--[[ | 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/ --]] /*-------------------------------------------------- *** 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. --------------------------------------------------*/ AddCSLuaFile() ENT.Type = "anim" ENT.Base = "obj_vj_projectile_base" ENT.PrintName = "Hornet" ENT.Author = "DrVrej" ENT.Contact = "http://steamcommunity.com/groups/vrejgaming" ENT.Information = "Projectiles for my addons" ENT.Category = "Projectiles" ENT.VJ_IsDetectableDanger = true if CLIENT then local Name = "Hornet" local LangName = "obj_vj_hlr1_hornet" language.Add(LangName, Name) killicon.Add(LangName,"HUD/killicons/default",Color(255,80,0,255)) language.Add("#"..LangName, Name) killicon.Add("#"..LangName,"HUD/killicons/default",Color(255,80,0,255)) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ if !SERVER then return end ENT.Model = {"models/vj_hlr/hl1/hornet.mdl"} -- The models it should spawn with | Picks a random one from the table //ENT.MoveType = MOVETYPE_FLY ENT.MoveCollideType = MOVECOLLIDE_FLY_SLIDE //ENT.SolidType = SOLID_BBOX ENT.RemoveOnHit = false -- Should it remove itself when it touches something? | It will run the hit sound, place a decal, etc. ENT.DoesDirectDamage = true -- Should it do a direct damage when it hits something? ENT.DirectDamage = 5 -- How much damage should it do when it hits something ENT.DirectDamageType = DMG_SLASH -- Damage type ENT.CollideCodeWithoutRemoving = true -- If RemoveOnHit is set to false, you can still make the projectile deal damage, place a decal, etc. ENT.DecalTbl_DeathDecals = {"VJ_HLR_Blood_Yellow"} ENT.DecalTbl_OnCollideDecals = {"VJ_HLR_Blood_Yellow"} -- Decals that paint when the projectile collides with something | It picks a random one from this table ENT.SoundTbl_OnCollide = {"vj_hlr/hl1_npc/hornet/ag_hornethit1.wav","vj_hlr/hl1_npc/hornet/ag_hornethit2.wav","vj_hlr/hl1_npc/hornet/ag_hornethit3.wav"} ENT.IdleSoundPitch = VJ_Set(100, 100) local sdIdle = {"vj_hlr/hl1_npc/hornet/ag_buzz1.wav","vj_hlr/hl1_npc/hornet/ag_buzz2.wav","vj_hlr/hl1_npc/hornet/ag_buzz3.wav"} local sdCollideAlpha = {"vj_hlr/hla_npc/hornet/ag_buzz1.wav","vj_hlr/hla_npc/hornet/ag_buzz2.wav","vj_hlr/hla_npc/hornet/ag_buzz3.wav"} local defVec = Vector(0, 0, 0) local HORNET_TYPE_RED = 0 local HORNET_TYPE_ORANGE = 1 local HORNET_TYPE_ALPHA = 2 -- Custom ENT.Track_Enemy = NULL ENT.Track_Position = defVec ENT.Hornet_Alpha = false ENT.Hornet_ChaseSpeed = 600 ENT.Hornet_Type = HORNET_TYPE_RED --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomPhysicsObjectOnInitialize(phys) phys:Wake() phys:SetMass(1) phys:SetBuoyancyRatio(0) phys:EnableDrag(false) phys:EnableGravity(false) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitializeBeforePhys() //self:PhysicsInitSphere(1, "metal_bouncy") //construct.SetPhysProp(self:GetOwner(), self, 0, self:GetPhysicsObject(), {GravityToggle = false, Material = "metal_bouncy"}) end --------------------------------------------------------------------------------------------------------------------------------------------- local colorRed = Color(179, 39, 14) local colorOrange = Color(255, 128, 0) -- function ENT:CustomOnInitialize() timer.Simple(5, function() if IsValid(self) then self:Remove() end end) if self.Hornet_Alpha then self.SoundTbl_OnCollide = sdCollideAlpha self.Hornet_Type = HORNET_TYPE_ALPHA self.Hornet_ChaseSpeed = 400 else self.SoundTbl_Idle = sdIdle self.Hornet_Type = math.random(1, 5) <= 2 and HORNET_TYPE_RED or HORNET_TYPE_ORANGE self.Hornet_ChaseSpeed = (self.Hornet_Type == HORNET_TYPE_RED and 600) or 800 util.SpriteTrail(self, 0, (self.Hornet_Type == HORNET_TYPE_RED and colorRed) or colorOrange, true, 6, 0, 1.5, 1 / (6 * 0.5), "vj_hl/sprites/laserbeam.vmt") end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() local phys = self:GetPhysicsObject() -- Homing Behavior if IsValid(self.Track_Enemy) then local pos = self.Track_Enemy:GetPos() + self.Track_Enemy:OBBCenter() if self:VisibleVec(pos) or self.Track_Position == defVec then self.Track_Position = pos end if IsValid(phys) then phys:SetVelocity(self:CalculateProjectile("Line", self:GetPos(), self.Track_Position + self.Track_Enemy:GetUp()*math.random(-50,50) + self.Track_Enemy:GetRight()*math.random(-50,50), self.Hornet_ChaseSpeed)) self:SetAngles(self:GetVelocity():GetNormal():Angle()) end -- Not tracking, go in straight line else if IsValid(phys) then phys:SetVelocity(self:CalculateProjectile("Line", self:GetPos(), self:GetPos() + self:GetForward()*math.random(-80, 80)+ self:GetRight()*math.random(-80, 80) + self:GetUp()*math.random(-80, 80), self.Hornet_ChaseSpeed / 2)) self:SetAngles(self:GetVelocity():GetNormal():Angle()) end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnPhysicsCollide(data, phys) local lastVel = math.max(data.OurOldVelocity:Length(), data.Speed) -- Get the last velocity and speed local newVel = phys:GetVelocity():GetNormal() lastVel = math.max(newVel:Length(), lastVel) phys:SetVelocity(newVel * lastVel * 0.3) self:SetAngles(self:GetVelocity():GetNormal():Angle()) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDoDamage(data, phys, hitEnt) if data.HitEntity:IsNPC() or data.HitEntity:IsPlayer() then self:SetDeathVariablesTrue(data, phys) self:Remove() end end