--[[ | 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/boid.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 25 ENT.HullType = HULL_TINY ENT.TurningSpeed = 12 -- How fast it can turn ENT.TurningUseAllAxis = true -- If set to true, angles will not be restricted to y-axis, it will change all axes (plural axis) ENT.MovementType = VJ_MOVETYPE_AERIAL -- How does the SNPC move? ENT.Aerial_FlyingSpeed_Calm = 130 -- The speed it should fly with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs ENT.Aerial_FlyingSpeed_Alerted = 130 -- The speed it should fly with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs ENT.Aerial_AnimTbl_Calm = {ACT_FLY} -- Animations it plays when it's wandering around while idle ENT.Aerial_AnimTbl_Alerted = {ACT_FLY} -- Animations it plays when it's moving while alerted ENT.AA_GroundLimit = 400 -- If the NPC's distance from itself to the ground is less than this, it will attempt to move up ENT.AA_MinWanderDist = 300 -- Minimum distance that the NPC should go to when wandering ENT.VJC_Data = { FirstP_Bone = "bone01", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(10, 0, 0), -- The offset for the controller when the camera is in first person FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.AnimTbl_IdleStand = {ACT_FLY} -- The idle animation when AI is enabled ENT.IdleAlwaysWander = true -- If set to true, it will make the SNPC always wander when idling ENT.CanOpenDoors = false -- Can it open doors? ENT.Behavior = VJ_BEHAVIOR_PASSIVE_NATURE -- The behavior of the SNPC 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.HasMeleeAttack = false -- Should the SNPC have a melee attack? -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/boid/boid_idle1.wav","vj_hlr/hl1_npc/boid/boid_idle2.wav","vj_hlr/hl1_npc/boid/boid_idle3.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/boid/boid_alert1.wav","vj_hlr/hl1_npc/boid/boid_alert2.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/boid/boid_alert1.wav","vj_hlr/hl1_npc/boid/boid_alert2.wav"} -- Custom ENT.Boid_Type = 0 -- 0 = Original / Default -- 1 = AFlock ENT.Boid_FollowOffsetPos = 0 HLR_Boid_Leader = NULL HLR_AFlock_Leader = NULL --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(18, 18, 10), Vector(-18, -18, 0)) self.Boid_FollowOffsetPos = Vector(math.random(-50, 50), math.random(-120, 120), math.random(-150, 150)) if !IsValid(HLR_Boid_Leader) then HLR_Boid_Leader = self end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() if self.VJ_IsBeingControlled then return end if IsValid(HLR_Boid_Leader) then if HLR_Boid_Leader != self && HLR_Boid_Leader.AA_CurrentMovePos then self.DisableWandering = true self:AA_MoveTo(HLR_Boid_Leader, true, "Calm", {AddPos=self.Boid_FollowOffsetPos, IgnoreGround=true}) -- Medzavorin haladz e (Kharen deghme) end else self.IsGuard = false self.DisableWandering = false HLR_Boid_Leader = self 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/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))}) 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 --------------------------------------------------------------------------------------------------------------------------------------------- local gibs = {"models/vj_hlr/gibs/agib1.mdl", "models/vj_hlr/gibs/agib2.mdl", "models/vj_hlr/gibs/agib3.mdl"} -- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt, gibs) end