--[[ | 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 = "Rocket" 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 = "Rocket" local LangName = "obj_vj_hlr2_rocket" 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/weapons/w_missile_launch.mdl"} -- The models it should spawn with | Picks a random one from the table ENT.DoesRadiusDamage = true -- Should it do a blast damage when it hits something? ENT.RadiusDamageRadius = 250 -- How far the damage go? The farther away it's from its enemy, the less damage it will do | Counted in world units ENT.RadiusDamage = 150 -- How much damage should it deal? Remember this is a radius damage, therefore it will do less damage the farther away the entity is from its enemy ENT.RadiusDamageUseRealisticRadius = true -- Should the damage decrease the farther away the enemy is from the position that the projectile hit? ENT.RadiusDamageType = DMG_BLAST -- Damage type ENT.RadiusDamageForce = 90 -- Put the force amount it should apply | false = Don't apply any force ENT.DecalTbl_DeathDecals = {"Scorch"} ENT.SoundTbl_Idle = {"weapons/rpg/rocket1.wav"} ENT.SoundTbl_OnCollide = {"ambient/explosions/explode_8.wav"} -- Custom ENT.Rocket_Follow = true ENT.Speed = 1200 ENT.TurnSpeed = 40 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() ParticleEffectAttach("vj_rpg1_fulltrail", PATTACH_ABSORIGIN_FOLLOW, self, 0) ParticleEffectAttach("vj_rpg2_fulltrail", PATTACH_ABSORIGIN_FOLLOW, self, 0) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() local owner = self:GetOwner() local phys = self:GetPhysicsObject() local ent = self.Target or owner:IsNPC() && owner:GetEnemy() local pos; local turnSpeed = self.TurnSpeed if owner:IsNPC() && IsValid(ent) && (owner.VJ_ForceRocketFollow or IsValid(owner:GetActiveWeapon())) then pos = (ent:GetPos() + ent:OBBCenter()) + ent:GetVelocity() * 0.25 else if owner:IsPlayer() && self.Rocket_Follow then local shootPos = owner:GetShootPos() local tr = util.TraceLine({ start = shootPos, endpos = shootPos + owner:GetAimVector() * 32768, filter = {owner, self} }) pos = tr.HitPos else pos = self:GetPos() + (self:GetForward() * self.Speed + VectorRand(-10, 10)) -- turnSpeed = 20 end end if IsValid(phys) then local dir = (pos - self:GetPos()):GetNormalized() local ang = dir:Angle() self.TargetAngle = LerpAngle(FrameTime() * turnSpeed, self.TargetAngle or ang, ang) phys:ApplyForceCenter(self:GetForward() * self.Speed) phys:SetAngles(self.TargetAngle) end sound.EmitHint(SOUND_DANGER, self:GetPos() + self:GetAbsVelocity() * 2, 100, 0.2, self) -- Source: CSoundEnt::InsertSound( SOUND_DANGER, tr.endpos, 100, 0.2, this, SOUNDENT_CHANNEL_REPEATED_DANGER ); self:NextThink(CurTime()) return true end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:DeathEffects(data, phys) util.ScreenShake(data.HitPos, 16, 200, 1, 3000) ParticleEffect("vj_explosion2", self:GetPos(), Angle(), nil) local effectdata = EffectData() effectdata:SetOrigin(data.HitPos) util.Effect("HelicopterMegaBomb", effectdata) util.Effect("Explosion", effectdata) local lightdyn = ents.Create("light_dynamic") lightdyn:SetKeyValue("brightness", "4") lightdyn:SetKeyValue("distance", "300") lightdyn:SetLocalPos(data.HitPos) lightdyn:SetLocalAngles(self:GetAngles()) lightdyn:Fire("Color", "255 150 0") lightdyn:SetParent(self) lightdyn:Spawn() lightdyn:Activate() lightdyn:Fire("TurnOn", "", 0) self:DeleteOnRemove(lightdyn) end