--[[ | 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/hgrunt.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.VJC_Data = { ThirdP_Offset = Vector(0, 0, -15), -- The offset for the controller when the camera is in third person FirstP_Bone = "unnamed022", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(2, 0, 5), -- The offset for the controller when the camera is in first person } ENT.HasGrenadeAttack = false ENT.WeaponAttackSecondaryTimeUntilFire = 1.2 ENT.MoveRandomlyWhenShooting = true -- Should it move randomly when shooting? ENT.CombatFaceEnemy = true -- If enemy is exists and is visible -- Custom ENT.AHGR_NextStrafeT = 0 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:HECU_CustomOnInitialize() local randSkin = math.random(0, 3) if randSkin == 1 then self:SetSkin(1) elseif randSkin == 2 then self:SetSkin(2) elseif randSkin == 3 then self:SetBodygroup(0, 1) end 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/hgrunt/gr_alert1.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"} self.AHGR_NextStrafeT = CurTime() + 4 end --------------------------------------------------------------------------------------------------------------------------------------------- local strafeAnims = {ACT_STRAFE_RIGHT, ACT_STRAFE_LEFT} -- function ENT:CustomOnMoveRandomlyWhenShooting() self:VJ_ACT_PLAYACTIVITY(strafeAnims, true, false, false) return false end