--[[ | 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/alyx2.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 175 ENT.HullType = HULL_HUMAN --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_CITIZEN","CLASS_AMERICA_FRIENDLY","CIVILAN"} ENT.PlayerFriendly = true ENT.MoveOutOfFriendlyPlayersWay = false -- Should the SNPC move out of the way when a friendly player comes close to it? ENT.WeaponSpread = 0 ENT.BloodColor = "Red" ENT.SightDistance = 8000 -- How far it can see ENT.BecomeEnemyToPlayer = true ENT.BecomeEnemyToPlayerLevel = 2 -- How many times does the player have to hit the SNPC for it to become enemy? ENT.HasMeleeAttack = true ENT.HasFootStepSound = true -- Should the SNPC make a footstep sound when it's moving? ENT.FootStepSoundLevel = 60 ENT.ShootDistance = 3500 ENT.MeleeAttackDamage = 65 ENT.SquadName = "alex" -- Squad name, console error will happen if two groups that are enemy and try to squad! ENT.FindEnemy_UseSphere = true -- This will decrease the time until it starts moving or attack again. Use it to fix animation pauses until it chases the enemy. ENT.HasGrenadeAttack = false -- Should the SNPC have a grenade attack? ENT.GrenadeAttackEntity = "npc_grenade_frag" -- The entity that the SNPC throws | Half Life 2 Grenade: "npc_grenade_frag" ENT.GrenadeAttackModel = "models/weapons/w_grenade.mdl" -- The model for the grenade entity -- ====== Animation Variables ====== -- ENT.AnimTbl_GrenadeAttack = {"grenThrow"} -- Grenade Attack Animations ENT.GrenadeAttackAnimationDelay = 0 -- It will wait certain amount of time before playing the animation ENT.GrenadeAttackAnimationFaceEnemy = true -- Should it face the enemy while playing the grenade attack animation? -- ====== Distance & Chance Variables ====== -- ENT.NextThrowGrenadeTime1 = 5 -- Time until it runs the throw grenade code again | The first # in math.random ENT.NextThrowGrenadeTime2 = 10 -- Time until it runs the throw grenade code again | The second # in math.random ENT.ThrowGrenadeChance = 1 -- Chance that it will throw the grenade | Set to 1 to throw all the time ENT.GrenadeAttackThrowDistance = 1000 -- How far it can throw grenades ENT.GrenadeAttackThrowDistanceClose = 500 -- How close until it stops throwing grenades ENT.FootStepTimeRun = 0.4 -- Next foot step sound when it is running ENT.FootStepTimeWalk = 0.5 -- Next foot step sound when it is walking ENT.HasGrenadeAttack = false -- Should the SNPC have a grenade attack? ENT.CallForHelp = true -- Does the SNPC call for help? ENT.CallForHelpDistance = 600 -- -- How far away the SNPC's call for help goes | Counted in World Units ENT.HasCallForHelpAnimation = true -- if true, it will play the call for help animation ENT.AnimTbl_CallForHelp = {ACT_SIGNAL_ADVANCE,ACT_SIGNAL_FORWARD,ACT_SIGNAL_GROUP} -- Call For Help Animations ENT.NextCallForHelpTime = 10 -- Time until it calls for help again ENT.WaitForEnemyToComeOutTime1 = 2 -- How much time should it wait until it starts chasing the enemy? | First number in math.random ENT.WaitForEnemyToComeOutTime2 = 3 -- How much time should it wait until it starts chasing the enemy? | Second number in math.random -- ====== Sound File Paths ====== -- ENT.SoundTbl_OnKilledEnemy = {"vo/npc/alyx/brutal02.wav","vo/streetwar/alyx_gate/al_thatsit.wav",} ENT.HasOnPlayerSight = true ENT.SoundTbl_FootStep = {"npc/footsteps/hardboot_generic1.wav","npc/footsteps/hardboot_generic2.wav","npc/footsteps/hardboot_generic3.wav","npc/footsteps/hardboot_generic4.wav","npc/footsteps/hardboot_generic5.wav","npc/footsteps/hardboot_generic6.wav",} ENT.SoundTbl_Idle = { "vo/streetwar/alyx_gate/al_commandcenter.wav", "vo/streetwar/alyx_gate/al_scout.wav", "vo/streetwar/alyx_gate/al_usedtobe.wav", "vo/trainyard/al_overhere.wav", "vo/trainyard/al_suspicious_b.wav", } ENT.SoundTbl_Alert = { "vo/npc/alyx/ohgod01.wav", "vo/streetwar/alyx_gate/al_theysawus.wav", } ENT.SoundTbl_CombatIdle = { "vo/npc/alyx/coverme01.wav", "vo/npc/alyx/coverme02.wav", "vo/npc/alyx/coverme03.wav", "vo/npc/alyx/lookout01.wav", "vo/npc/alyx/lookout02.wav", "vo/npc/alyx/ohno_startle01.wav", "vo/npc/alyx/ohno_startle02.wav", "vo/npc/alyx/watchout01.wav", "vo/npc/alyx/watchout02.wav", "vo/streetwar/alyx_gate/al_ahno.wav", } ENT.SoundTbl_OnGrenadeSight = { } ENT.SoundTbl_Pain = { "vo/npc/alyx/gasp02.wav", "vo/npc/alyx/gasp03.wav", "vo/npc/alyx/getback01.wav", "vo/npc/alyx/getback02.wav", "vo/npc/alyx/gordon_dist01.wav", "vo/npc/alyx/hurt04.wav", "vo/npc/alyx/hurt05.wav", "vo/npc/alyx/hurt06.wav", "vo/npc/alyx/hurt07.wav", "vo/npc/alyx/uggh01.wav", "vo/npc/alyx/uggh02.wav", "vo/streetwar/alyx_gate/al_ah.wav", } ENT.SoundTbl_Death = { "vo/npc/alyx/no01.wav", "vo/npc/alyx/no02.wav", "vo/npc/alyx/no03.wav", } ENT.SoundTbl_FollowPlayer = { "vo/npc/alyx/youreload01.wav", "vo/npc/alyx/youreload02.wav", } ENT.SoundTbl_UnFollowPlayer = { "vo/npc/alyx/al_excuse03.wav", "vo/streetwar/alyx_gate/al_readywhenyou.wav", } ENT.SoundTbl_OnPlayerSight = { "vo/npc/alyx/al_excuse02.wav", "vo/streetwar/alyx_gate/al_hey.wav", "vo/trainyard/al_thisday.wav", } ENT.SoundTbl_DamageByPlayer = { } ENT.DefaultSoundTbl_MeleeAttack = {"physics/body/body_medium_impact_hard1.wav","physics/body/body_medium_impact_hard2.wav","physics/body/body_medium_impact_hard3.wav","physics/body/body_medium_impact_hard4.wav","physics/body/body_medium_impact_hard5.wav","physics/body/body_medium_impact_hard6.wav"} ENT.DefaultSoundTbl_MeleeAttackMiss = {"npc/alyx/zombie/claw_miss1.wav","npc/alyx/zombie/claw_miss2.wav"} ENT.DefaultSoundTbl_Impact = {"physics/flesh/flesh_impact_bullet1.wav","physics/flesh/flesh_impact_bullet2.wav","physics/flesh/flesh_impact_bullet3.wav","physics/flesh/flesh_impact_bullet4.wav","physics/flesh/flesh_impact_bullet5.wav"} ENT.DefaultSoundTbl_MedicAfterHeal = {"items/smallmedkit1.wav"} function ENT:SpawnFunction( ply, tr ) if ( !tr.Hit ) then return end local SpawnPos = tr.HitPose + tr.HitNormal * 6 self.Spawn_angles = ply:GetAngles() self.Spawn_angles.pitch = 0 self.Spawn_angles.roll = 0 self.Spawn_angles.yaw = self.Spawn_angles.yaw + 180 local ent = ents.Create( "npc_vj_hl2_alex" ) ent:SetKeyValue( "disableshadows", "1" ) ent:SetPos( SpawnPos ) ent:SetAngles( self.Spawn_angles ) ent:Spawn() ent:Activate() return ent end function ENT:FollowPlayerCode(key,activator,caller,data) if self.FollowPlayer == false or GetConVarNumber("ai_disabled") == 1 or GetConVarNumber("ai_ignoreplayers") == 1 then return end if key == self.FollowPlayerKey && activator:IsValid() && activator:Alive() && activator:IsPlayer() then if self:Disposition(activator) == D_HT then if self.AllowPrintingInChat == true && self.FollowPlayerChat == true then activator:PrintMessage(HUD_PRINTTALK, self:GetName().." doesn't like you, therefore it won't follow you.") end return elseif self:Disposition(activator) == D_NU then if self.AllowPrintingInChat == true && self.FollowPlayerChat == true then activator:PrintMessage(HUD_PRINTTALK, self:GetName().." is neutral to you, therefore it won't follow you.") end return end self:CustomOnFollowPlayer(key,activator,caller,data) if self.MovementType == VJ_MOVETYPE_STATIONARY or self.MovementType == VJ_MOVETYPE_PHYSICS then if self.AllowPrintingInChat == true && self.FollowPlayerChat == true then activator:PrintMessage(HUD_PRINTTALK, self:GetName().." is currently stationary, therefore it's unable follow you.") end return end if self.FollowingPlayer == false then //self:FaceCertainEntity(activator,false) if self.AllowPrintingInChat == true && self.FollowPlayerChat == true then activator:PrintMessage(HUD_PRINTTALK, self:GetName().." is now following you.") end self.FollowingPlayer_WanderValue = self.DisableWandering self.FollowingPlayer_ChaseValue = self.DisableChasingEnemy self.DisableWandering = true self.DisableChasingEnemy = true self:SetTarget(activator) self.FollowingPlayerName = activator if self:BusyWithActivity() == false then self:StopMoving() self:VJ_TASK_FACE_X("TASK_FACE_TARGET",function(x) x.RunCode_OnFinish = function() local DistanceToPly = self:GetPos():Distance(self.FollowingPlayerName:GetPos()) local movetype = "TASK_RUN_PATH" if DistanceToPly < 220 then movetype = "TASK_WALK_PATH" end self:VJ_TASK_GOTO_TARGET(movetype,function(x) x.CanShootWhenMoving = true x.ConstantlyFaceEnemy = true end) end end) end //timer.Simple(0.15,function() if self:IsValid() && self.VJ_PlayingSequence == false then self:VJ_SetSchedule(SCHED_TARGET_FACE) end end) //if self.VJ_PlayingSequence == false then self:VJ_SetSchedule(SCHED_IDLE_STAND) end //timer.Simple(0.1,function() if self:IsValid() then self:VJ_TASK_GOTO_TARGET() end end) self:FollowPlayerSoundCode() self.FollowingPlayer = true else self:UnFollowPlayerSoundCode() if self:BusyWithActivity() == false then self:VJ_TASK_FACE_X("TASK_FACE_TARGET") end //if self.VJ_PlayingSequence == false then self:VJ_SetSchedule(SCHED_TARGET_FACE) end self:FollowPlayerReset() end end end ENT.BreathSoundPitch1 = 100 ENT.BreathSoundPitch2 = 100 ENT.IdleSoundPitch1 = 100 ENT.IdleSoundPitch2 = 100 ENT.CombatIdleSoundPitch1 = 100 ENT.CombatIdleSoundPitch2 = 100 ENT.OnReceiveOrderSoundPitch1 = 100 ENT.OnReceiveOrderSoundPitch2 = 100 ENT.MoveOutOfPlayersWaySoundPitch1 = 100 ENT.MoveOutOfPlayersWaySoundPitch2 = 100 ENT.BeforeHealSoundPitch1 = 100 ENT.BeforeHealSoundPitch2 = 100 ENT.AfterHealSoundPitch1 = 100 ENT.AfterHealSoundPitch2 = 100 ENT.MedicReceiveHealSoundPitch1 = 100 ENT.MedicReceiveHealSoundPitch2 = 100 ENT.OnPlayerSightSoundPitch1 = 100 ENT.OnPlayerSightSoundPitch2 = 100 ENT.AlertSoundPitch1 = 100 ENT.AlertSoundPitch2 = 100 ENT.CallForHelpSoundPitch1 = 100 ENT.CallForHelpSoundPitch2 = 100 ENT.BecomeEnemyToPlayerPitch1 = 100 ENT.BecomeEnemyToPlayerPitch2 = 100 ENT.SuppressingPitch1 = 100 ENT.SuppressingPitch2 = 100 ENT.WeaponReloadSoundPitch1 = 100 ENT.WeaponReloadSoundPitch2 = 100 ENT.GrenadeAttackSoundPitch1 = 100 ENT.GrenadeAttackSoundPitch2 = 100 ENT.OnGrenadeSightSoundPitch1 = 100 ENT.OnGrenadeSightSoundPitch2 = 100 ENT.OnKilledEnemySoundPitch1 = 100 ENT.OnKilledEnemySoundPitch2 = 100 ENT.PainSoundPitch1 = 100 ENT.PainSoundPitch2 = 100 ENT.ImpactSoundPitch1 = 80 ENT.ImpactSoundPitch2 = 100 ENT.DamageByPlayerPitch1 = 100 ENT.DamageByPlayerPitch2 = 100 ENT.DeathSoundPitch1 = 100 ENT.DeathSoundPitch2 = 100 function ENT:CustomOnThink() for k, v in pairs( ents.FindInSphere( self:GetPos( ), 30000 ) ) do if v:IsValid() && ((v:IsPlayer() && v:Alive() && GetConVarNumber("ai_ignoreplayers") == 0) || (v:IsNPC() && v != self && v:Disposition(self) != D_LI)) && v:Visible(self) then if v:IsPlayer() and v.SquadName == "vj_combine" then self.PlayerFriendly = false end end end end -------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomInitialize() for k, v in pairs( ents.FindInSphere( self:GetPos( ), 30000 ) ) do if v:IsValid() && ((v:IsPlayer() && v:Alive() && GetConVarNumber("ai_ignoreplayers") == 0) || (v:IsNPC() && v != self && v:Disposition(self) != D_LI)) && v:Visible(self) then if v:IsPlayer() and v.SquadName == "vj_combine"then self.PlayerFriendly = false end end end 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. -----------------------------------------------*/