--[[ | 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/hla/hassault.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK2, ACT_MELEE_ATTACK_SWING} -- Melee Attack Animations ENT.HasGrenadeAttack = false -- Should the SNPC have a grenade attack? ENT.VJC_Data = { ThirdP_Offset = Vector(0, 0, -15), -- The offset for the controller when the camera is in third person FirstP_Bone = "unnamed_bone_020", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(3, 0, 5), -- The offset for the controller when the camera is in first person } ENT.GeneralSoundPitch1 = 90 ENT.GeneralSoundPitch2 = 100 ENT.Serg_Type = 1 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:HECU_CustomOnInitialize() self.SoundTbl_Idle = {"vj_hlr/hla_npc/hgrunt/gr_idle1.wav","vj_hlr/hla_npc/hgrunt/gr_idle2.wav","vj_hlr/hla_npc/hgrunt/gr_idle3.wav","vj_hlr/hla_npc/hgrunt/gr_radio1.wav","vj_hlr/hla_npc/hgrunt/gr_radio2.wav","vj_hlr/hla_npc/hgrunt/gr_radio3.wav","vj_hlr/hla_npc/hgrunt/gr_radio4.wav","vj_hlr/hla_npc/hgrunt/gr_radio5.wav","vj_hlr/hla_npc/hgrunt/gr_radio6.wav"} self.SoundTbl_CombatIdle = {"vj_hlr/hla_npc/hgrunt/gr_radio1.wav","vj_hlr/hla_npc/hgrunt/gr_radio2.wav","vj_hlr/hla_npc/hgrunt/gr_radio3.wav","vj_hlr/hla_npc/hgrunt/gr_radio4.wav","vj_hlr/hla_npc/hgrunt/gr_radio5.wav","vj_hlr/hla_npc/hgrunt/gr_radio6.wav"} self.SoundTbl_Alert = {"vj_hlr/hla_npc/hassault/hw_alert.wav"} self.SoundTbl_CallForHelp = {"vj_hlr/hla_npc/hgrunt/gr_squadform.wav"} self.SoundTbl_WeaponReload = {"vj_hlr/hla_npc/hgrunt/gr_cover2.wav"} self.SoundTbl_GrenadeAttack = {"vj_hlr/hla_npc/hgrunt/gr_loadtalk.wav"} -- Melee version if self.Serg_Type == 2 then self:SetBodygroup(1, 1) self.AnimTbl_IdleStand = {ACT_CROUCH} self.AnimTbl_Walk = {ACT_RUN} self.AnimTbl_Run = {ACT_RUN_PROTECTED} self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK2} end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup) if dmginfo:GetDamage() > 30 then self.FlinchChance = 8 self.AnimTbl_Flinch = {ACT_BIG_FLINCH} else self.FlinchChance = 16 self.AnimTbl_Flinch = {ACT_SMALL_FLINCH} end end