--[[ | 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) 2012-2019 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/props/xen_infestation_v2/xen_v2_floater_jellybobber.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.HullType = HULL_TINY ENT.Behavior = VJ_BEHAVIOR_PASSIVE_NATURE -- The behavior of the SNPC -- ====== Health ====== -- ENT.StartHealth = 20 -- The starting health of the NPC -- ====== Movement Variables ====== -- -- Types: VJ_MOVETYPE_GROUND | VJ_MOVETYPE_AERIAL | VJ_MOVETYPE_AQUATIC | VJ_MOVETYPE_STATIONARY | VJ_MOVETYPE_PHYSICS ENT.MovementType = VJ_MOVETYPE_AERIAL -- How does the SNPC move? -- ====== Blood-Related Variables ====== -- -- Leave custom blood tables empty to let the base decide depending on the blood type ENT.Bleeds = true -- Does the SNPC bleed? (Blood decal, particle, etc.) ENT.BloodColor = "Blue" -- The blood type, this will determine what it should use (decal, particle, etc.) -- ====== Flinching Variables ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.FlinchChance = 1 -- Chance of it flinching from 1 to x | 1 will make it always flinch ENT.AnimTbl_Flinch = {ACT_FLINCH_PHYSICS} -- If it uses normal based animation, use this ------ Killed & Corpse Variables ------ -- ====== Corpse Variables ====== -- ENT.HasDeathRagdoll = false -- If set to false, it will not spawn the regular ragdoll of the SNPC ------ Sound Variables ------ ENT.HasSounds = true -- Put to false to disable ALL sounds! ENT.SoundTbl_Death = {"damage/break_npc_critter_01.wav","damage/break_npc_critter_02.wav","damage/break_npc_critter_03.wav"} ENT.onions = false ----------------------------------------------------------------------------- function ENT:CustomOnInitialize() ParticleEffectAttach("reviver_ambient_speks",PATTACH_ABSORIGIN_FOLLOW,self,1) self:SetCollisionBounds(Vector(-10,-10,0),Vector(10,10,40)) end function ENT:CustomOnTakeDamage_AfterDamage(dmginfo, hitgroup) -- because flinching nor mal code doesnt awork!!!! or maybe im just stupid if math.random(1,5) == 5 and self.onions == false then self.onions = true self:VJ_ACT_PLAYACTIVITY("ACT_FLINCH_PHYSICS",true,4,false) timer.Simple(5, function() if self:IsValid() then self.onions = false end end) end end /*---------------------------------------------- *** Copyright (c) 2012-2019 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. -----------------------------------------------*/