--[[ | 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_combine/floor_turret.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.Model = {"models/combine_turrets/floor_turret.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 200 ENT.HullType = HULL_HUMAN ENT.SightDistance = 2000 -- How far it can see ENT.SightAngle = 75 -- 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.VJC_Data = { FirstP_Bone = "barrel", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(0, 6, 6), -- 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_COMBINE"} -- NPCs with the same class with be allied to each other ENT.AlertedToIdleTime = VJ_Set(5, 5) -- How much time until it calms down after the enemy has been killed/disappeared | Sets self.Alerted to false after the timer expires 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 = 2000 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 1 -- How close does it have to be until it uses melee? ENT.RangeAttackAngleRadius = 75 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC ENT.TimeUntilRangeAttackProjectileRelease = 0.06 -- How much time until the projectile code is ran? ENT.NextRangeAttackTime = 0 -- How much time until it can use a range attack? ENT.NextAnyAttackTime_Range = 0.01 -- How much time until it can use any attack again? | Counted in Seconds ENT.Medic_CanBeHealed = false -- If set to false, this SNPC can't be healed! -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Impact = {"ambient/energy/spark1.wav","ambient/energy/spark2.wav","ambient/energy/spark3.wav","ambient/energy/spark4.wav"} ENT.SoundTbl_Death = {"npc/turret_floor/die.wav"} local sdFiring = {"^npc/turret_floor/shoot1.wav","^npc/turret_floor/shoot2.wav","^npc/turret_floor/shoot3.wav"} -- Custom ENT.Turret_HasLOS = false -- Has line of sight ENT.Turret_StandDown = true ENT.Turret_CurrentParameter = 0 ENT.Turret_ScanDirSide = 0 ENT.Turret_ScanDirUp = 0 ENT.Turret_NextScanBeepT = 0 ENT.Turret_ControllerStatus = 0 -- Current status of the controller, 0 = Idle | 1 = Alerted -- Pose Parameters: -- aim_yaw -60 / 60 -- aim_pitch -15 / 15 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(13, 13, 63), Vector(-13, -13, 0)) self:VJTags_Add(VJ_TAG_TURRET) self.Turret_Sprite = ents.Create("env_sprite") self.Turret_Sprite:SetKeyValue("model","vj_base/sprites/vj_glow1.vmt") self.Turret_Sprite:SetKeyValue("scale","0.1") self.Turret_Sprite:SetKeyValue("rendermode","5") self.Turret_Sprite:SetKeyValue("rendercolor","255 0 0") self.Turret_Sprite:SetKeyValue("spawnflags","1") -- If animated self.Turret_Sprite:SetParent(self) self.Turret_Sprite:Fire("SetParentAttachment", "light") self.Turret_Sprite:Spawn() self.Turret_Sprite:Activate() self.Turret_Sprite:Fire("HideSprite") self:DeleteOnRemove(self.Turret_Sprite) -- For resistance turrets if self:GetModel() == "models/vj_hlr/hl2/floor_turret.mdl" then self:SetSkin(math.random(1, 3)) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_Initialize(ply, controlEnt) self.Turret_ControllerStatus = 0 self.HasPoseParameterLooking = false -- Initially, we are going to start as idle, we do NOT want the turret turning! self.NextAlertSoundT = CurTime() + 1 -- So it doesn't play the alert sound as soon as it enters the NPC! function controlEnt:CustomOnKeyPressed(key) if key == KEY_SPACE then if self.VJCE_NPC.Turret_ControllerStatus == 0 then self.VJCE_NPC.Turret_ControllerStatus = 1 self.VJCE_NPC.HasPoseParameterLooking = true self.VJCE_NPC:PlaySoundSystem("Alert") self.VJCE_NPC:Turret_Activate() else self.VJCE_NPC.Turret_ControllerStatus = 0 self.VJCE_NPC.HasPoseParameterLooking = false end end end function controlEnt:CustomOnStopControlling() if IsValid(self.VJCE_NPC) then self.VJCE_NPC.HasPoseParameterLooking = true end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_IntMsg(ply, controlEnt) ply:ChatPrint("SPACE: Activate / Deactivate") end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() -- Turning sound local parameter = self:GetPoseParameter("aim_yaw") if parameter != self.Turret_CurrentParameter then self.turret_turningsd = CreateSound(self, "npc/turret_wall/turret_loop1.wav") self.turret_turningsd:SetSoundLevel(60) self.turret_turningsd:PlayEx(1, 100) else VJ_STOPSOUND(self.turret_turningsd) end self.Turret_CurrentParameter = parameter end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink_AIEnabled() local eneValid = IsValid(self:GetEnemy()) -- Make it not reset its pose parameters while its transitioning from Alert to Idle if self.Alerted && !eneValid then self.PoseParameterLooking_CanReset = false else self.PoseParameterLooking_CanReset = true end if (self.Turret_ControllerStatus == 1) or (!self.VJ_IsBeingControlled && (eneValid or self.Alerted == true)) then self.Turret_StandDown = false self.AnimTbl_IdleStand = {"idlealert"} -- Handle the light sprite if self.Turret_HasLOS == true && eneValid then self.Turret_Sprite:Fire("Color","255 0 0") -- Red self.Turret_Sprite:Fire("ShowSprite") elseif self.HasPoseParameterLooking == true then -- So when the alert animation is playing, it won't replace the activating light (green) self.Turret_Sprite:Fire("Color","255 165 0") -- Orange self.Turret_Sprite:Fire("ShowSprite") end local scan = false local pyaw = self:GetPoseParameter("aim_yaw") -- Make it scan around if the enemy is behind, which is unreachable for it! if eneValid && self.Turret_HasLOS == false && (self.EnemyData.SightDiff <= math.cos(math.rad(self.RangeAttackAngleRadius))) then scan = true self.HasPoseParameterLooking = false else self.HasPoseParameterLooking = true end -- Look around randomly when the enemy is not found if !eneValid or scan == true then -- Playing a beeping noise if self.Turret_NextScanBeepT < CurTime() then VJ_EmitSound(self, "npc/turret_floor/ping.wav", 75, 100) self.Turret_NextScanBeepT = CurTime() + 1 end -- LEFT TO RIGHT -- Change the rotation direction when the max number is reached for a direction if pyaw >= 60 then self.Turret_ScanDirSide = 1 elseif pyaw <= -60 then self.Turret_ScanDirSide = 0 end self:SetPoseParameter("aim_yaw", pyaw + (self.Turret_ScanDirSide == 1 and -8 or 8)) -- UP AND DOWN -- Change the rotation direction when the max number is reached for a direction if self:GetPoseParameter("aim_pitch") >= 15 then self.Turret_ScanDirUp = 1 elseif self:GetPoseParameter("aim_pitch") <= -15 then self.Turret_ScanDirUp = 0 end self:SetPoseParameter("aim_pitch", self:GetPoseParameter("aim_pitch") + (self.Turret_ScanDirUp == 1 and -3 or 3)) end else -- Play the retracting sequence and sound if ((self.Turret_ControllerStatus == 0) or (!self.VJ_IsBeingControlled && self.Alerted == false)) && self.Turret_StandDown == false then if self.VJ_IsBeingControlled then self.Turret_Sprite:Fire("HideSprite") else self.Turret_Sprite:Fire("Color","0 150 0") -- Green self.Turret_Sprite:Fire("ShowSprite") end self.Turret_StandDown = true self:VJ_ACT_PLAYACTIVITY({"retire"}, true, 1) VJ_EmitSound(self, "npc/turret_floor/retract.wav", 70, 100) end if self.Turret_StandDown == true then if self:GetPoseParameter("aim_yaw") == 0 then -- Hide the green light once it fully rests self.Turret_Sprite:Fire("HideSprite") end self.AnimTbl_IdleStand = {ACT_IDLE} end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOn_PoseParameterLookingCode(pitch, yaw, roll) -- 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(self:GetPoseParameter("aim_yaw"), math.ApproachAngle(self:GetPoseParameter("aim_yaw"), yaw, self.PoseParameterLooking_TurningSpeed))) >= 10) or (math.abs(math.AngleDifference(self:GetPoseParameter("aim_pitch"), math.ApproachAngle(self:GetPoseParameter("aim_pitch"), pitch, self.PoseParameterLooking_TurningSpeed))) >= 10) then self.Turret_HasLOS = false else -- If it just got LOS, then play the gun "activate" sound if self.Turret_HasLOS == false && IsValid(self:GetEnemy()) then VJ_EmitSound(self, "npc/turret_floor/active.wav", 70, 100) end self.Turret_HasLOS = true end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAlert(ent) if self.VJ_IsBeingControlled then return end self:Turret_Activate() end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Turret_Activate() self.Turret_Sprite:Fire("Color","0 150 0") -- Green self.Turret_Sprite:Fire("ShowSprite") self.HasPoseParameterLooking = false -- Make it not aim at the enemy right away! timer.Simple(0.6, function() if IsValid(self) then self.HasPoseParameterLooking = true end end) //self.NextResetEnemyT = CurTime() + 1 -- Make sure it doesn't reset the enemy right away self:VJ_ACT_PLAYACTIVITY({"deploy"}, true, false) VJ_EmitSound(self, "npc/turret_floor/deploy.wav", 70, 100) self.turret_alertsd = VJ_CreateSound(self, "npc/turret_floor/alarm.wav", 75, 100) timer.Simple(0.8, function() VJ_STOPSOUND(self.turret_alertsd) end) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomAttackCheck_RangeAttack() -- Only fire if we have LOS and not in stand down mode! return self.Turret_HasLOS && !self.Turret_StandDown end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomRangeAttackCode() self:VJ_ACT_PLAYACTIVITY("vjseq_fire", false) -- Bullet local startpos = self:GetAttachment(self:LookupAttachment("eyes")).Pos local bullet = {} bullet.Num = 1 bullet.Src = startpos bullet.Dir = (self:GetEnemy():GetPos()+self:GetEnemy():OBBCenter()) - startpos bullet.Spread = Vector(math.random(-15, 15), math.random(-15, 15), math.random(-15, 15)) bullet.Tracer = 1 bullet.TracerName = "AR2Tracer" bullet.Force = 5 bullet.Damage = 3 bullet.AmmoType = "AR2" self:FireBullets(bullet) VJ_EmitSound(self, sdFiring, 90, self:VJ_DecideSoundPitch(100, 110)) -- Effects & Light //ParticleEffect("vj_rifle_full_blue", startpos, self:GetAngles(), self) local FireLight1 = ents.Create("light_dynamic") FireLight1:SetKeyValue("brightness", "4") FireLight1:SetKeyValue("distance", "120") FireLight1:SetPos(startpos) FireLight1:SetLocalAngles(self:GetAngles()) FireLight1:Fire("Color", "0 31 225") FireLight1:SetParent(self) FireLight1:Spawn() FireLight1:Activate() FireLight1:Fire("TurnOn", "", 0) FireLight1:Fire("Kill", "", 0.07) self:DeleteOnRemove(FireLight1) end --------------------------------------------------------------------------------------------------------------------------------------------- local defAng = Angle(0, 0, 0) -- function ENT:CustomOnKilled(dmginfo, hitgroup) local startPos = self:GetPos() + self:OBBCenter() ParticleEffect("explosion_turret_break_fire", startPos, defAng, NULL) ParticleEffect("explosion_turret_break_flash", startPos, defAng, NULL) ParticleEffect("explosion_turret_break_pre_smoke Version #2", startPos, defAng, NULL) ParticleEffect("explosion_turret_break_sparks", startPos, defAng, NULL) end --------------------------------------------------------------------------------------------------------------------------------------------- local sdGibCollide = {"physics/metal/metal_box_impact_hard1.wav", "physics/metal/metal_box_impact_hard2.wav", "physics/metal/metal_box_impact_hard3.wav"} -- function ENT:SetUpGibesOnDeath(dmginfo, hitgroup) self.HasDeathSounds = false self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hl2/Floor_turret_gib1.mdl", {BloodType="",Pos=self:LocalToWorld(Vector(0,0,40)), CollideSound=sdGibCollide}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hl2/Floor_turret_gib2.mdl", {BloodType="",Pos=self:LocalToWorld(Vector(0,0,20)), CollideSound=sdGibCollide}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hl2/Floor_turret_gib3.mdl", {BloodType="",Pos=self:LocalToWorld(Vector(0,0,30)), CollideSound=sdGibCollide}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hl2/Floor_turret_gib4.mdl", {BloodType="",Pos=self:LocalToWorld(Vector(0,0,35)), CollideSound=sdGibCollide}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hl2/Floor_turret_gib5.mdl", {BloodType="",Pos=self:LocalToWorld(Vector(0,0,37)), CollideSound=sdGibCollide}) return true -- Return to true if it gibbed! end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup) VJ_EmitSound(self, "vj_hlr/hl2_npc/turret/detonate.wav", 90, 100) return false end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) -- Exagerate the damage force to make the turret fall! local phys = corpseEnt:GetPhysicsObject() if IsValid(phys) then local velLength = phys:GetVelocity():Length() phys:SetVelocity(corpseEnt:GetVelocity() * ((velLength < 10 and 25) or ((velLength < 30 and 10) or ((velLength < 100 and 3) or 1)))) -- Below 10: x25 | Below 30: x10 | Below 100: x3 | Above 300: No change! end ParticleEffectAttach("smoke_exhaust_01a", PATTACH_POINT_FOLLOW, corpseEnt, 2) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnRemove() VJ_STOPSOUND(self.turret_turningsd) VJ_STOPSOUND(self.turret_alertsd) end