--[[ | 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/flower.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.SightDistance = 512 -- 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.StartHealth = 160 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.HullType = HULL_SMALL_CENTERED ENT.VJC_Data = { ThirdP_Offset = Vector(0, 0, -250), -- The offset for the controller when the camera is in third person FirstP_Bone = "joint2", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(0, 0, -60), -- 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 = 512 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 1 -- 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 = 1.5 -- How much time until it can use a range attack? ENT.DeathCorpseEntityClass = "prop_vj_animatable" -- The entity class it creates | "UseDefaultBehavior" = Let the base automatically detect the type ENT.DeathCorpseBodyGroup = VJ_Set(0,1) -- #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.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_Death = {"vj_hlr/fx/bustflesh1.wav","vj_hlr/fx/bustflesh2.wav"} local SdTbl_GibImpact = {"vj_hlr/fx/flesh1.wav","vj_hlr/fx/flesh2.wav","vj_hlr/fx/flesh3.wav","vj_hlr/fx/flesh4.wav","vj_hlr/fx/flesh5.wav","vj_hlr/fx/flesh6.wav","vj_hlr/fx/flesh7.wav"} ENT.GeneralSoundPitch1 = 100 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(25,25,0), Vector(-25,-25,-162)) self:DrawShadow(false) -- Because the light somehow makes a shadow =/ local spotLight = ents.Create("light_dynamic") spotLight:SetPos(self:GetAttachment(1).Pos + Vector(0,0,-5)) spotLight:SetKeyValue("_light", "135 24 194 120") spotLight:SetKeyValue("brightness", "4") spotLight:SetKeyValue("distance", "180") spotLight:SetKeyValue("_inner_cone", "30") spotLight:SetKeyValue("pitch", "90") spotLight:SetParent(self) spotLight:Spawn() spotLight:Activate() spotLight:Fire("TurnOn", "", 0) self:DeleteOnRemove(spotLight) -- Doesn't work in game /*local spotLight = ents.Create("light_spot") spotLight:SetPos(self:GetAttachment(1).Pos) spotLight:SetKeyValue("_light", "135 24 194 120") spotLight:SetKeyValue("_constant_attn", "0") spotLight:SetKeyValue("_linear_attn", "0") spotLight:SetKeyValue("_quadratic_attn", "1") spotLight:SetKeyValue("_cone", "15") spotLight:SetKeyValue("_inner_cone", "30") spotLight:SetKeyValue("pitch", "90") spotLight:SetKeyValue("_exponent", "1") spotLight:SetParent(self) spotLight:Spawn() spotLight:Activate() spotLight:Fire("TurnOn", "", 0) self:DeleteOnRemove(spotLight)*/ end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomRangeAttackCode() local startpos = self:GetAttachment(1).Pos 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:SetNormal(tr.HitNormal) elec:SetEntity(self) elec:SetAttachment(1) elec:SetScale(0.5) util.Effect("VJ_HLR_Electric_Xen_Turretc", elec) util.VJ_SphereDamage(self, self, hitpos, 10, 30, DMG_SHOCK, true, false, {Force=90}) VJ_EmitSound(self, "vj_hlr/hl1_npc/xenceiling_turret/beamstart10.wav", 90, 100) //sound.Play("vj_hlr/hl1_npc/pitworm/pit_worm_attack_eyeblast_impact.wav", hitpos, 60) local spr = ents.Create("env_sprite") spr:SetKeyValue("model","vj_hl/sprites/xflare1.vmt") //spr:SetKeyValue("rendercolor","0 0 255") spr:SetKeyValue("GlowProxySize","5.0") spr:SetKeyValue("HDRColorScale","1.0") spr:SetKeyValue("renderfx","14") spr:SetKeyValue("rendermode","3") spr:SetKeyValue("renderamt","255") spr:SetKeyValue("disablereceiveshadows","0") spr:SetKeyValue("mindxlevel","0") spr:SetKeyValue("maxdxlevel","0") spr:SetKeyValue("framerate","60.0") spr:SetKeyValue("spawnflags","0") spr:SetKeyValue("scale","0.8") spr:SetPos(self:GetPos()) spr:Spawn() spr:SetParent(self) spr:Fire("SetParentAttachment", "0") self:DeleteOnRemove(spr) timer.Simple(0.2, function() SafeRemoveEntity(spr) end) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup) -- Take damage only if the bottom part is hit or it's a blast damage! if hitgroup == 3 && !dmginfo:IsDamageType(DMG_BLAST) then dmginfo:SetDamage(0) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:SetUpGibesOnDeath(dmginfo, hitgroup) if self.HasGibDeathParticles == true then local spr = ents.Create("env_sprite") spr:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt") spr:SetKeyValue("rendercolor","115, 30, 164") spr:SetKeyValue("GlowProxySize","5.0") spr:SetKeyValue("HDRColorScale","1.0") spr:SetKeyValue("renderfx","14") spr:SetKeyValue("rendermode","3") spr:SetKeyValue("renderamt","200") spr:SetKeyValue("disablereceiveshadows","0") spr:SetKeyValue("mindxlevel","0") spr:SetKeyValue("maxdxlevel","0") spr:SetKeyValue("framerate","10.0") spr:SetKeyValue("spawnflags","0") spr:SetKeyValue("scale","1") spr:SetPos(self:GetAttachment(1).Pos + Vector(0,0,20)) spr:Spawn() //spr:SetParent(self) //spr:Fire("SetParentAttachment", "0") //self:DeleteOnRemove(spr) timer.Simple(1.4, function() SafeRemoveEntity(spr) end) end local pos = self:GetAttachment(1).Pos + Vector(0,0,12) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh1.mdl",{BloodDecal="", Pos=pos + Vector(1,0,0), CollideSound=SdTbl_GibImpact}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="", Pos=pos + Vector(2,0,0), CollideSound=SdTbl_GibImpact}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="", Pos=pos + Vector(3,0,0), CollideSound=SdTbl_GibImpact}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="", Pos=pos + Vector(4,0,0), CollideSound=SdTbl_GibImpact}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh1.mdl",{BloodDecal="", Pos=pos + Vector(5,0,0), CollideSound=SdTbl_GibImpact}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="", Pos=pos + Vector(6,0,0), CollideSound=SdTbl_GibImpact}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="", Pos=pos + Vector(0,1,0), CollideSound=SdTbl_GibImpact}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="", Pos=pos + Vector(0,2,0), CollideSound=SdTbl_GibImpact}) return true, {AllowCorpse=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