--[[ | 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/alien_cannon.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 100 ENT.HullType = HULL_WIDE_SHORT ENT.SightDistance = 6000 -- How far it can see ENT.SightAngle = 180 -- The sight angle | Example: 180 would make the it see all around it | Measured in degrees and then converted to radians ENT.MovementType = VJ_MOVETYPE_STATIONARY -- How does the SNPC move? ENT.CanTurnWhileStationary = false -- If set to true, the SNPC will be able to turn while it's a stationary SNPC ENT.PoseParameterLooking_TurningSpeed = 5 ENT.VJC_Data = { ThirdP_Offset = Vector(0, 0, 0), -- The offset for the controller when the camera is in third person FirstP_Bone = "joint3", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(0, 0, 50), -- 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.VJ_NPC_Class = {"CLASS_XEN"} -- NPCs with the same class with be allied to each other ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack? ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.DisableDefaultRangeAttackCode = true -- When true, it won't spawn the range attack entity, allowing you to make your own ENT.DisableRangeAttackAnimation = true -- if true, it will disable the animation code ENT.RangeDistance = 6000 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 150 -- How close does it have to be until it uses melee? ENT.RangeAttackAngleRadius = 180 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC ENT.TimeUntilRangeAttackProjectileRelease = 0 -- How much time until the projectile code is ran? ENT.NextRangeAttackTime = 0.5 -- How much time until it can use a range attack? ENT.Medic_CanBeHealed = false -- If set to false, this SNPC can't be healed! ENT.PoseParameterLooking_InvertPitch = true -- Inverts the pitch poseparameters (X) ENT.PoseParameterLooking_InvertYaw = true -- Inverts the yaw poseparameters (Y) ENT.Immune_AcidPoisonRadiation = true -- Immune to Acid, Poison and Radiation ENT.Immune_Bullet = true -- Immune to bullet type damages ENT.Immune_Melee = true -- Immune to melee-type damage | Example: Crowbar, slash damages ENT.Immune_Physics = true -- Immune to physics impacts, won't take damage from props ENT.GetDamageFromIsHugeMonster = true -- Should it get damaged no matter what by SNPCs that are tagged as VJ_IsHugeMonster? ENT.DeathCorpseModel = {"models/vj_hlr/hl1/alien_cannon_bottom.mdl"} -- The corpse model that it will spawn when it dies | Leave empty to use the NPC's model | Put as many models as desired, the base will pick a random one. ENT.GibOnDeathDamagesTable = {"All"} -- Damages that it gibs from | "UseDefault" = Uses default damage types | "All" = Gib from any damage -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Breath = {"vj_hlr/hl1_npc/xencannon/alien_powernode.wav"} ENT.SoundTbl_Impact = {"ambient/energy/spark1.wav","ambient/energy/spark2.wav","ambient/energy/spark3.wav","ambient/energy/spark4.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/xencannon/bustconcrete1.wav","vj_hlr/hl1_npc/xencannon/bustconcrete2.wav"} ENT.BreathSoundLevel = 70 ENT.DeathSoundLevel = 90 -- Custom ENT.Cannon_HasLOS = false ENT.Cannon_LockTime = 0 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(45, 45, 65), Vector(-45, -45, 0)) self.Cannon_LockTime = CurTime() + 0.3 -- Prevent spawn-killing end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "shoot" then self:RangeAttackCode() end end --------------------------------------------------------------------------------------------------------------------------------------------- local threshold = 3 -- function ENT:CustomOn_PoseParameterLookingCode(pitch, yaw, roll) local poseYaw = self:GetPoseParameter("aim_yaw") local posePitch = self:GetPoseParameter("aim_pitch") -- Compare the difference between the current position of the pose parameter and the position it's suppose to go to if (math.abs(math.AngleDifference(poseYaw, math.ApproachAngle(poseYaw, yaw, self.PoseParameterLooking_TurningSpeed))) >= threshold) or (math.abs(math.AngleDifference(posePitch, math.ApproachAngle(posePitch, pitch, self.PoseParameterLooking_TurningSpeed))) >= threshold) then self.Cannon_HasLOS = false else self.Cannon_HasLOS = true end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomAttackCheck_RangeAttack() if self.Cannon_HasLOS == true && (CurTime() > self.Cannon_LockTime) then return true end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomRangeAttackCode() //local attach = self:GetAttachment(1) local startPos = self:GetAttachment(1).Pos //local endPos = (self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter()) + attach.Ang:Forward()*20000 - Vector(0, 0, 10) local tr = util.TraceLine({ start = startPos, endpos = self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter() + VectorRand(-15, 15), filter = {self} // self.extmdl }) local hitPos = tr.HitPos util.VJ_SphereDamage(self, self, hitPos, 30, 40, DMG_ENERGYBEAM, true, false, {Force=90}) VJ_EmitSound(self, "vj_hlr/hl1_npc/xencannon/fire.wav", 90, 100) sound.Play("vj_hlr/hl1_npc/pitworm/pit_worm_attack_eyeblast_impact.wav", hitPos, 60) local elec = EffectData() elec:SetStart(startPos) elec:SetOrigin(hitPos) elec:SetEntity(self) elec:SetAttachment(1) util.Effect("VJ_HLR_XenCannon_Beam", elec) local spriteGlow = ents.Create("env_sprite") spriteGlow:SetKeyValue("model","vj_hl/sprites/flare3.vmt") spriteGlow:SetKeyValue("rendercolor","0 0 255") spriteGlow:SetKeyValue("GlowProxySize","5.0") spriteGlow:SetKeyValue("HDRColorScale","1.0") spriteGlow:SetKeyValue("renderfx","14") spriteGlow:SetKeyValue("rendermode","3") spriteGlow:SetKeyValue("renderamt","255") spriteGlow:SetKeyValue("disablereceiveshadows","0") spriteGlow:SetKeyValue("mindxlevel","0") spriteGlow:SetKeyValue("maxdxlevel","0") spriteGlow:SetKeyValue("framerate","10.0") spriteGlow:SetKeyValue("spawnflags","0") spriteGlow:SetKeyValue("scale","5") spriteGlow:SetPos(self:GetPos()) spriteGlow:Spawn() spriteGlow:SetParent(self) spriteGlow:Fire("SetParentAttachment", "Cannon") self:DeleteOnRemove(spriteGlow) timer.Simple(0.1, function() SafeRemoveEntity(spriteGlow) end) end --------------------------------------------------------------------------------------------------------------------------------------------- local vec = Vector(0, 0, 0) -- function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup) if dmginfo:GetDamagePosition() != vec then local rico = EffectData() rico:SetOrigin(dmginfo:GetDamagePosition()) rico:SetScale(4) -- Size rico:SetMagnitude(2) -- Effect type | 1 = Animated | 2 = Basic util.Effect("VJ_HLR_Rico", rico) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnKilled(dmginfo, hitgroup) local spr = ents.Create("env_sprite") spr:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt") spr:SetKeyValue("GlowProxySize","2.0") spr:SetKeyValue("HDRColorScale","1.0") spr:SetKeyValue("renderfx","14") spr:SetKeyValue("rendermode","5") spr:SetKeyValue("renderamt","255") spr:SetKeyValue("disablereceiveshadows","0") spr:SetKeyValue("mindxlevel","0") spr:SetKeyValue("maxdxlevel","0") spr:SetKeyValue("framerate","15.0") spr:SetKeyValue("spawnflags","0") spr:SetKeyValue("scale","3") spr:SetPos(self:GetPos() + self:GetUp()*20) spr:Spawn() spr:Fire("Kill", "", 0.9) timer.Simple(0.9, function() if IsValid(spr) then spr:Remove() end end) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) ParticleEffectAttach("smoke_exhaust_01a", PATTACH_ABSORIGIN_FOLLOW, corpseEnt, 0) end --------------------------------------------------------------------------------------------------------------------------------------------- local gibCollideSd = {"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"} -- function ENT:SetUpGibesOnDeath(dmginfo, hitgroup) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub1.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(1,0,20)),CollideSound=gibCollideSd}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub2.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,1,20)),CollideSound=gibCollideSd}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub3.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(2,0,20)),CollideSound=gibCollideSd}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub4.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,2,20)),CollideSound=gibCollideSd}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub5.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(3,0,20)),CollideSound=gibCollideSd}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub1.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,3,20)),CollideSound=gibCollideSd}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub2.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(4,0,20)),CollideSound=gibCollideSd}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub3.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,4,20)),CollideSound=gibCollideSd}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub4.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(5,0,20)),CollideSound=gibCollideSd}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub5.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,5,20)),CollideSound=gibCollideSd}) return true, {AllowCorpse=true} end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup) VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/debris3.wav", 150, 100) return false end