--[[ | 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/controller.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_HUMAN ENT.MovementType = VJ_MOVETYPE_AERIAL -- How does the SNPC move? ENT.Aerial_FlyingSpeed_Calm = 120 -- The speed it should fly with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs ENT.Aerial_FlyingSpeed_Alerted = 300 -- 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 = {"forward"} -- Animations it plays when it's wandering around while idle ENT.Aerial_AnimTbl_Alerted = {"forward"} -- Animations it plays when it's moving while alerted ENT.VJC_Data = { FirstP_Bone = "bip01 neck", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(10, 0, -3), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_XEN"} -- 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.ConstantlyFaceEnemy = true -- Should it face the enemy constantly? ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack? ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_energyorb" -- The entity that is spawned when range attacking ENT.RangeDistance = 2048 -- 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.NextRangeAttackTime = 3 -- 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 ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- Death Animations ENT.DeathAnimationTime = 1.2 -- Time until the SNPC spawns its corpse and gets removed -- ====== Flinching Code ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.AnimTbl_Flinch = {ACT_BIG_FLINCH} -- If it uses normal based animation, use this -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/controller/con_idle1.wav","vj_hlr/hl1_npc/controller/con_idle2.wav","vj_hlr/hl1_npc/controller/con_idle3.wav","vj_hlr/hl1_npc/controller/con_idle4.wav","vj_hlr/hl1_npc/controller/con_idle5.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/controller/con_alert1.wav","vj_hlr/hl1_npc/controller/con_alert2.wav","vj_hlr/hl1_npc/controller/con_alert3.wav"} ENT.SoundTbl_RangeAttack = {"vj_hlr/hl1_npc/controller/con_attack1.wav","vj_hlr/hl1_npc/controller/con_attack2.wav","vj_hlr/hl1_npc/controller/con_attack3.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/controller/con_pain1.wav","vj_hlr/hl1_npc/controller/con_pain2.wav","vj_hlr/hl1_npc/controller/con_pain3.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/controller/con_die1.wav","vj_hlr/hl1_npc/controller/con_die2.wav"} ENT.GeneralSoundPitch1 = 100 -- Custom ENT.AlienC_HomingAttack = false -- false = Regular, true = Homing --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(20, 20, 70), Vector(-20, -20, -10)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "rangeattack_close" then if IsValid(self.Glow1) then self.Glow1:Remove() end if IsValid(self.Glow2) then self.Glow2:Remove() end self.AlienC_HomingAttack = true self:RangeAttackCode() elseif key == "rangeattack" then if IsValid(self.Glow1) then self.Glow1:Remove() end if IsValid(self.Glow2) then self.Glow2:Remove() end self.AlienC_HomingAttack = false self:RangeAttackCode() elseif key == "sprite" && self.AttackType == VJ_ATTACK_RANGE && self.AlienC_HomingAttack == false then if IsValid(self.Glow1) then self.Glow1:Remove() end if IsValid(self.Glow2) then self.Glow2:Remove() end self.Glow1 = ents.Create("env_sprite") self.Glow1:SetKeyValue("model","vj_hl/sprites/xspark4.vmt") self.Glow1:SetKeyValue("scale","1") //self.Glow1:SetKeyValue("rendercolor","255 128 0") self.Glow1:SetKeyValue("GlowProxySize","2.0") -- Size of the glow to be rendered for visibility testing. //self.Glow1:SetKeyValue("HDRColorScale","1.0") self.Glow1:SetKeyValue("renderfx","14") self.Glow1:SetKeyValue("rendermode","3") -- Set the render mode to "3" (Glow) self.Glow1:SetKeyValue("renderamt","255") -- Transparency self.Glow1:SetKeyValue("disablereceiveshadows","0") -- Disable receiving shadows self.Glow1:SetKeyValue("framerate","10.0") -- Rate at which the sprite should animate, if at all. self.Glow1:SetKeyValue("spawnflags","0") self.Glow1:SetParent(self) self.Glow1:Fire("SetParentAttachment","2") self.Glow1:Spawn() self.Glow1:Activate() self:DeleteOnRemove(self.Glow1) timer.Simple(2,function() if IsValid(self) && IsValid(self.Glow1) then self.Glow1:Remove() end end) self.Glow2 = ents.Create("env_sprite") self.Glow2:SetKeyValue("model","vj_hl/sprites/xspark4.vmt") self.Glow2:SetKeyValue("scale","1") //self.Glow2:SetKeyValue("rendercolor","255 128 0") self.Glow2:SetKeyValue("GlowProxySize","2.0") -- Size of the glow to be rendered for visibility testing. //self.Glow2:SetKeyValue("HDRColorScale","1.0") self.Glow2:SetKeyValue("renderfx","14") self.Glow2:SetKeyValue("rendermode","3") -- Set the render mode to "3" (Glow) self.Glow2:SetKeyValue("renderamt","255") -- Transparency self.Glow2:SetKeyValue("disablereceiveshadows","0") -- Disable receiving shadows self.Glow2:SetKeyValue("framerate","10.0") -- Rate at which the sprite should animate, if at all. self.Glow2:SetKeyValue("spawnflags","0") self.Glow2:SetParent(self) self.Glow2:Fire("SetParentAttachment","3") self.Glow2:Spawn() self.Glow2:Activate() self:DeleteOnRemove(self.Glow2) timer.Simple(2,function() if IsValid(self) && IsValid(self.Glow2) then self.Glow2:Remove() end end) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_IntMsg(ply, controlEnt) ply:ChatPrint("Right Mouse + CTRL: Fire single homing orb") end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:MultipleRangeAttacks() if (math.random(1, 2) == 1 && self.NearestPointToEnemyDistance < 850) or (self.VJ_IsBeingControlled && self.VJ_TheController:KeyDown(IN_DUCK)) then self.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK2} self.RangeAttackPos_Up = 80 self.AlienC_HomingAttack = true else self.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} self.RangeAttackPos_Up = 20 self.AlienC_HomingAttack = false end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomRangeAttackCode_AfterProjectileSpawn(projectile) if self.AlienC_HomingAttack == true && IsValid(self:GetEnemy()) then projectile.Track_Enemy = self:GetEnemy() timer.Simple(10,function() if IsValid(projectile) then projectile:Remove() end end) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:RangeAttackCode_GetShootPos(projectile) return self:CalculateProjectile("Line", self:GetPos() + self:GetUp()*20, self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(), 700) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomDeathAnimationCode(dmginfo, hitgroup) self:DoChangeMovementType(VJ_MOVETYPE_GROUND) 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(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(1,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,1,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(2,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,2,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(3,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,3,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(1,1,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(1,2,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(2,0,20))}) 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