--[[ | 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/tree.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.SightDistance = 200 -- How far it can see ENT.SightAngle = 60 -- The sight angle | Example: 180 would make the it see all around it | Measured in degrees and then converted to radians ENT.StartHealth = 200 ENT.MovementType = VJ_MOVETYPE_STATIONARY -- How does the SNPC move? ENT.CanTurnWhileStationary = false -- If set to true, the SNPC will be able to turn while it's a stationary SNPC ENT.HullType = HULL_LARGE ENT.VJC_Data = { ThirdP_Offset = Vector(40, 0, -100), -- The offset for the controller when the camera is in third person FirstP_Bone = "", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(15, 0, 15), -- The offset for the controller when the camera is in first person FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view } --------------------------------------------------------------------------------------------------------------------------------------------- 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 = true -- Should the SNPC have a melee attack? ENT.MeleeAttackDamage = 30 ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something ENT.MeleeAttackDistance = 70 -- How close does it have to be until it attacks? ENT.MeleeAttackAngleRadius = 60 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC ENT.MeleeAttackDamageDistance = 140 -- How far does the damage go? ENT.MeleeAttackDamageAngleRadius = 60 -- What is the damage angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC ENT.GibOnDeathDamagesTable = {"All"} -- Damages that it gibs from | "UseDefault" = Uses default damage types | "All" = Gib from any damage -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/zombie/claw_strike1.wav","vj_hlr/hl1_npc/zombie/claw_strike2.wav","vj_hlr/hl1_npc/zombie/claw_strike3.wav"} ENT.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"} ENT.GeneralSoundPitch1 = 100 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(25, 25, 190), Vector(-25, -25, 0)) self:AddFlags(FL_NOTARGET) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "melee" then self:MeleeAttackCode() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomAttackCheck_MeleeAttack() local ene = self:GetEnemy() return (!ene.VJ_IsHugeMonster && ((ene:GetVelocity():Length() > 2 && ene:IsOnGround()) or (ene:IsNPC() && ene:IsMoving()))) or self.VJ_IsBeingControlled end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnMeleeAttack_AfterChecks(hitEnt) -- Increase its health when it deals damage (Up to 6x its max health) -- If the enemy is less health than its melee attack, then use the enemy's health as the addition self:SetHealth(math.Clamp(self:Health() + ((self.MeleeAttackDamage > hitEnt:Health() and hitEnt:Health()) or self.MeleeAttackDamage), self:Health(), self:GetMaxHealth()*6)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage_BeforeImmuneChecks(dmginfo, hitgroup) if self.vACT_StopAttacks == false then self:VJ_ACT_PLAYACTIVITY(ACT_MELEE_ATTACK1, true, false) end if !dmginfo:IsDamageType(DMG_BLAST) then dmginfo:SetDamage(0) end 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(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,85))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,85))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,50))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,55))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,45))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,25))}) 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