--[[ | 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/islave.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 60 ENT.HullType = HULL_HUMAN ENT.VJC_Data = { FirstP_Bone = "bip01 head", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(5, 0, 0), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_XEN"} -- 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.CustomBlood_Particle = {"vj_hlr_blood_yellow"} ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged ENT.HasBloodPool = false -- Does it have a blood pool? ENT.MeleeAttackDamage = 20 ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something ENT.MeleeAttackDistance = 40 -- How close does it have to be until it attacks? ENT.MeleeAttackDamageDistance = 70 -- How far does the damage go? ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations ENT.RangeDistance = 1020 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 100 -- 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 = 3 -- How much time until it can use a range attack? ENT.DisableDefaultRangeAttackCode = true -- When true, it won't spawn the range attack entity, allowing you to make your own 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.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIEBACKWARD,ACT_DIEFORWARD,ACT_DIESIMPLE} -- Death Animations ENT.DeathAnimationTime = false -- Time until the SNPC spawns its corpse and gets removed 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 -- ====== Flinching Code ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.AnimTbl_Flinch = {ACT_SMALL_FLINCH} -- If it uses normal based animation, use this ENT.HitGroupFlinching_Values = {{HitGroup = {HITGROUP_LEFTARM}, Animation = {ACT_FLINCH_LEFTARM}},{HitGroup = {HITGROUP_RIGHTARM}, Animation = {ACT_FLINCH_RIGHTARM}},{HitGroup = {HITGROUP_LEFTLEG}, Animation = {ACT_FLINCH_LEFTLEG}},{HitGroup = {HITGROUP_RIGHTLEG}, Animation = {ACT_FLINCH_RIGHTLEG}}} -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_FootStep = {"vj_hlr/hl1_npc/aslave/vort_foot1.wav","vj_hlr/hl1_npc/aslave/vort_foot2.wav","vj_hlr/hl1_npc/aslave/vort_foot3.wav","vj_hlr/hl1_npc/aslave/vort_foot4.wav"} ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/aslave/slv_idle1.wav","vj_hlr/hl1_npc/aslave/slv_idle2.wav","vj_hlr/hl1_npc/aslave/slv_idle3.wav","vj_hlr/hl1_npc/aslave/slv_idle4.wav","vj_hlr/hl1_npc/aslave/slv_idle5.wav","vj_hlr/hl1_npc/aslave/slv_idle6.wav","vj_hlr/hl1_npc/aslave/slv_idle7.wav","vj_hlr/hl1_npc/aslave/slv_idle8.wav","vj_hlr/hl1_npc/aslave/slv_idle9.wav","vj_hlr/hl1_npc/aslave/slv_idle10.wav"} ENT.SoundTbl_IdleDialogue = {"vj_hlr/hl1_npc/aslave/slv_idle1.wav","vj_hlr/hl1_npc/aslave/slv_idle2.wav","vj_hlr/hl1_npc/aslave/slv_idle3.wav","vj_hlr/hl1_npc/aslave/slv_idle4.wav","vj_hlr/hl1_npc/aslave/slv_idle5.wav","vj_hlr/hl1_npc/aslave/slv_idle6.wav","vj_hlr/hl1_npc/aslave/slv_idle7.wav","vj_hlr/hl1_npc/aslave/slv_idle8.wav","vj_hlr/hl1_npc/aslave/slv_idle9.wav","vj_hlr/hl1_npc/aslave/slv_idle10.wav"} ENT.SoundTbl_IdleDialogueAnswer = {"vj_hlr/hl1_npc/aslave/slv_idle1.wav","vj_hlr/hl1_npc/aslave/slv_idle2.wav","vj_hlr/hl1_npc/aslave/slv_idle3.wav","vj_hlr/hl1_npc/aslave/slv_idle4.wav","vj_hlr/hl1_npc/aslave/slv_idle5.wav","vj_hlr/hl1_npc/aslave/slv_idle6.wav","vj_hlr/hl1_npc/aslave/slv_idle7.wav","vj_hlr/hl1_npc/aslave/slv_idle8.wav","vj_hlr/hl1_npc/aslave/slv_idle9.wav","vj_hlr/hl1_npc/aslave/slv_idle10.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/aslave/slv_alert01.wav","vj_hlr/hl1_npc/aslave/slv_alert02.wav","vj_hlr/hl1_npc/aslave/slv_alert03.wav","vj_hlr/hl1_npc/aslave/slv_alert04.wav","vj_hlr/hl1_npc/aslave/slv_alert05.wav","vj_hlr/hl1_npc/aslave/slv_alert06.wav"} ENT.SoundTbl_MeleeAttackExtra = {"vj_hlr/hl1_npc/zombie/claw_strike1.wav","vj_hlr/hl1_npc/zombie/claw_strike2.wav","vj_hlr/hl1_npc/zombie/claw_strike3.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/fx/zap4.wav"} ENT.SoundTbl_RangeAttack = {"vj_hlr/hl1_npc/hassault/hw_shoot1.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/aslave/slv_pain1.wav","vj_hlr/hl1_npc/aslave/slv_pain2.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/aslave/slv_die1.wav","vj_hlr/hl1_npc/aslave/slv_die2.wav"} ENT.FootStepSoundLevel = 60 ENT.GeneralSoundPitch1 = 100 ENT.RangeAttackPitch = VJ_Set(130, 160) -- CustomBlood_Decal ENT.Vort_RunAway = false --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnPreInitialize() if GetConVar("vj_hlr_hd"):GetInt() == 1 && VJ.HLR_HD_INSTALLED && self:GetClass() == "npc_vj_hlr1_alienslave" then self.Model = "models/vj_hlr/hl_hd/islave.mdl" end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(20, 20, 65), Vector(-20, -20, 0)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "step" then self:FootStepSoundCode() elseif key == "right" or key == "left" then self:MeleeAttackCode() elseif key == "shoot" then self:RangeAttackCode() elseif key == "body" then VJ_EmitSound(self, "vj_hlr/fx/bodydrop"..math.random(3, 4)..".wav", 75, 100) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Vort_DoElecEffect(sp, hp, hn, a, t) local elec = EffectData() elec:SetStart(sp) elec:SetOrigin(hp) elec:SetNormal(hn) elec:SetEntity(self) elec:SetAttachment(a) elec:SetScale(2.2 - t) util.Effect("VJ_HLR_Electric_Charge", elec) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnRangeAttack_AfterStartTimer() if self.CurrentBeforeRangeAttackSound then self.CurrentBeforeRangeAttackSound:ChangePitch(90 + 90, 1.2) end local myPos = self:GetPos() -- Tsakh -------------------------- local tsakhSpawn = myPos + self:GetUp()*45 + self:GetRight()*20 local tsakhLocations = { myPos + self:GetRight()*math.Rand(150, 500) + self:GetUp()*-200, myPos + self:GetRight()*math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*-math.Rand(150, 500), myPos + self:GetRight()*math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*math.Rand(150, 500), myPos + self:GetRight()*math.Rand(1, 150) + self:GetUp()*200 + self:GetForward()*math.Rand(-100, 100), } for i = 1, 4 do local randt = math.Rand(0, 0.6) timer.Simple(randt,function() if IsValid(self) then local tr = util.TraceLine({ start = tsakhSpawn, endpos = tsakhLocations[i], filter = self }) if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal, 1, randt) end end end) end -- Ach -------------------------- local achSpawn = myPos + self:GetUp()*45 + self:GetRight()*-20 local achLocations = { myPos + self:GetRight()*-math.Rand(150, 500) + self:GetUp()*-200, myPos + self:GetRight()*-math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*-math.Rand(150, 500), myPos + self:GetRight()*-math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*math.Rand(150, 500), myPos + self:GetRight()*-math.Rand(1, 150) + self:GetUp()*200 + self:GetForward()*math.Rand(-100, 100), } for i = 1, 4 do local randt = math.Rand(0, 0.6) timer.Simple(randt,function() if IsValid(self) then local tr = util.TraceLine({ start = achSpawn, endpos = achLocations[i], filter = self }) if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal, 1, randt) end end end) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomRangeAttackCode() local startpos = self:GetPos() + self:GetUp()*45 + self:GetForward()*40 local tr = util.TraceLine({ start = startpos, endpos = self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(), filter = self }) local hitpos = tr.HitPos local elec = EffectData() elec:SetStart(startpos) elec:SetOrigin(hitpos) elec:SetEntity(self) elec:SetAttachment(1) util.Effect("VJ_HLR_Electric",elec) elec = EffectData() elec:SetStart(startpos) elec:SetOrigin(hitpos) elec:SetEntity(self) elec:SetAttachment(2) util.Effect("VJ_HLR_Electric",elec) util.VJ_SphereDamage(self, self, hitpos, 30, 20, DMG_SHOCK, true, false, {Force=90}) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnSchedule() if !self.Dead && self.Vort_RunAway == true && !self:IsBusy() && !self.VJ_IsBeingControlled then self.Vort_RunAway = false self:VJ_TASK_COVER_FROM_ENEMY("TASK_RUN_PATH",function(x) x.RunCode_OnFail = function() self.NextDoAnyAttackT = 0 end end) self.NextDoAnyAttackT = CurTime() + 5 end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage_AfterDamage(dmginfo, hitgroup) if (self.NextDoAnyAttackT + 2) > CurTime() then return end self.Vort_RunAway = true 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/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,50))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,55))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,45))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,25))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/islavegib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))}) 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:CustomDeathAnimationCode(dmginfo, hitgroup) if hitgroup == HITGROUP_HEAD then self.AnimTbl_Death = {ACT_DIE_HEADSHOT} end end --------------------------------------------------------------------------------------------------------------------------------------------- local extraGibs = {"models/vj_hlr/gibs/islavegib.mdl"} -- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt, nil, {ExtraGibs = extraGibs}) end