--[[ | 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/opfor/pit_drone.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 80 ENT.HullType = HULL_HUMAN ENT.VJC_Data = { ThirdP_Offset = Vector(15, 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, 0), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_RACE_X"} -- 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.MeleeAttackDamage = 15 ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1,ACT_MELEE_ATTACK2} -- Melee Attack Animations 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 = 70 -- How far does the damage go? ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_pitspike" -- The entity that is spawned when range attacking ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations ENT.RangeDistance = 1500 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 100 -- 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 = 1 -- How much time until it can use a range attack? ENT.NextRangeAttackTime_DoRand = 5 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer ENT.RangeAttackPos_Up = 40 -- Up/Down spawning position for range attack ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIEBACKWARD,ACT_DIEFORWARD,ACT_DIESIMPLE} -- Death Animations ENT.DeathAnimationTime = false -- Time until the SNPC spawns its corpse and gets removed 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 -- ====== Flinching Code ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.AnimTbl_Flinch = {ACT_BIG_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_FootStep = {"vj_hlr/hl1_npc/player/boots1.wav","vj_hlr/hl1_npc/player/boots2.wav","vj_hlr/hl1_npc/player/boots3.wav","vj_hlr/hl1_npc/player/boots4.wav"} ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/pitdrone/pit_drone_communicate1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_communicate2.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_communicate3.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_communicate4.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_idle3.wav"} ENT.SoundTbl_CombatIdle = {"vj_hlr/hl1_npc/pitdrone/pit_drone_idle1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_idle2.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_hunt1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_hunt2.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_hunt3.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/pitdrone/pit_drone_alert1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_alert2.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_alert3.wav"} ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/pitdrone/pit_drone_melee_attack1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_melee_attack2.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/pitdrone/pit_drone_attack_spike1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_attack_spike2.wav"} ENT.SoundTbl_OnKilledEnemy = {"vj_hlr/hl1_npc/pitdrone/pit_drone_eat.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/pitdrone/pit_drone_pain1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_pain2.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_pain3.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_pain4.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/pitdrone/pit_drone_die1.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_die2.wav","vj_hlr/hl1_npc/pitdrone/pit_drone_die3.wav"} --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(18, 18, 55), Vector(-18, -18, 0)) self:SetBodygroup(1, 1) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_Initialize(ply, controlEnt) function controlEnt:CustomOnKeyBindPressed(key) if key == IN_RELOAD && self.VJCE_NPC:GetBodygroup(1) != 1 then self.VJCE_NPC:VJ_ACT_PLAYACTIVITY(ACT_RELOAD, true, false, true, 0, {OnFinish=function(interrupted2, anim2) self.VJCE_NPC.HasRangeAttack = true self.VJCE_NPC:SetBodygroup(1, 1) end}) end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_IntMsg(ply, controlEnt) ply:ChatPrint("RELOAD: Reload all the spikes") end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "step" then self:FootStepSoundCode() end if key == "single" or key == "both" then self:MeleeAttackCode() end if key == "shooty" then self:RangeAttackCode() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:RangeAttackCode_GetShootPos(projectile) local startPos = projectile:GetPos() ParticleEffect("vj_hlr_spit_drone_spawn", startPos + projectile:GetForward() *30, self:GetForward():Angle(), projectile) return self:CalculateProjectile("Line", startPos, self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(), 2000) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomRangeAttackCode_AfterProjectileSpawn(projectile) local bg = self:GetBodygroup(1) if bg == 0 or bg == 6 then self:SetBodygroup(1, 0) self.HasRangeAttack = false if !self.VJ_IsBeingControlled then -- Run from the enemy and then play the reload animation and set the body group self:VJ_TASK_COVER_FROM_ENEMY("TASK_RUN_PATH") timer.Simple(0.1, function() if IsValid(self) then self.TakingCoverT = CurTime() + self:GetPathTimeToGoal() timer.Simple(self:GetPathTimeToGoal(), function() if IsValid(self) then self:VJ_ACT_PLAYACTIVITY(ACT_RELOAD, true, false, true, 0, {OnFinish=function(interrupted2, anim2) self.HasRangeAttack = true self:SetBodygroup(1, 1) end}) end end) end end) end else self:SetBodygroup(1, bg + 1) 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/pitdrone_gib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/pitdrone_gib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/pitdrone_gib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/pitdrone_gib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/pitdrone_gib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/pitdrone_gib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/pitdrone_gib7.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/pitdrone_gib1.mdl", "models/vj_hlr/gibs/pitdrone_gib2.mdl", "models/vj_hlr/gibs/pitdrone_gib3.mdl", "models/vj_hlr/gibs/pitdrone_gib4.mdl", "models/vj_hlr/gibs/pitdrone_gib5.mdl", "models/vj_hlr/gibs/pitdrone_gib6.mdl", "models/vj_hlr/gibs/pitdrone_gib7.mdl", "models/vj_hlr/gibs/agib3.mdl", "models/vj_hlr/gibs/agib4.mdl", "models/vj_hlr/gibs/agib5.mdl", "models/vj_hlr/gibs/agib6.mdl", "models/vj_hlr/gibs/agib7.mdl", "models/vj_hlr/gibs/agib8.mdl", "models/vj_hlr/gibs/agib9.mdl", "models/vj_hlr/gibs/agib10.mdl"} -- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt, nil, {ExtraGibs = gibs}) end