--[[ | 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/floater.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 45 ENT.HullType = HULL_TINY ENT.MovementType = VJ_MOVETYPE_AERIAL -- How does the SNPC move? ENT.Aerial_FlyingSpeed_Calm = 100 -- The speed it should fly with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs ENT.Aerial_FlyingSpeed_Alerted = 180 -- The speed it should fly with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs ENT.Aerial_AnimTbl_Calm = {ACT_WALK} -- Animations it plays when it's wandering around while idle ENT.Aerial_AnimTbl_Alerted = {ACT_RUN} -- Animations it plays when it's moving while alerted ENT.VJC_Data = { ThirdP_Offset = Vector(0, 0, -15), -- The offset for the controller when the camera is in third person FirstP_Bone = "Bone01", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(1, 0, 5), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.ConstantlyFaceEnemy = true -- Should it face the enemy constantly? ENT.IdleAlwaysWander = true -- If set to true, it will make the SNPC always wander when idling ENT.CanOpenDoors = false -- Can it open doors? ENT.VJ_NPC_Class = {"CLASS_XEN"} -- NPCs with the same class with be allied to each other ENT.Behavior = VJ_BEHAVIOR_NEUTRAL -- The behavior of the SNPC 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.HasMeleeAttack = false -- Should the SNPC have a melee attack? ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.AnimTbl_RangeAttack = {"vjseq_attack"} -- Range Attack Animations ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_toxicspit" -- The entity that is spawned when range attacking ENT.RangeDistance = 1500 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 1 -- How close does it have to be until it uses melee? ENT.TimeUntilRangeAttackProjectileRelease = false -- How much time until the projectile code is ran? ENT.RangeAttackPos_Up = 20 -- Up/Down spawning position for range attack ENT.RangeAttackPos_Forward = 20 -- Forward/ Backward spawning position for range attack ENT.NextRangeAttackTime = 2 -- How much time until it can use a range attack? ENT.NextRangeAttackTime_DoRand = 4 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer ENT.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it's between number x and y? ENT.NoChaseAfterCertainRange_FarDistance = "UseRangeDistance" -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead ENT.NoChaseAfterCertainRange_CloseDistance = "UseRangeDistance" -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead ENT.NoChaseAfterCertainRange_Type = "Regular" -- "Regular" = Default behavior | "OnlyRange" = Only does it if it's able to range attack -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/floater/fl_idle1.wav","vj_hlr/hl1_npc/floater/fl_idle2.wav","vj_hlr/hl1_npc/floater/fl_idle3.wav","vj_hlr/hl1_npc/floater/fl_idle4.wav","vj_hlr/hl1_npc/floater/fl_idle5.wav","vj_hlr/hl1_npc/floater/fl_idle6.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/floater/fl_alert1.wav","vj_hlr/hl1_npc/floater/fl_alert2.wav","vj_hlr/hl1_npc/floater/fl_alert3.wav","vj_hlr/hl1_npc/floater/fl_alert4.wav"} ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/hl1_npc/floater/fl_attack1.wav","vj_hlr/hl1_npc/floater/fl_attack2.wav","vj_hlr/hl1_npc/floater/fl_attack3.wav"} ENT.SoundTbl_RangeAttack = {"vj_hlr/hl1_npc/bullchicken/bc_attack2.wav","vj_hlr/hl1_npc/bullchicken/bc_attack3.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/floater/fl_pain1.wav","vj_hlr/hl1_npc/floater/fl_pain2.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/floater/fl_pain1.wav","vj_hlr/hl1_npc/floater/fl_pain2.wav"} ENT.GeneralSoundPitch1 = 100 -- Custom ENT.Floater_FollowOffsetPos = 0 HLR_Floater_Leader = NULL --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(10,10,50), Vector(-10,-10,0)) self.Floater_FollowOffsetPos = Vector(math.random(-50, 50), math.random(-120, 120), math.random(-150, 150)) if !IsValid(HLR_Floater_Leader) then -- Yete ourish medzavor chiga, ere vor irzenike medzavor ene HLR_Floater_Leader = self end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "shoot" then self:RangeAttackCode() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() if self.VJ_IsBeingControlled then return end if !IsValid(self:GetEnemy()) then if IsValid(HLR_Floater_Leader) then if HLR_Floater_Leader != self && HLR_Floater_Leader.AA_CurrentMovePos then self.DisableWandering = true self:AA_MoveTo(HLR_Floater_Leader, true, "Calm", {AddPos=self.Floater_FollowOffsetPos, IgnoreGround=true}) -- Medzavorin haladz e (Kharen deghme) end else self.IsGuard = false self.DisableWandering = false HLR_Floater_Leader = self end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:RangeAttackCode_GetShootPos(projectile) return self:CalculateProjectile("Curve", self:GetPos() + self:GetForward()*20 + self:GetUp()*20, self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(), 1500) 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(0,0,15))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))}) 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 --------------------------------------------------------------------------------------------------------------------------------------------- local gibs = {"models/vj_hlr/gibs/agib1.mdl", "models/vj_hlr/gibs/agib2.mdl", "models/vj_hlr/gibs/agib7.mdl", "models/vj_hlr/gibs/agib9.mdl", "models/vj_hlr/gibs/agib10.mdl"} -- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt, gibs) end