--[[ | 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/friendly.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 230 ENT.HullType = HULL_MEDIUM ENT.VJC_Data = { ThirdP_Offset = Vector(-25, 0, 0), -- The offset for the controller when the camera is in third person FirstP_Bone = "Bip01 Head", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(7, 0, 5), -- 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.AnimTbl_MeleeAttack = {"vjseq_attack", "vjseq_doublewhip"} -- Melee Attack Animations ENT.MeleeAttackDamage = 25 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 = 100 -- 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 = 140 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 50 -- 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.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- Death Animations 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 -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/friendly/fr_groan1.wav","vj_hlr/hl1_npc/friendly/fr_groan2.wav"} ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/friendly/fr_attack.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/hl1_npc/friendly/fr_attack.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/friendly/fr_groan1.wav","vj_hlr/hl1_npc/friendly/fr_groan2.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/friendly/fr_groan1.wav","vj_hlr/hl1_npc/friendly/fr_groan2.wav"} ENT.PainSoundPitch = VJ_Set(150, 150) ENT.DeathSoundPitch = VJ_Set(150, 150) --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(35, 35, 60), Vector(-35, -35, 0)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "step" then -- not even used self:FootStepSoundCode() elseif key == "melee" then self:MeleeAttackCode() elseif key == "vomitdmg" 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:CustomRangeAttackCode() //ParticleEffectAttach("vj_hlr_spit_friendly_impact", PATTACH_POINT_FOLLOW, self, 1) local pos = self:GetAttachment(1).Pos ParticleEffect("vj_hlr_spit_friendly_impact", pos, self:GetAngles(), self) ParticleEffect("vj_hlr_spit_friendly_impact", pos + self:GetRight()*25, self:GetAngles(), self) ParticleEffect("vj_hlr_spit_friendly_impact", pos + self:GetRight()*-25, self:GetAngles(), self) ParticleEffect("vj_hlr_spit_friendly_impact", pos + self:GetForward()*30, self:GetAngles(), self) ParticleEffect("vj_hlr_spit_friendly_impact", pos + self:GetForward()*60, self:GetAngles(), self) timer.Simple(0.5, function() if IsValid(self) then self:StopParticles() end end) util.VJ_SphereDamage(self, self, pos, 160, 5, DMG_ACID, true, true, {Force=10, UseCone=true, UseConeDegree=60}) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage_AfterDamage(dmginfo, hitgroup) -- Run like crazy if self:Health() < (self:GetMaxHealth() * 0.50) then self.AnimTbl_Run = {ACT_RUN_STIMULATED} 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/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/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))}) 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", "models/vj_hlr/gibs/agib4.mdl", "models/vj_hlr/gibs/agib1.mdl", "models/vj_hlr/gibs/agib2.mdl", "models/vj_hlr/gibs/agib3.mdl", "models/vj_hlr/gibs/agib4.mdl"} -- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt, nil, {ExtraGibs = gibs}) end