--[[ | 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/zombie.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 50 ENT.HullType = HULL_HUMAN ENT.VJC_Data = { ThirdP_Offset = Vector(-5, 0, -15), -- The offset for the controller when the camera is in third person FirstP_Bone = "Bip01 Head", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(5, 0, 5), -- 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.CanEat = true -- Should it search and eat organic stuff when idle? ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack? ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something ENT.MeleeAttackDistance = 50 -- How close does it have to be until it attacks? ENT.MeleeAttackDamageDistance = 80 -- How far does the damage go? ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds ENT.DisableFootStepSoundTimer = true -- If set to true, it will disable the time system for the footstep sound code, allowing you to use other ways like model events ENT.AnimTbl_Run = {ACT_WALK} -- Set the running animations | Put multiple to let the base pick a random animation when it moves ENT.HasDeathAnimation = true -- Does it play an animation when it dies? --ENT.DeathAnimationTime = 0.8 -- Time until the SNPC spawns its corpse and gets removed -- ====== Flinching Variables ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.AnimTbl_Flinch = {ACT_FLINCH_PHYSICS} -- If it uses normal based animation, use this ENT.HitGroupFlinching_Values = { {HitGroup={HITGROUP_LEFTARM}, Animation={ACT_FLINCH_LEFTARM}}, {HitGroup={HITGROUP_LEFTLEG}, Animation={ACT_FLINCH_LEFTLEG}}, {HitGroup={HITGROUP_RIGHTARM}, Animation={ACT_FLINCH_RIGHTARM}}, {HitGroup={HITGROUP_RIGHTLEG}, Animation={ACT_FLINCH_RIGHTLEG}} } -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_FootStep = {"vj_hlr/pl_step1.wav","vj_hlr/pl_step2.wav","vj_hlr/pl_step3.wav","vj_hlr/pl_step4.wav"} ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/zombie/zo_idle1.wav","vj_hlr/hl1_npc/zombie/zo_idle2.wav","vj_hlr/hl1_npc/zombie/zo_idle3.wav","vj_hlr/hl1_npc/zombie/zo_idle4.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/zombie/zo_alert10.wav","vj_hlr/hl1_npc/zombie/zo_alert20.wav","vj_hlr/hl1_npc/zombie/zo_alert30.wav"} ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/zombie/zo_attack1.wav","vj_hlr/hl1_npc/zombie/zo_attack2.wav"} ENT.SoundTbl_MeleeAttackExtra = {"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.SoundTbl_Pain = {"vj_hlr/hl1_npc/zombie/zo_pain1.wav","vj_hlr/hl1_npc/zombie/zo_pain2.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/zombie/zo_pain1.wav","vj_hlr/hl1_npc/zombie/zo_pain2.wav"} ENT.GeneralSoundPitch1 = 100 -- Custom ENT.Zombie_Type = 0 -- 0 = Default / Not Categorized -- 1 = Default Zombie Scientist --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() if self:GetModel() == "models/vj_hlr/hl1/zombie.mdl" then self.Zombie_Type = 1 end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "step" then self:FootStepSoundCode() elseif key == "melee" then self:MeleeAttackCode() elseif key == "body" then VJ_EmitSound(self, "vj_hlr/fx/bodydrop"..math.random(3, 4)..".wav", 75, 100) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:MultipleMeleeAttacks() if math.random(1, 2) == 1 then self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} self.MeleeAttackDamage = 10 else self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK2} self.MeleeAttackDamage = 25 end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnFlinch_BeforeFlinch(dmginfo, hitgroup) if dmginfo:GetDamage() > 30 then self.FlinchChance = 8 self.AnimTbl_Flinch = {ACT_BIG_FLINCH} else self.FlinchChance = 16 self.AnimTbl_Flinch = {ACT_FLINCH_PHYSICS} 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/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))}) if self.Zombie_Type == 1 then self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/zombiegib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))}) end 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:CustomDeathAnimationCode(dmginfo, hitgroup) if hitgroup == HITGROUP_HEAD then self.AnimTbl_Death = {ACT_DIE_GUTSHOT, ACT_DIE_HEADSHOT} else self.AnimTbl_Death = {ACT_DIEBACKWARD, ACT_DIEFORWARD, ACT_DIESIMPLE} end end --------------------------------------------------------------------------------------------------------------------------------------------- local extraGibs = {"models/vj_hlr/gibs/zombiegib.mdl"} -- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt, nil, {ExtraGibs = self.Zombie_Type == 1 and extraGibs or nil}) end