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer ENT.DisableDefaultRangeAttackCode = true -- When true, it won't spawn the range attack entity, allowing you to make your own ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIEBACKWARD,ACT_DIEFORWARD,ACT_DIESIMPLE} -- Death Animations ENT.DeathAnimationTime = false -- Time until the SNPC spawns its corpse and gets removed ENT.DisableFootStepSoundTimer = true -- If set to true, it will disable the time system for the footstep sound code, allowing you to use other ways like model events -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_FootStep = {"vj_hlr/hl1_npc/voltigore/voltigore_footstep1.wav","vj_hlr/hl1_npc/voltigore/voltigore_footstep2.wav","vj_hlr/hl1_npc/voltigore/voltigore_footstep3.wav"} ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/voltigore/voltigore_idle1.wav","vj_hlr/hl1_npc/voltigore/voltigore_idle2.wav","vj_hlr/hl1_npc/voltigore/voltigore_idle3.wav"} ENT.SoundTbl_IdleDialogue = {"vj_hlr/hl1_npc/voltigore/voltigore_communicate1.wav","vj_hlr/hl1_npc/voltigore/voltigore_communicate2.wav","vj_hlr/hl1_npc/voltigore/voltigore_communicate3.wav"} ENT.SoundTbl_IdleDialogueAnswer = {"vj_hlr/hl1_npc/voltigore/voltigore_communicate1.wav","vj_hlr/hl1_npc/voltigore/voltigore_communicate2.wav","vj_hlr/hl1_npc/voltigore/voltigore_communicate3.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/voltigore/voltigore_alert1.wav","vj_hlr/hl1_npc/voltigore/voltigore_alert2.wav","vj_hlr/hl1_npc/voltigore/voltigore_alert3.wav"} ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/voltigore/voltigore_attack_melee1.wav","vj_hlr/hl1_npc/voltigore/voltigore_attack_melee2.wav"} ENT.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/voltigore/voltigore_pain1.wav","vj_hlr/hl1_npc/voltigore/voltigore_pain2.wav","vj_hlr/hl1_npc/voltigore/voltigore_pain3.wav","vj_hlr/hl1_npc/voltigore/voltigore_pain4.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/voltigore/voltigore_die1.wav","vj_hlr/hl1_npc/voltigore/voltigore_die2.wav","vj_hlr/hl1_npc/voltigore/voltigore_die3.wav"} ENT.FootStepSoundLevel = 55 ENT.FootStepPitch = VJ_Set(130, 130) ENT.GeneralSoundPitch1 = 120 ENT.GeneralSoundPitch2 = 125 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(20, 20, 40), Vector(-20, -20, 0)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "step" then self:FootStepSoundCode() end if key == "single" or key == "both" then self:MeleeAttackCode() end end --------------------------------------------------------------------------------------------------------------------------------------------- local elecTime = 0.989990234375 -- function ENT:CustomOnRangeAttack_AfterStartTimer() local endPos = self:GetAttachment(self:LookupAttachment("3")).Pos for att = 1, 3 do local tr = util.TraceLine({ start = self:GetAttachment(att).Pos, endpos = endPos, filter = self }) local elec = EffectData() elec:SetStart(tr.StartPos) elec:SetOrigin(tr.HitPos) elec:SetEntity(self) elec:SetAttachment(att) elec:SetScale(elecTime) util.Effect("VJ_HLR_Electric_Charge_Purple", elec) end local spr = ents.Create("env_sprite") spr:SetKeyValue("model","vj_hl/sprites/flare3.vmt") spr:SetKeyValue("GlowProxySize","2.0") -- Size of the glow to be rendered for visibility testing. spr:SetKeyValue("renderfx","14") spr:SetKeyValue("rendermode","3") -- Set the render mode to "3" (Glow) spr:SetKeyValue("renderamt","255") -- Transparency spr:SetKeyValue("disablereceiveshadows","0") -- Disable receiving shadows spr:SetKeyValue("framerate","10.0") -- Rate at which the sprite should animate, if at all. spr:SetKeyValue("spawnflags","0") spr:SetParent(self) spr:Fire("SetParentAttachment","3") spr:Spawn() spr:Activate() self:DeleteOnRemove(spr) timer.Simple(elecTime, function() if IsValid(self) && IsValid(spr) then spr:Remove() end end) -- Chance of hurting itself! if math.random(1, 150) == 1 then timer.Simple(1, function() if IsValid(self) then local d = DamageInfo() d:SetDamage(self:Health() + 10) d:SetAttacker(self) d:SetInflictor(self) d:SetDamageType(DMG_ALWAYSGIB) self:TakeDamageInfo(d) end end) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:SetUpGibesOnDeath(dmginfo, hitgroup) self.HasDeathSounds = false if self.HasGibDeathParticles == true then local effectBlood = EffectData() effectBlood:SetOrigin(self:GetPos() + self:OBBCenter()) effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35))) effectBlood:SetScale(120) util.Effect("VJ_Blood1",effectBlood) local bloodspray = EffectData() bloodspray:SetOrigin(self:GetPos() + self:OBBCenter()) bloodspray:SetScale(8) 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(1) util.Effect("StriderBlood",effectdata) util.Effect("StriderBlood",effectdata) end self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,25))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))}) return true -- Return to true if it gibbed! end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup) VJ_EmitSound(self, "vj_gib/default_gib_splat.wav", 90, 100) return false end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt) end