--[[ | 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/gman.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 999999 ENT.HullType = HULL_HUMAN ENT.VJC_Data = { FirstP_Bone = "Bip01 Head", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(6, 0, 5), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_PLAYER_ALLY"} -- NPCs with the same class with be allied to each other ENT.Behavior = VJ_BEHAVIOR_PASSIVE -- Doesn't attack anything ENT.Passive_RunOnTouch = false -- Should it run away and make a alert sound when something collides with it? ENT.Passive_RunOnDamage = false -- Should it run when it's damaged? | This doesn't impact how self.Passive_AlliesRunOnDamage works ENT.DisableMakingSelfEnemyToNPCs = true -- Disables the "AddEntityRelationship" that runs in think ENT.GodMode = true -- Immune to everything ENT.BloodColor = "Red" -- The blood type, this will determine what it should use (decal, particle, etc.) ENT.CustomBlood_Particle = {"vj_hlr_blood_red"} ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Red"} -- Decals to spawn when it's damaged ENT.HasBloodPool = false -- Does it have a blood pool? ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack? ENT.MoveOutOfFriendlyPlayersWay = false -- Should the SNPC move out of the way when a friendly player comes close to it? ENT.HasOnPlayerSight = true -- Should do something when it sees the enemy? Example: Play a sound 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 -- ====== File Path Variables ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_FootStep = {"vj_hlr/pl_step1.wav","vj_hlr/pl_step2.wav","vj_hlr/pl_step3.wav","vj_hlr/pl_step4.wav"} ENT.SoundTbl_IdleDialogue = {"vj_hlr/hl1_npc/gman/gman_nasty.wav","vj_hlr/hl1_npc/gman/gman_choose1.wav","vj_hlr/hl1_npc/gman/gman_choose2.wav","vj_hlr/hl1_npc/gman/gman_otherwise.wav"} ENT.SoundTbl_FollowPlayer = {"vj_hlr/hl1_npc/gman/gman_potential.wav","vj_hlr/hl1_npc/gman/gman_wise.wav"} ENT.SoundTbl_UnFollowPlayer = {"vj_hlr/hl1_npc/gman/gman_nowork.wav","vj_hlr/hl1_npc/gman/gman_noreg.wav"} ENT.SoundTbl_OnPlayerSight = {"vj_hlr/hl1_npc/gman/gman_suit.wav"} ENT.GeneralSoundPitch1 = 100 -- Custom ENT.GMAN_NextMouthMove = 0 ENT.GMAN_NextMouthDistance = 0 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:AddFlags(FL_NOTARGET) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "step" then self:FootStepSoundCode() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnIdleDialogue(ent, status, statusInfo) -- Only talk to players! if status == "CheckEnt" && !ent:IsPlayer() then return true end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() if CurTime() < self.GMAN_NextMouthMove then if self.GMAN_NextMouthDistance == 0 then self.GMAN_NextMouthDistance = math.random(10, 70) else self.GMAN_NextMouthDistance = 0 end self:SetPoseParameter("m", self.GMAN_NextMouthDistance) else self:SetPoseParameter("m", 0) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:OnPlayCreateSound(sdData, sdFile) self.GMAN_NextMouthMove = CurTime() + SoundDuration(sdFile) end --------------------------------------------------------------------------------------------------------------------------------------------- local vec = Vector(0, 0, 0) -- function ENT:CustomOnTakeDamage_BeforeImmuneChecks(dmginfo, hitgroup) if dmginfo:GetDamagePosition() != vec then local rico = EffectData() rico:SetOrigin(dmginfo:GetDamagePosition()) rico:SetScale(5) -- Size rico:SetMagnitude(math.random(1, 2)) -- Effect type | 1 = Animated | 2 = Basic util.Effect("VJ_HLR_Rico", rico) end end