--[[ | 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/headcrab.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 10 ENT.HullType = HULL_TINY ENT.EntitiesToNoCollide = {"npc_vj_hlr1_gonarch"} -- Entities to not collide with when HasEntitiesToNoCollide is set to true ENT.VJC_Data = { ThirdP_Offset = Vector(10, 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(2, 0, 0), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- 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.VJ_NPC_Class = {"CLASS_ZOMBIE"} -- NPCs with the same class with be allied to each other ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack? ENT.HasLeapAttack = true -- Should the SNPC have a leap attack? ENT.LeapAttackDamage = 10 ENT.AnimTbl_LeapAttack = {ACT_RANGE_ATTACK1} -- Melee Attack Animations ENT.LeapDistance = 256 -- 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 = 1 -- How close does it have to be until it uses melee? ENT.LeapAttackDamageDistance = 50 -- How far does the damage go? ENT.TimeUntilLeapAttackDamage = 0.4 -- How much time until it runs the leap damage code? ENT.TimeUntilLeapAttackVelocity = 0.4 -- How much time until it runs the velocity code? ENT.NextLeapAttackTime = 1 -- How much time until it can use a leap attack? ENT.LeapAttackExtraTimers = {0.6, 0.8, 1, 1.2, 1.4} -- Extra leap attack timers | it will run the damage code after the given amount of seconds ENT.NextAnyAttackTime_Leap = 3 -- How much time until it can use any attack again? | Counted in Seconds ENT.StopLeapAttackAfterFirstHit = true -- Should it stop the leap attack from running rest of timers when it hits an enemy? ENT.LeapAttackVelocityForward = 70 -- How much forward force should it apply? ENT.LeapAttackVelocityUp = 200 -- How much upward force should it apply? ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- Death Animations ENT.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it's between number x and y? ENT.NoChaseAfterCertainRange_FarDistance = 200 -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead ENT.NoChaseAfterCertainRange_CloseDistance = 0 -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/headcrab/hc_idle1.wav","vj_hlr/hl1_npc/headcrab/hc_idle2.wav","vj_hlr/hl1_npc/headcrab/hc_idle3.wav","vj_hlr/hl1_npc/headcrab/hc_idle4.wav","vj_hlr/hl1_npc/headcrab/hc_idle5.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/headcrab/hc_alert1.wav","vj_hlr/hl1_npc/headcrab/hc_alert2.wav"} ENT.SoundTbl_LeapAttackJump = {"vj_hlr/hl1_npc/headcrab/hc_attack1.wav","vj_hlr/hl1_npc/headcrab/hc_attack2.wav","vj_hlr/hl1_npc/headcrab/hc_attack3.wav"} ENT.SoundTbl_LeapAttackDamage = {"vj_hlr/hl1_npc/headcrab/hc_headbite.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/headcrab/hc_pain1.wav","vj_hlr/hl1_npc/headcrab/hc_pain2.wav","vj_hlr/hl1_npc/headcrab/hc_pain3.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/headcrab/hc_die1.wav","vj_hlr/hl1_npc/headcrab/hc_die2.wav"} ENT.GeneralSoundPitch1 = 100 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(10, 10, 18), Vector(-10, -10, 0)) self:VJTags_Add(VJ_TAG_HEADCRAB) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() if self:WaterLevel() > 1 then self:SetHealth(self:Health() - 1) if self:Health() <= 0 then self.Bleeds = false self:TakeDamage(1, self, self) end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAlert(ent) if self.VJ_IsBeingControlled then return end if math.random(1, 2) == 1 then self:VJ_ACT_PLAYACTIVITY("angry", true, false, true) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnLeapAttackVelocityCode() self:SetVelocity(((self:GetEnemy():EyePos()) - (self:GetPos() + self:OBBCenter())):GetNormal()*400 + self:GetForward()*self.LeapAttackVelocityForward + self:GetUp()*self.LeapAttackVelocityUp) return true 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 if self:GetModel() != "models/vj_hlr/hl1/headcrab_baby.mdl" then self:CreateGibEntity("obj_vj_gib",{"models/vj_hlr/gibs/agib1.mdl","models/vj_hlr/gibs/agib3.mdl"},{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))}) end self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(1,0,5))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,1,5))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(2,0,5))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,2,5))}) 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 gibs1 = {"models/vj_hlr/gibs/agib5.mdl", "models/vj_hlr/gibs/agib7.mdl", "models/vj_hlr/gibs/agib9.mdl", "models/vj_hlr/gibs/agib10.mdl"} local gibs2 = {"models/vj_hlr/gibs/agib1.mdl", "models/vj_hlr/gibs/agib3.mdl", "models/vj_hlr/gibs/agib5.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, self:GetModel() == "models/vj_hlr/hl1/headcrab_baby.mdl" and gibs1 or gibs2) end