--[[ | 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) 2012-2017 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.SingleSpawner = true -- If set to true, it will spawn the entities once then remove itself ENT.Model = {"models/props_junk/popcan01a.mdl"} -- The models it should spawn with | Picks a random one from the table ENT.EntitiesToSpawn = { {EntityName = "NPC1",SpawnPosition = {vForward=0,vRight=0,vUp=-30},Entities = {"npc_vj_hl2_Citizen","npc_vj_hl2_Citizen3"}}, } function ENT:Initialize() if self:GetModel() == "models/error.mdl" then self:SetModel(VJ_PICKRANDOMTABLE(self.Model)) end self:DrawShadow(false) self:SetNoDraw(true) self:SetNotSolid(true) self.CurrentEntities = {} self:CustomOnInitialize_BeforeNPCSpawn() self.NumberOfEntitiesToSpawn = table.Count(self.EntitiesToSpawn) for k,v in ipairs(self.EntitiesToSpawn) do self:SpawnAnEntity(k,v,true) end self:CustomOnInitialize_AfterNPCSpawn() end /*----------------------------------------------- *** Copyright (c) 2012-2017 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. -----------------------------------------------*/