--[[ | 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/sven/tor.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 3000 ENT.HullType = HULL_HUMAN ENT.VJ_IsHugeMonster = true -- Is this a huge monster? ENT.VJC_Data = { ThirdP_Offset = Vector(15, 0, -15), -- The offset for the controller when the camera is in third person FirstP_Bone = "TorSkel Head", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(15, 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? -- ACT_MELEE_ATTACK2, ACT_SPECIAL_ATTACK1 = Swing / stab -- ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING = Cutting (dozen times) -- ACT_RANGE_ATTACK2 = Sonic attack (This must be inputted twice so it has a fair chance to the other attacks!) ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK2, ACT_SPECIAL_ATTACK1, ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, ACT_MELEE_ATTACK2, ACT_SPECIAL_ATTACK1, ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK2} -- Melee Attack Animations 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.RangeAttackEntityToSpawn = "obj_vj_hlr1_orb_electrical" -- The entity that is spawned when range attacking ENT.RangeDistance = 2000 -- 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.NextRangeAttackTime_DoRand = 4 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer ENT.RangeUseAttachmentForPos = true -- Should the projectile spawn on a attachment? ENT.RangeUseAttachmentForPosID = "0" -- The attachment used on the range attack if RangeUseAttachmentForPos is set to true ENT.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it's between number x and y? ENT.NoChaseAfterCertainRange_FarDistance = 1000 -- 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.DeathCorpseBodyGroup = VJ_Set(1, 1) -- #1 = the category of the first bodygroup | #2 = the value of the second bodygroup | Set -1 for #1 to let the base decide the corpse's bodygroup ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {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/hlsc_npc/tor/tor-idle.wav","vj_hlr/hlsc_npc/tor/tor-idle2.wav","vj_hlr/hlsc_npc/tor/tor-idle3.wav","vj_hlr/hlsc_npc/tor/tor-test1.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hlsc_npc/tor/tor-alerted.wav"} ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hlsc_npc/tor/tor-attack1.wav","vj_hlr/hlsc_npc/tor/tor-attack2.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_RangeAttack = {"vj_hlr/hlsc_npc/tor/tor-staff-discharge.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hlsc_npc/tor/tor-pain.wav","vj_hlr/hlsc_npc/tor/tor-pain2.wav"} ENT.SoundTbl_Death = {"vj_hlr/hlsc_npc/tor/tor-die.wav","vj_hlr/hlsc_npc/tor/tor-die2.wav"} ENT.IdleSoundLevel = 80 ENT.AlertSoundLevel = 85 -- Custom ENT.Tor_NextSpawnT = 0 ENT.Tor_Level = 0 -- 0 = Normal (Green) | 1 = Buffed (Blue) --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(25, 25, 90), Vector(-25, -25, 0)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_Initialize(ply, controlEnt) function controlEnt:CustomOnKeyPressed(key) if key == KEY_SPACE then self.VJCE_NPC:Tor_StartSpawnAlly() end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_IntMsg(ply, controlEnt) ply:ChatPrint("SPACE: Spawn an Alien Grunt") end --------------------------------------------------------------------------------------------------------------------------------------------- local vezZ20 = Vector(0, 0, 20) -- function ENT:Tor_CreateAlly() local spawnPos = self:GetPos() + self:GetForward() * 100 + self:GetUp() * 5 local ally = ents.Create("npc_vj_hlr1_aliengrunt") ally:SetPos(spawnPos) ally:SetAngles(self:GetAngles()) ally.VJ_NPC_Class = self.VJ_NPC_Class ally:Spawn() ally:Activate() local effectTeleport = VJ_HLR_Effect_PortalSpawn(spawnPos + vezZ20) effectTeleport:Fire("Kill", "", 1) self:DeleteOnRemove(effectTeleport) return ally end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tor_SpawnAlly() -- Can have a total of 4, only 1 can be spawned at a time with a delay until another one is spawned if !IsValid(self.Tor_Ally1) then self.Tor_Ally1 = self:Tor_CreateAlly() return elseif !IsValid(self.Tor_Ally2) then self.Tor_Ally2 = self:Tor_CreateAlly() return elseif !IsValid(self.Tor_Ally3) then self.Tor_Ally3 = self:Tor_CreateAlly() return end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tor_StartSpawnAlly() if !self:BusyWithActivity() && CurTime() > self.Tor_NextSpawnT && (!IsValid(self.Tor_Ally1) or !IsValid(self.Tor_Ally2) or !IsValid(self.Tor_Ally3)) then -- Make sure not to place it if the front of the NPC is blocked! local tr = util.TraceLine({ start = self:GetPos() + self:OBBCenter(), endpos = self:GetPos() + self:OBBCenter() + self:GetForward()*150, filter = self }) if !tr.Hit then self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL_GROUP, true, false) VJ_EmitSound(self, "vj_hlr/hlsc_npc/tor/tor-summon.wav") self.Tor_NextSpawnT = CurTime() + 10 end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "step" then self:FootStepSoundCode() elseif key == "summon" then self:Tor_SpawnAlly() elseif key == "melee_single" then self.HasMeleeAttackMissSounds = true self.DisableDefaultMeleeAttackCode = false self.MeleeAttackDamage = (self.Tor_Level == 0 and 20) or 40 self:MeleeAttackCode() elseif key == "melee" then self.HasMeleeAttackMissSounds = false self.DisableDefaultMeleeAttackCode = false self.MeleeAttackDamage = (self.Tor_Level == 0 and 3) or 5 self:MeleeAttackCode() elseif key == "slam" then local startPos = self:GetPos() + self:GetForward()*20 self.HasMeleeAttackMissSounds = false self.DisableDefaultMeleeAttackCode = true VJ_EmitSound(self, "vj_hlr/hlsc_npc/tor/tor-staff-discharge.wav", 90) effects.BeamRingPoint(startPos, 0.3, 2, 600, 36, 0, (self.Tor_Level == 0 and Color(0, 255, 0)) or Color(0, 0, 255), {framerate=20, flags=0}) util.ScreenShake(startPos, 10, 10, 1, 1000) util.Decal("VJ_HLR_Gargantua_Stomp", startPos, startPos + self:GetUp()*-100, self) util.VJ_SphereDamage(self, self, startPos, 500, (self.Tor_Level == 0 and 40) or 60, DMG_SONIC, true, true, {DisableVisibilityCheck=true, Force=20}) //self:MeleeAttackCode() elseif key == "range" 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:CustomOnThink_AIEnabled() if self.Dead or self.VJ_IsBeingControlled then return end -- Spawn an ally if IsValid(self:GetEnemy()) then self:Tor_StartSpawnAlly() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAlert(ent) self:VJ_ACT_PLAYACTIVITY(ACT_DEPLOY, true, false, true) -- Angry animation end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomRangeAttackCode_BeforeProjectileSpawn(projectile) if IsValid(self:GetEnemy()) then projectile.Track_Enemy = self:GetEnemy() projectile.Track_SpriteScale = (self.Tor_Level == 0 and 0.6) or 1 projectile.DirectDamage = (self.Tor_Level == 0 and 10) or 20 timer.Simple(10,function() if IsValid(projectile) then projectile:Remove() end end) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:RangeAttackCode_GetShootPos(projectile) return self:CalculateProjectile("Line", self:GetAttachment(self:LookupAttachment("0")).Pos, self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(), 700) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage_AfterDamage(dmginfo, hitgroup) if self.Tor_Level == 0 && (self:Health() < (self:GetMaxHealth() * 0.5)) then self.Tor_Level = 1 self:VJ_ACT_PLAYACTIVITY(ACT_VICTORY_DANCE, true, false) timer.Simple(1.2, function() if IsValid(self) && self.Dead != true then self:SetSkin(1) VJ_EmitSound(self, "vj_hlr/hlsc_npc/tor/tor-summon.wav", 80) effects.BeamRingPoint(self:GetPos() + self:GetForward()*20, 0.3, 2, 600, 60, 0, Color(0,0,255), {framerate=20, flags=0}) util.ScreenShake(self:GetPos(), 10, 10, 1, 1000) util.VJ_SphereDamage(self, self, self:GetPos(), 500, 20, DMG_SONIC, true, true, {DisableVisibilityCheck=true, Force=80}) end end) 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(0,0,40))}) 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/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_DIEBACKWARD} end end --------------------------------------------------------------------------------------------------------------------------------------------- local gibs = {"models/vj_hlr/gibs/agib1.mdl", "models/vj_hlr/gibs/agib2.mdl", "models/vj_hlr/gibs/agib3.mdl", "models/vj_hlr/gibs/agib4.mdl", "models/vj_hlr/gibs/agib5.mdl", "models/vj_hlr/gibs/agib6.mdl", "models/vj_hlr/gibs/agib7.mdl", "models/vj_hlr/gibs/agib8.mdl", "models/vj_hlr/gibs/agib9.mdl", "models/vj_hlr/gibs/agib10.mdl", "models/vj_hlr/gibs/islavegib.mdl"} -- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) local at = self:GetAttachment(self:LookupAttachment("0")) //self:GetBonePosition(self:LookupBone("Dummy01")) self:CreateExtraDeathCorpse("prop_physics", "models/vj_hlr/sven/tor_staff.mdl", {Pos=at.Pos, Ang=at.Ang}, function(x) x:SetSkin(self:GetSkin()) end) VJ_HLR_ApplyCorpseEffects(self, corpseEnt, nil, {ExtraGibs = gibs}) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnRemove() -- If the NPC was removed, then remove its children as well, but not when it's killed! if !self.Dead then if IsValid(self.Tor_Ally1) then self.Tor_Ally1:Remove() end if IsValid(self.Tor_Ally2) then self.Tor_Ally2:Remove() end if IsValid(self.Tor_Ally3) then self.Tor_Ally3:Remove() end end end