--[[ | 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/big_mom.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 2000 ENT.HullType = HULL_LARGE ENT.VJ_IsHugeMonster = true -- Is this a huge monster? ENT.EntitiesToNoCollide = {"npc_vj_hlr1_headcrab_baby","npc_vj_hlr1_headcrab","npc_vj_hlr1a_headcrab"} -- Entities to not collide with when HasEntitiesToNoCollide is set to true ENT.VJC_Data = { ThirdP_Offset = Vector(-100, 0, -70), -- The offset for the controller when the camera is in third person FirstP_Bone = "Bip01 Neck", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(0, 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_large"} 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.HasMeleeAttack = true -- Should the SNPC have a melee attack? ENT.MeleeAttackDamage = 60 ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} -- Melee Attack Animations ENT.MeleeAttackDistance = 80 -- How close does it have to be until it attacks? ENT.MeleeAttackDamageDistance = 200 -- How far does the damage go? ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something ENT.HasMeleeAttackKnockBack = true -- Should knockback be applied on melee hit? | Use self:MeleeAttackKnockbackVelocity() to edit the velocity ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_gonarchspit" -- The entity that is spawned when range attacking ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations ENT.RangeDistance = 2000 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 500 -- How close does it have to be until it uses melee? ENT.TimeUntilRangeAttackProjectileRelease = false -- How much time until the projectile code is ran? ENT.NextRangeAttackTime = 0.1 -- How much time until it can use a range attack? ENT.NextRangeAttackTime_DoRand = 4 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer ENT.RangeAttackPos_Up = 180 -- Up/Down spawning position for range attack ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {"death"} -- Death Animations 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.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_FootStep = {"vj_hlr/hl1_npc/gonarch/gon_step1.wav","vj_hlr/hl1_npc/gonarch/gon_step2.wav","vj_hlr/hl1_npc/gonarch/gon_step3.wav"} ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/gonarch/gon_sack1.wav","vj_hlr/hl1_npc/gonarch/gon_sack2.wav","vj_hlr/hl1_npc/gonarch/gon_sack3.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/gonarch/gon_alert1.wav","vj_hlr/hl1_npc/gonarch/gon_alert2.wav","vj_hlr/hl1_npc/gonarch/gon_alert3.wav"} ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/gonarch/gon_attack1.wav","vj_hlr/hl1_npc/gonarch/gon_attack2.wav","vj_hlr/hl1_npc/gonarch/gon_attack3.wav"} ENT.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"} ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/hl1_npc/gonarch/gon_attack1.wav","vj_hlr/hl1_npc/gonarch/gon_attack2.wav","vj_hlr/hl1_npc/gonarch/gon_attack3.wav"} ENT.SoundTbl_RangeAttack = {"vj_hlr/hl1_npc/gonarch/gon_sack1.wav","vj_hlr/hl1_npc/gonarch/gon_sack2.wav","vj_hlr/hl1_npc/gonarch/gon_sack3.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/gonarch/gon_pain2.wav","vj_hlr/hl1_npc/gonarch/gon_pain4.wav","vj_hlr/hl1_npc/gonarch/gon_pain5.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/gonarch/gon_die1.wav"} local sdBirth = {"vj_hlr/hl1_npc/gonarch/gon_birth1.wav","vj_hlr/hl1_npc/gonarch/gon_birth1.wav","vj_hlr/hl1_npc/gonarch/gon_birth1.wav"} local sdBabyDeath = {"vj_hlr/hl1_npc/gonarch/gon_childdie1.wav", "vj_hlr/hl1_npc/gonarch/gon_childdie2.wav", "vj_hlr/hl1_npc/gonarch/gon_childdie3.wav"} ENT.AllyDeathSoundChance = 1 ENT.FootStepSoundLevel = 80 ENT.GeneralSoundPitch1 = 100 ENT.AllyDeathSoundLevel = 90 -- Custom ENT.Gonarch_NumBabies = 0 ENT.Gonarch_BabyLimit = 20 ENT.Gonarch_NextBirthT = 0 ENT.Gonarch_NextDeadBirthT = 0 ENT.Gonarch_ShakeWorldOnMiss = false --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(100, 100, 200), Vector(-100, -100, 0)) self.Gonarch_NextBirthT = CurTime() + 3 self.Gonarch_NumBabies = 0 self.Gonarch_BabyLimit = GetConVar("vj_hlr1_gonarch_babylimit"):GetInt() end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "Step" then util.ScreenShake(self:GetPos(), 10, 100, 0.4, 2000) self:FootStepSoundCode() elseif key == "spawn" then -- Create baby headcrabs for i = 1,3 do VJ_EmitSound(self, sdBirth, 80) if self.Gonarch_NumBabies < self.Gonarch_BabyLimit then -- Default: 20 babies max local bCrab = ents.Create("npc_vj_hlr1_headcrab_baby") if i == 1 then bCrab:SetPos(self:GetPos() + self:GetUp()*20) elseif i == 2 then bCrab:SetPos(self:GetPos() + self:GetUp()*20 + self:GetRight()*25) elseif i == 3 then bCrab:SetPos(self:GetPos() + self:GetUp()*20 + self:GetRight()*-25) end bCrab:SetAngles(self:GetAngles()) bCrab.BabH_Mother = self bCrab.VJ_NPC_Class = self.VJ_NPC_Class bCrab:Spawn() bCrab:Activate() bCrab:SetOwner(self) self.Gonarch_NumBabies = self.Gonarch_NumBabies + 1 end end self.Gonarch_NextBirthT = CurTime() + 10 elseif key == "mattack leftA" or key == "mattack rightA" then -- Hit Ground self.Gonarch_ShakeWorldOnMiss = true self:MeleeAttackCode() elseif key == "mattack leftB" or key == "mattack rightB" then -- Swipe Air self.Gonarch_ShakeWorldOnMiss = false self:MeleeAttackCode() elseif key == "rattack" then self:RangeAttackCode() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_IntMsg(ply, controlEnt) ply:ChatPrint("JUMP: Spawn baby headcrabs") end --------------------------------------------------------------------------------------------------------------------------------------------- local animAlert = {"vjseq_angry1", "vjseq_angry2"} -- function ENT:CustomOnAlert(ent) self.Gonarch_NextBirthT = CurTime() + math.random(3, 6) self:VJ_ACT_PLAYACTIVITY(animAlert, true, false, true) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Gonarch_BabyDeath() -- Play a sound when one of the babies dies! self.Gonarch_NumBabies = self.Gonarch_NumBabies - 1 if CurTime() > self.Gonarch_NextDeadBirthT then self.AllyDeathSoundT = 0 self:PlaySoundSystem("AllyDeath", sdBabyDeath) self.Gonarch_NextDeadBirthT = CurTime() + 10 end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink_AIEnabled() -- Create baby headcrabs if !self.Dead && IsValid(self:GetEnemy()) && self.PlayingAttackAnimation == false && CurTime() > self.Gonarch_NextBirthT && self.Gonarch_NumBabies < self.Gonarch_BabyLimit && ((self.VJ_IsBeingControlled == false) or (self.VJ_IsBeingControlled && self.VJ_TheController:KeyDown(IN_JUMP))) then self:VJ_ACT_PLAYACTIVITY(ACT_SPECIAL_ATTACK1, true, false, true) self.Gonarch_NextBirthT = CurTime() + 15 end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:RangeAttackCode_GetShootPos(projectile) return (self:GetEnemy():GetPos() - self:GetPos()) *0.45 + self:GetUp() *600 end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnMeleeAttack_Miss() if self.Gonarch_ShakeWorldOnMiss then util.ScreenShake(self:GetPos(), 16, 100, 1, 1000) 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/big_mom_shellgib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,160)),Ang=self:LocalToWorldAngles(Angle(0,0,180))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/big_mom_sacgib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(20,0,60)),Ang=self:LocalToWorldAngles(Angle(-89.999908447266, 179.99996948242, 180))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/big_mom_leggib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(55,-70,80)),Ang=Angle(3.1017229557037, -35.476417541504, 91.352874755859)}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/big_mom_leggib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(70,55,80)),Ang=Angle(3.6497807502747, 60.498592376709, 93.368896484375)}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/big_mom_leggib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(-70,-45,80)),Ang=Angle(3.8801980018616, -128.15255737305, 91.630615234375)}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/big_mom_leggib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(-45,70,80)),Ang=self:LocalToWorldAngles(Angle(3.8801965713501, -45, 91.630599975586))}) 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:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt, nil, {Gibbable=false}) end