--[[ | 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) 2012-2017 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/combine_soldier.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 115 ENT.HullType = HULL_HUMAN --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_COMBINE"} ENT.Weapon_FiringDistanceFar = 20000 ENT.MoveOutOfFriendlyPlayersWay = false -- Should the SNPC move out of the way when a friendly player comes close to it? ENT.DisableWandering = true ENT.WeaponSpread = 0 ENT.BloodColor = "Red" ENT.SightDistance = 20000 -- How far it can see ENT.BecomeEnemyToPlayer = true ENT.BecomeEnemyToPlayerLevel = 2 -- How many times does the player have to hit the SNPC for it to become enemy? ENT.HasMeleeAttack = true ENT.HasFootStepSound = true -- Should the SNPC make a footstep sound when it's moving? ENT.ShootDistance = 11000 ENT.MeleeAttackDamage = 35 ENT.SquadName = "combine_sniper" -- Squad name, console error will happen if two groups that are enemy and try to squad! ENT.FootStepTimeRun = 0.4 -- Next foot step sound when it is running ENT.FootStepTimeWalk = 0.5 -- Next foot step sound when it is walking ENT.FindEnemy_UseSphere = true -- This will decrease the time until it starts moving or attack again. Use it to fix animation pauses until it chases the enemy. ENT.NextWanderTime = 100000000000000 ENT.LastSeenEnemyTimeUntilReset = -1 ENT.ConstantlyFaceEnemy_Postures = "Standing" ENT.CallForHelp = true -- Does the SNPC call for help? hide ENT.CallForHelpDistance = 600 -- -- How far away the SNPC's call for help goes | Counted in World Units ENT.HasCallForHelpAnimation = true -- if true, it will play the call for help animation ENT.AnimTbl_CallForHelp = {ACT_SIGNAL_ADVANCE,ACT_SIGNAL_FORWARD,ACT_SIGNAL_GROUP} -- Call For Help Animations ENT.NextCallForHelpTime = 10 -- Time until it calls for help again ENT.WaitForEnemyToComeOutTime1 = 2 -- How much time should it wait until it starts chasing the enemy? | First number in math.random ENT.WaitForEnemyToComeOutTime2 = 3 -- How much time should it wait until it starts chasing the enemy? | Second number in math.random ENT.AnimTbl_Flinch = {ACT_FLINCH_PHYSICS} -- If it uses normal based animation, use this ENT.HasGrenadeAttack = false -- Should the SNPC have a grenade attack? ENT.GrenadeAttackEntity = "npc_grenade_frag" -- The entity that the SNPC throws | Half Life 2 Grenade: "npc_grenade_frag" ENT.GrenadeAttackModel = "models/weapons/w_grenade.mdl" -- The model for the grenade entity -- ====== Animation Variables ====== -- ENT.AnimTbl_GrenadeAttack = {"grenThrow"} -- Grenade Attack Animations ENT.GrenadeAttackAnimationDelay = 0 -- It will wait certain amount of time before playing the animation ENT.GrenadeAttackAnimationFaceEnemy = true -- Should it face the enemy while playing the grenade attack animation? -- ====== Distance & Chance Variables ====== -- ENT.NextThrowGrenadeTime1 = 5 -- Time until it runs the throw grenade code again | The first # in math.random ENT.NextThrowGrenadeTime2 = 10 -- Time until it runs the throw grenade code again | The second # in math.random ENT.ThrowGrenadeChance = 1 -- Chance that it will throw the grenade | Set to 1 to throw all the time ENT.GrenadeAttackThrowDistance = 1000 -- How far it can throw grenades ENT.GrenadeAttackThrowDistanceClose = 500 -- How close until it stops throwing grenades ENT.FootStepPitch1 = 100 ENT.FootStepPitch2 = 100 -- ====== Sound File Paths ====== -- ENT.FootStepSoundLevel = 60 ENT.SoundTbl_AllyDeath = {"npc/combine_soldier/vo/isfinalteamunitbackup.wav","npc/combine_soldier/vo/onedutyvacated.wav","npc/combine_soldier/vo/overwatchteamisdown.wav"} ENT.AllyDeathSoundChance = 1 ENT.SoundTbl_OnKilledEnemy = {"npc/combine_soldier/vo/contained.wav","npc/combine_soldier/vo/onecontained.wav","npc/combine_soldier/vo/onedown.wav","npc/combine_soldier/vo/overwatchconfirmhvtcontained.wav","npc/combine_soldier/vo/overwatchtarget1sterilized.wav","npc/combine_soldier/vo/overwatchtargetcontained.wav"} ENT.SoundTbl_WeaponReload = {"npc/combine_soldier/vo/runninglowonverdicts.wav"} ENT.SoundTbl_FootStep = {"npc/combine_soldier/gear1.wav","npc/combine_soldier/gear2.wav","npc/combine_soldier/gear3.wav","npc/combine_soldier/gear4.wav","npc/combine_soldier/gear5.wav","npc/combine_soldier/gear6.wav"} ENT.SoundTbl_Idle = { "npc/combine_soldier/vo/affirmative.wav", "npc/combine_soldier/vo/affirmative2.wav", "npc/combine_soldier/vo/block31mace.wav", "npc/combine_soldier/vo/block64jet.wav", "npc/combine_soldier/vo/cleaned.wav", "npc/combine_soldier/vo/hasnegativemovement.wav", "npc/combine_soldier/vo/isfieldpromoted.wav", "npc/combine_soldier/vo/isholdingatcode.wav", "npc/combine_soldier/vo/lostcontact.wav", "npc/combine_soldier/vo/motioncheckallradials.wav", "npc/combine_soldier/vo/noviscon.wav", "npc/combine_soldier/vo/overwatch.wav", "npc/combine_soldier/vo/overwatchreportspossiblehostiles.wav", "npc/combine_soldier/vo/ovewatchorders3ccstimboost.wav", "npc/combine_soldier/vo/prepforcontact.wav", "npc/combine_soldier/vo/readyweaponshostilesinbound.wav", "npc/combine_soldier/vo/reportallpositionsclear.wav", "npc/combine_soldier/vo/reportallradialsfree.wav", "npc/combine_soldier/vo/reportingclear.wav", "npc/combine_soldier/vo/requeststimdose.wav", "npc/combine_soldier/vo/sectionlockupdash4.wav", "npc/combine_soldier/vo/sectorissecurenovison.wav", "npc/combine_soldier/vo/secure.wav", "npc/combine_soldier/vo/sightlineisclear.wav", "npc/combine_soldier/vo/skyshieldreportslostcontact.wav", "npc/combine_soldier/vo/stabilizationteamhassector.wav", "npc/combine_soldier/vo/stabilizationteamholding.wav", "npc/combine_soldier/vo/stayalertreportsightlines.wav", "npc/combine_soldier/vo/targetblackout.wav", "npc/combine_soldier/vo/targetmyradial.wav", "npc/combine_soldier/vo/teamdeployedandscanning.wav", "npc/combine_soldier/vo/thatsitwrapitup.wav", "npc/combine_soldier/vo/weaponsoffsafeprepforcontact.wav", "npc/combine_soldier/vo/weareinaninfestationzone.wav", } ENT.SoundTbl_Alert = { "npc/combine_soldier/vo/alert1.wav", "npc/combine_soldier/vo/anticitizenone.wav", "npc/combine_soldier/vo/contact.wav", "npc/combine_soldier/vo/contactconfim.wav", "npc/combine_soldier/vo/gosharp.wav", "npc/combine_soldier/vo/gosharpgosharp.wav", "npc/combine_soldier/vo/outbreak.wav", "npc/combine_soldier/vo/outbreakstatusiscode.wav", "npc/combine_soldier/vo/readyweapons.wav", "npc/combine_soldier/vo/targetcontactat.wav", } ENT.SoundTbl_CombatIdle = { "npc/combine_soldier/vo/affirmativewegothimnow.wav", "npc/combine_soldier/vo/callhotpoint.wav", "npc/combine_soldier/vo/confirmsectornotsterile.wav", "npc/combine_soldier/vo/closing.wav", "npc/combine_soldier/vo/closing2.wav", "npc/combine_soldier/vo/contactconfirmprosecuting.wav", "npc/combine_soldier/vo/containmentproceeding.wav", "npc/combine_soldier/vo/cover.wav", "npc/combine_soldier/vo/coverhurt.wav", "npc/combine_soldier/vo/designatetargetas.wav", "npc/combine_soldier/vo/engagedincleanup.wav", "npc/combine_soldier/vo/executingfullresponse.wav", "npc/combine_soldier/vo/fixsightlinesmovein.wav", "npc/combine_soldier/vo/gridsundown46.wav", "npc/combine_soldier/vo/hardenthatposition.wav", "npc/combine_soldier/vo/heavyresistance.wav", "npc/combine_soldier/vo/overwatchrequestreinforcement.wav", "npc/combine_soldier/vo/overwatchrequestreserveactivation.wav", "npc/combine_soldier/vo/overwatchrequestskyshield.wav", "npc/combine_soldier/vo/overwatchrequestwinder.wav", "npc/combine_soldier/vo/overwatchsectoroverrun.wav", "npc/combine_soldier/vo/sectionlockupdash4.wav", "npc/combine_soldier/vo/sectorisnotsecure.wav", "npc/combine_soldier/vo/ripcordripcord.wav", "npc/combine_soldier/vo/swarmoutbreakinsector.wav", "npc/combine_soldier/vo/targetcompromisedmovein.wav", "npc/combine_soldier/vo/unitisclosing.wav", "npc/combine_soldier/vo/unitisinbound.wav", "npc/combine_soldier/vo/unitismovingin.wav", "npc/combine_soldier/vo/visualonexogens.wav", } ENT.SoundTbl_OnGrenadeSight = { "npc/combine_soldier/vo/bouncerbouncer.wav", "npc/combine_soldier/vo/extractoraway.wav", "npc/combine_soldier/vo/extractorislive.wav", } ENT.SoundTbl_Pain = { "npc/combine_soldier/pain1.wav", "npc/combine_soldier/pain2.wav", "npc/combine_soldier/pain3.wav", } ENT.SoundTbl_Death = { "npc/combine_soldier/die1.wav", "npc/combine_soldier/die2.wav", "npc/combine_soldier/die3.wav", } ENT.SoundTbl_FollowPlayer = { "npc/combine_soldier/vo/delivered.wav", "npc/combine_soldier/vo/standingby.wav", } ENT.SoundTbl_UnFollowPlayer = { "npc/combine_soldier/vo/copy.wav", "npc/combine_soldier/vo/copythat.wav", } ENT.SoundTbl_OnPlayerSight = { } ENT.SoundTbl_DamageByPlayer = { } ENT.DefaultSoundTbl_MeleeAttack = {"physics/body/body_medium_impact_hard1.wav","physics/body/body_medium_impact_hard2.wav","physics/body/body_medium_impact_hard3.wav","physics/body/body_medium_impact_hard4.wav","physics/body/body_medium_impact_hard5.wav","physics/body/body_medium_impact_hard6.wav"} ENT.DefaultSoundTbl_MeleeAttackMiss = {"npc/zombie/claw_miss1.wav","npc/zombie/claw_miss2.wav"} ENT.DefaultSoundTbl_Impact = {"physics/flesh/flesh_impact_bullet1.wav","physics/flesh/flesh_impact_bullet2.wav","physics/flesh/flesh_impact_bullet3.wav","physics/flesh/flesh_impact_bullet4.wav","physics/flesh/flesh_impact_bullet5.wav"} ENT.DefaultSoundTbl_MedicAfterHeal = {"items/smallmedkit1.wav"} --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() if self.ForceChase == true then self:InvasionChase(self) end self:Relations(self) self:Drowning(self) self:FallDamage(self) self:DamageEffects(self) self:FallBack(self) if IsValid(self:GetEnemy()) then PushTarget = self:GetEnemy() if self:GetActivity() == 64 then if self.MeleeNoLoop == false then self.MeleeNoLoop = true self:PlayScene("scenes/snipermeleefix.vcd") end timer.Simple(0.001, function() if IsValid(self) then self:StopMoving() self:PushIt(PushTarget) end end) end end local CAM = ents.FindInSphere(self:GetPos(), 999999 ) for _, CAMO in pairs( CAM ) do if(CAMO:IsPlayer() and IsValid(CAMO) and self:GetPos():Distance(CAMO:GetPos()) > 500) then self:SetMaterial("models/shadertest/predator") end if(CAMO:IsPlayer() and IsValid(CAMO) and self:GetPos():Distance(CAMO:GetPos()) <= 500) then self:SetMaterial("") end end if IsValid( sniperp ) then end end ENT.FallDamageHeight = 0 ENT.HealthNow = 0 function ENT:PushIt(ent) if IsValid(ent) then if(self.Push == false)then return end self.Push = false end if IsValid(ent) and IsValid(self) then if !IsValid(self:GetEnemy()) then timer.Simple(0.0001, function() self.Push = true end) end if IsValid(self:GetEnemy()) then local PushHimBack2 = self:GetEnemy() local DistanceToPush2 = (PushHimBack2:GetPos()-self:GetPos()):Length() if DistanceToPush2 <= 60 and IsValid(PushHimBack2) then if ent:IsNPC() then ent:SetVelocity(self:GetForward() * 2000 + Vector(0,0,5)) ent:SetSchedule(SCHED_BIG_FLINCH) elseif ent:IsPlayer() then ent:SetVelocity(self:GetForward() * 600 + Vector(0,0,5)) ent:ViewPunch(Angle( math.random(-5,-20),math.random(-20,20),0 )) end end timer.Simple(0.0001, function() self.Push = true end) end end end -------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomInitialize() self:SetKeyValue( "spawnflags", "256" + "8192" ) self:SetKeyValue("additionalequipment","weapon_vj_csniper_hl2") self:CapabilitiesAdd(CAP_FRIENDLY_DMG_IMMUNE) self:SetCurrentWeaponProficiency( WEAPON_PROFICIENCY_PERFECT ) self.Needmeds = true self.MeleeNoLoop = false self.FallDamageHeight = 12 * 16 self:SetParent(self) timer.Simple(0.0001,function() if IsValid(self) then self:SetPos(self:GetPos()+Vector(0,0,6)) self.HealthNow = self:Health() end end) end -------------------------------------------------------------------------------------- function ENT:FallDamage(ent) if IsValid(ent) then if ent:IsOnGround() and self.FallDeath == true then ent:EmitSound("physics/flesh/flesh_break1.wav", 75, 100) ent:StopSound("CUPfall.Play") ent:StopSound("CUPfall2.Play") fleshimpact = EffectData() fleshimpact:SetEntity(ent) fleshimpact:SetOrigin(ent:GetPos()) fleshimpact:SetNormal(ent:GetPos()) util.Effect("BloodImpact", fleshimpact) ent:TakeDamage(ent:Health(), ent, DMG_FALL) end if not ent:IsOnGround() then ent.m_fLastFallVelocity = ent:GetVelocity( ):Length( ) elseif ( ent.m_fLastFallVelocity or 0 ) > self.FallDamageHeight then ent:TakeDamage(ent.m_fLastFallVelocity/16, ent, DMG_FALL) ent.m_fLastFallVelocity = 0 end if not ent:IsOnGround() then if ent.m_fLastFallVelocity/16 >= 50 or ent.m_fLastFallVelocity/16 >= ent:Health() then self.FallDeath = true if self.HeightScream == false then self.HeightScream = true ent:EmitSound("CUPfall.Play") ent:EmitSound("CUPfall2.Play") end else self.HeightScream = false end end end end function ENT:Drowning(ent) if IsValid(ent) then if ent:WaterLevel() >= 3 and self.Drown == nil then self.Drown = true self.CanWalk = false self.Jump = 1 ent:PlayScene("scenes/drownsniper.vcd") ent:SetSchedule(SCHED_NPC_FREEZE) timer.Simple(0.0001, function() ent:Fire("becomeragdoll") end) end end end function ENT:DamageEffects(ent) if IsValid(ent) then if self:Health() < self.HealthNow then if math.random(1,1)==3 then ent:SetSchedule( SCHED_BIG_FLINCH ) else ent:SetSchedule( SCHED_SMALL_FLINCH ) end self.HealthNow = ent:Health() end if self:Health() > self.HealthNow then self.HealthNow = ent:Health() end end end function ENT:FallBack(ent) if IsValid(ent) then local GetAnyEnemy = ent:GetEnemy() if GetAnyEnemy and ent:Visible(GetAnyEnemy) and ent:GetPos():Distance(GetAnyEnemy:GetPos()) < 120 and !ent:IsCurrentSchedule( SCHED_FORCED_GO_RUN ) then ent:SetLastPosition(GetAnyEnemy:GetPos() + GetAnyEnemy:GetForward() * math.random(300,400)) ent:SetSchedule(SCHED_FORCED_GO_RUN) end end end function ENT:MedicCall(ent) if IsValid(ent) then if ent:Health() > 0 and ent:Health() <= ent:GetMaxHealth() * .7 and self.Needmeds == true then ent:EmitSound("CallMedic.CUP") self.Needmeds = false timer.Simple(math.random(0.001,0.001), function() self.Needmeds = true end) end end end function ENT:Relations(ent) if IsValid(ent) then for _, enemy in pairs( ents.GetAll() ) do if ( C_RELATIONS:GetInt() == 1 ) then self.Format2 = false if enemy:IsPlayer() then ent:AddEntityRelationship( enemy, D_LI, 99 ) ent.LikeFilzoPlayers = true end end if ( C_RELATIONS:GetInt() == 0 ) then if enemy:IsPlayer() then if self.Format2 == false then self.Format2 = true ent:ClearEnemyMemory() ent:AddEntityRelationship( enemy, D_HT, 99 ) ent.LikeFilzoPlayers = nil end end end end end end C_RELATIONS = CreateConVar( "cup_companion", "0", FCVAR_CLIENTDLL, "Companion mode." ) C_MEDCALL = CreateConVar( "cup_call_medic", "1", FCVAR_CLIENTDLL, "" ) function ENT:InvasionChase(ent) if IsValid(ent) then local GetAnyEnemy = ent:GetEnemy() if GetAnyEnemy and (not(ent:Visible(GetAnyEnemy))) and !ent:IsCurrentSchedule( SCHED_CHASE_ENEMY ) then ent:SetSchedule(SCHED_CHASE_ENEMY) end end end ENT.BreathSoundPitch1 = 100 ENT.BreathSoundPitch2 = 100 ENT.IdleSoundPitch1 = 100 ENT.IdleSoundPitch2 = 100 ENT.CombatIdleSoundPitch1 = 100 ENT.CombatIdleSoundPitch2 = 100 ENT.OnReceiveOrderSoundPitch1 = 100 ENT.OnReceiveOrderSoundPitch2 = 100 ENT.MoveOutOfPlayersWaySoundPitch1 = 100 ENT.MoveOutOfPlayersWaySoundPitch2 = 100 ENT.BeforeHealSoundPitch1 = 100 ENT.BeforeHealSoundPitch2 = 100 ENT.AfterHealSoundPitch1 = 100 ENT.AfterHealSoundPitch2 = 100 ENT.MedicReceiveHealSoundPitch1 = 100 ENT.MedicReceiveHealSoundPitch2 = 100 ENT.OnPlayerSightSoundPitch1 = 100 ENT.OnPlayerSightSoundPitch2 = 100 ENT.AlertSoundPitch1 = 100 ENT.AlertSoundPitch2 = 100 ENT.CallForHelpSoundPitch1 = 100 ENT.CallForHelpSoundPitch2 = 100 ENT.BecomeEnemyToPlayerPitch1 = 100 ENT.BecomeEnemyToPlayerPitch2 = 100 ENT.SuppressingPitch1 = 100 ENT.SuppressingPitch2 = 100 ENT.WeaponReloadSoundPitch1 = 100 ENT.WeaponReloadSoundPitch2 = 100 ENT.GrenadeAttackSoundPitch1 = 100 ENT.GrenadeAttackSoundPitch2 = 100 ENT.OnGrenadeSightSoundPitch1 = 100 ENT.OnGrenadeSightSoundPitch2 = 100 ENT.OnKilledEnemySoundPitch1 = 100 ENT.OnKilledEnemySoundPitch2 = 100 ENT.PainSoundPitch1 = 100 ENT.PainSoundPitch2 = 100 ENT.ImpactSoundPitch1 = 80 ENT.ImpactSoundPitch2 = 100 ENT.DamageByPlayerPitch1 = 100 ENT.DamageByPlayerPitch2 = 100 ENT.DeathSoundPitch1 = 100 ENT.DeathSoundPitch2 = 100 function ENT:DoIdleAnimation(RestrictNumber,OverrideWander) if self.IsVJBaseSNPC_Tank == true then return end if /*self.VJ_PlayingSequence == true or*/ self.VJ_IsBeingControlled == true /*or self.FollowingPlayer == true*/ or self.PlayingAttackAnimation == true or self.Dead == true or (self.NextIdleTime > CurTime()) or (self.CurrentSchedule != nil && self.CurrentSchedule.Name == "vj_act_resetenemy") then return end -- 0 = Random | 1 = Wander | 2 = Idle Stand /\ OverrideWander = Wander no matter what RestrictNumber = RestrictNumber or 0 OverrideWander = OverrideWander or false if (self.MovementType == VJ_MOVETYPE_STATIONARY) or (self.LastHiddenZone_CanWander == false) or (self.NextWanderTime > CurTime()) then RestrictNumber = 2 end if OverrideWander == false && self.DisableWandering == true && (RestrictNumber == 1 or RestrictNumber == 0) then RestrictNumber = 2 end if RestrictNumber == 0 then -- kharen: gam ge bidedi, gam ge gena if math.random(1,3) == 1 then /*self:VJ_SetSchedule(VJ_PICKRANDOMTABLE(self.IdleSchedule_Wander))*/ self:VJ_TASK_IDLE_STAND() end elseif RestrictNumber == 1 then -- bideder elseif RestrictNumber == 2 then -- deghed getser self:VJ_TASK_IDLE_STAND() end if RestrictNumber != 2 then self.NextWanderTime = CurTime() + math.Rand(3,6) // self.NextIdleTime end end /*----------------------------------------------- *** Copyright (c) 2012-2018 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. -----------------------------------------------*/