--[[ | 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/sphere.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 60 ENT.HullType = HULL_TINY ENT.MovementType = VJ_MOVETYPE_AERIAL -- How does the SNPC move? ENT.Aerial_FlyingSpeed_Calm = 50 -- The speed it should fly with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs ENT.Aerial_FlyingSpeed_Alerted = 80 -- The speed it should fly with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs ENT.VJC_Data = { FirstP_Bone = "Bone02", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(5, 0, 7), -- 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.ConstantlyFaceEnemy = true -- Should it face the enemy constantly? ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack? ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations ENT.RangeDistance = 1020 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 1 -- 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.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it's between number x and y? ENT.NoChaseAfterCertainRange_FarDistance = "UseRangeDistance" -- 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 = "Regular" -- "Regular" = Default behavior | "OnlyRange" = Only does it if it's able to range attack -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Breath = {"vj_hlr/hl1_npc/sphere/sph_motor1.wav"} ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/sphere/sph_idle1.wav","vj_hlr/hl1_npc/sphere/sph_idle2.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/sphere/sph_alert1.wav"} ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/fx/zap4.wav"} ENT.SoundTbl_RangeAttack = {"vj_hlr/hl1_npc/hassault/hw_shoot1.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/sphere/sph_pain1.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/sphere/sph_pain1.wav"} ENT.GeneralSoundPitch1 = 100 -- Custom ENT.ControlSphere_EneIdle = false --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(8,8,12), Vector(-8,-8,0)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "shoot" then self:RangeAttackCode() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() if IsValid(self:GetEnemy()) then if self.ControlSphere_EneIdle then self.AnimTbl_IdleStand = {ACT_IDLE_ANGRY} self.ControlSphere_EneIdle = true end elseif !self.ControlSphere_EneIdle then self.AnimTbl_IdleStand = {ACT_IDLE} self.ControlSphere_EneIdle = false end self:SetSkin((self:Health() <= (self:GetMaxHealth() / 2.2)) and 1 or 0) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:ControlSphere_DoElecEffect(sp, hp, np) local elec = EffectData() elec:SetStart(sp) elec:SetOrigin(hp) elec:SetNormal(np) elec:SetEntity(self) elec:SetAttachment(1) elec:SetScale(0.8) util.Effect("VJ_HLR_Electric_Charge", elec) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnRangeAttack_AfterStartTimer() local myPos = self:GetPos() -- Tsakh -------------------------- local tsakhSpawn = myPos + self:GetUp()*45 + self:GetRight()*20 local tsakhLocations = { myPos + self:GetRight()*math.Rand(150, 500) + self:GetUp()*-200, myPos + self:GetRight()*math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*-math.Rand(150, 500), myPos + self:GetRight()*math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*math.Rand(150, 500), myPos + self:GetRight()*math.Rand(1, 150) + self:GetUp()*200 + self:GetForward()*math.Rand(-100, 100), } for i = 1, 4 do local tr = util.TraceLine({ start = tsakhSpawn, endpos = tsakhLocations[i], filter = self }) if tr.Hit == true then self:ControlSphere_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal) end end -- Ach -------------------------- local achSpawn = myPos + self:GetUp()*45 + self:GetRight()*-20 local achLocations = { myPos + self:GetRight()*-math.Rand(150, 500) + self:GetUp()*-200, myPos + self:GetRight()*-math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*-math.Rand(150, 500), myPos + self:GetRight()*-math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*math.Rand(150, 500), myPos + self:GetRight()*-math.Rand(1, 150) + self:GetUp()*200 + self:GetForward()*math.Rand(-100, 100), } for i = 1, 4 do local tr = util.TraceLine({ start = achSpawn, endpos = achLocations[i], filter = self }) if tr.Hit == true then self:ControlSphere_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal) end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomRangeAttackCode() local startpos = self:GetPos() + self:GetForward()*8 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:SetEntity(self) elec:SetAttachment(1) util.Effect("VJ_HLR_Electric", elec) util.VJ_SphereDamage(self, self, hitpos, 30, 10, DMG_SHOCK, true, false, {Force=90}) 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: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/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0, 0, 0))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0, 0, 0))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0, 0, 0))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0, 0, 0))}) 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/agib6.mdl", "models/vj_hlr/gibs/agib7.mdl", "models/vj_hlr/gibs/agib8.mdl", "models/vj_hlr/gibs/agib9.mdl"} -- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt, gibs) end