--[[ | 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.Model = {"models/hlzombies/gonome_remake.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = GetConVarNumber("npc_vj_gonome_h") ENT.HullType = HULL_HUMAN --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_ZOMBIE"} -- NPCs with the same class with be allied to each other ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.) ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack? ENT.GeneralSoundPitch1 = 100 ENT.GeneralSoundPitch2 = 100 ENT.FootStepTimeRun = 0.4 -- Next foot step sound when it is running ENT.FootStepTimeWalk = 0.9 -- Next foot step sound when it is walking ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.RangeAttackEntityToSpawn = "obj_gonome_acid" -- The entity that is spawned when range attacking ENT.RangeDistance = 1000 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 400 -- How close does it have to be until it uses melee? ENT.RangeUseAttachmentForPos = false -- Should the projectile spawn on a attachment? ENT.RangeUseAttachmentForPosID = "Mouth" -- The attachment used on the range attack if RangeUseAttachmentForPos is set to true ENT.TimeUntilRangeAttackProjectileRelease = 1.8 -- How much time until the projectile code is ran? ENT.NextRangeAttackTime = 1 -- How much time until it can use a range attack? ENT.NextAnyAttackTime_Range = 2.0999999937415 -- How much time until it can use any attack again? | Counted in Seconds ENT.Immune_AcidPoisonRadiation = true -- Makes the SNPC not get damage from Acid, posion, radiation ENT.HasBloodParticle = true -- Does it spawn a particle when damaged? ENT.HasBloodDecal = true -- Does it spawn a decal when damaged? ENT.HasBloodPool = true -- Does it have a blood pool? ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds ENT.PushProps = true -- Should it push props when trying to move? -- ====== Projectile Spawn Position Variables ====== -- ENT.RangeUseAttachmentForPos = true -- Should the projectile spawn on a attachment? ENT.RangeUseAttachmentForPosID = "hand_right" -- The attachment used on the range attack if RangeUseAttachmentForPos is set to true ENT.RangeAttackPos_Up = 20 -- Up/Down spawning position for range attack ENT.RangeAttackPos_Forward = 10 -- Forward/ Backward spawning position for range attack ENT.RangeAttackPos_Right = 10 -- Right/Left spawning position for range attack ENT.HasDeathAnimation = false -- Does it play an animation when it dies? ENT.AnimTbl_Death = {"Diebackward"} -- Death Animations ENT.ConstantlyFaceEnemy = false -- Should it face the enemy constantly? ENT.ConstantlyFaceEnemy_IfAttacking = true -- Should it face the enemy when attacking? ENT.ConstantlyFaceEnemy_Postures = "Standing" -- "Both" = Moving or standing | "Moving" = Only when moving | "Standing" = Only when standing ENT.ConstantlyFaceEnemyDistance = 2000 -- How close does it have to be until it starts to face the enemy? ENT.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it's between number x and y? ENT.NoChaseAfterCertainRange_FarDistance = "UseRangeDistance" -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead ENT.NoChaseAfterCertainRange_CloseDistance = "UseRangeDistance" -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead ENT.NoChaseAfterCertainRange_Type = "OnlyRange" -- "Regular" = Default behavior | "OnlyRange" = Only does it if it's able to range attack ENT.Immune_AcidPoisonRadiation = true -- Makes the SNPC not get damage from Acid, posion, radiation ENT.HasLeapAttack = true -- Should the SNPC have a leap attack? ENT.AnimTbl_LeapAttack = {"jump1"} -- Melee Attack Animations ENT.LeapDistance = 400 -- The distance of the leap, for example if it is set to 500, when the SNPC is 500 Unit away, it will jump ENT.LeapToMeleeDistance = 150 -- How close does it have to be until it uses melee? ENT.TimeUntilLeapAttackDamage = 0.7 -- How much time until it runs the leap damage code? ENT.NextLeapAttackTime = 8 -- How much time until it can use a leap attack? ENT.NextAnyAttackTime_Leap = 1.0476190654599 -- How much time until it can use any attack again? | Counted in Seconds //ENT.LeapAttackExtraTimers = {0.5,0.6} -- Extra leap attack timers | it will run the damage code after the given amount of seconds ENT.TimeUntilLeapAttackVelocity = 0.2 -- How much time until it runs the velocity code? ENT.LeapAttackVelocityForward = 300 -- How much forward force should it apply? ENT.LeapAttackVelocityUp = 250 -- How much upward force should it apply? ENT.LeapAttackDamage = GetConVarNumber("npc_vj_gonome_d_leap") ENT.LeapAttackDamageDistance = 100 -- How far does the damage go? -- Miscellaneous --------------------------------------------------------------------------------------------------------------------------------------------- ENT.AnimTbl_IdleStand = {"Idle1","Idle2"} -- The idle animation when AI is enabled -- ====== Flinching Code ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.AnimTbl_Flinch = {"Flinch"} -- If it uses normal based animation, use this -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_BeforeRangeAttack = {"gonome/gonome_eat.wav"} ENT.SoundTbl_FootStep = {"gonome/gonome_step1.wav","gonome/gonome_step2.wav","gonome/gonome_step3.wav","gonome/gonome_step4.wav"} ENT.SoundTbl_Idle = {"gonome/gonome_idle1.wav","gonome/gonome_idle2.wav","gonome/gonome_idle3.wav"} ENT.SoundTbl_MeleeAttack = {"gonome/gonome_melee1.wav","gonome/gonome_melee2.wav"} ENT.SoundTbl_MeleeAttackMiss = {"zombie/claw_miss1.wav","zombie/claw_miss2.wav"} ENT.SoundTbl_RangeAttack = {"gonome/gonome_melee1.wav","gonome/gonome_melee2.wav"} ENT.SoundTbl_Pain = {"gonome/gonome_pain1.wav","gonome/gonome_pain2.wav","gonome/gonome_pain3.wav","gonome/gonome_pain4.wav"} ENT.SoundTbl_Death = {"gonome/gonome_death2.wav","gonome/gonome_death3.wav","gonome/gonome_death4.wav"} ENT.SoundTbl_LeapAttackDamage = {"gonome/gonome_melee1.wav","gonome/gonome_melee2.wav"} ENT.SoundTbl_LeapAttackJump = {"gonome/gonome_run.wav"} --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(25, 25, 90), Vector(-25, -25, 0)) end function ENT:MultipleMeleeAttacks() local randattack = math.random(1,2) if randattack == 1 then self.MeleeAttackDistance = 38 self.TimeUntilMeleeAttackDamage = 0.6 self.MeleeAttackAnimationFaceEnemy = false self.AnimTbl_MeleeAttack = {"vjseq_attack1"} self.MeleeAttackExtraTimers = {1.0} self.MeleeAttackDamage = GetConVarNumber("npc_vj_gonome_d") self.MeleeAttackDamageDistance = 120 self.MeleeAttackDamageType = DMG_SLASH self.NextAnyAttackTime_Melee = 1.621621600723 elseif randattack == 2 then self.MeleeAttackDistance = 35 self.TimeUntilMeleeAttackDamage = 0.7 self.MeleeAttackAnimationFaceEnemy = false self.AnimTbl_MeleeAttack = {"vjseq_attack2"} self.MeleeAttackExtraTimers = {0.9,1.2,1.4} self.MeleeAttackDamage = GetConVarNumber("npc_vj_gonome_d") self.MeleeAttackDamageDistance = 100 self.MeleeAttackDamageType = DMG_SLASH self.NextAnyAttackTime_Melee = 1.7999999141693 end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:SetUpGibesOnDeath(dmginfo,hitgroup) if self.HasGibDeathParticles == true then local bloodeffect = EffectData() bloodeffect:SetOrigin(self:GetPos() +self:OBBCenter()) bloodeffect:SetColor(VJ_Color2Byte(Color(255,221,35))) bloodeffect:SetScale(120) util.Effect("VJ_Blood1",bloodeffect) 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) //ParticleEffect("antlion_gib_02",self:GetPos() +self:OBBCenter(),Angle(0,0,0),nil) end self:CreateGibEntity("obj_vj_gib","UseAlien_Small") self:CreateGibEntity("obj_vj_gib","UseAlien_Small") self:CreateGibEntity("obj_vj_gib","UseAlien_Small") self:CreateGibEntity("obj_vj_gib","UseAlien_Big") self:CreateGibEntity("obj_vj_gib","UseAlien_Big") self:CreateGibEntity("obj_vj_gib","UseAlien_Big") return true end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:RangeAttackCode_GetShootPos(TheProjectile) return (self:GetEnemy():GetPos() - self:LocalToWorld(Vector(math.random(-10,20),math.random(-10,20),math.random(10,20))))*2 + self:GetUp()*200 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. -----------------------------------------------*/