--[[ | 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/kingpin.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 1000 ENT.SightAngle = 180 -- The sight angle | Example: 180 would make the it see all around it | Measured in degrees and then converted to radians ENT.HullType = HULL_LARGE ENT.VJC_Data = { ThirdP_Offset = Vector(-15, 0, -45), -- The offset for the controller when the camera is in third person FirstP_Bone = "MDLDEC_Bone23", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(8, 0, 6), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_XEN"} -- 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.Immune_Physics = true -- Immune to physics impacts, won't take damage from props ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack? ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK2} -- Melee Attack Animations ENT.MeleeAttackDistance = 60 -- How close does it have to be until it attacks? ENT.MeleeAttackDamageDistance = 105 -- How close does it have to be until it attacks? ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something ENT.MeleeAttackDamage = 50 ENT.MeleeAttackBleedEnemy = true ENT.MeleeAttackBleedEnemyChance = 1 -- How much chance there is that the enemy will bleed? | 1 = always ENT.MeleeAttackBleedEnemyDamage = 3 -- How much damage will the enemy get on every rep? ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_kingpin_orb" -- The entity that is spawned when range attacking ENT.RangeDistance = 3000 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 180 -- How close does it have to be until it uses melee? ENT.TimeUntilRangeAttackProjectileRelease = false -- How much time until the projectile code is ran? ENT.RangeAttackPos_Up = 65 ENT.RangeAttackPos_Forward = 65 ENT.NextRangeAttackTime = 6 -- How much time until it can use a range attack? ENT.NextRangeAttackTime_DoRand = 8 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIESIMPLE, ACT_DIEFORWARD, ACT_DIEBACKWARD} -- Death Animations ENT.FootStepTimeRun = 2-- Next foot step sound when it is running ENT.FootStepTimeWalk = 2 -- Next foot step sound when it is walking ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds -- ====== Flinching Code ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.AnimTbl_Flinch = {"vjseq_flinch_small"} -- If it uses normal based animation, use this -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Breath = {"vj_hlr/hl1_npc/kingpin/kingpin_seeker_amb.wav"} ENT.SoundTbl_FootStep = {"vj_hlr/hl1_npc/kingpin/kingpin_move.wav", "vj_hlr/hl1_npc/kingpin/kingpin_moveslow.wav"} ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/kingpin/kingpin_idle1.wav","vj_hlr/hl1_npc/kingpin/kingpin_idle2.wav","vj_hlr/hl1_npc/kingpin/kingpin_idle3.wav",} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/kingpin/kingpin_alert1.wav","vj_hlr/hl1_npc/kingpin/kingpin_alert2.wav","vj_hlr/hl1_npc/kingpin/kingpin_alert3.wav"} ENT.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/kingpin/kingpin_pain1.wav","vj_hlr/hl1_npc/kingpin/kingpin_pain2.wav","vj_hlr/hl1_npc/kingpin/kingpin_pain3.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/kingpin/kingpin_death1.wav","vj_hlr/hl1_npc/kingpin/kingpin_death2.wav"} local scanSd = {"vj_hlr/hl1_npc/kingpin/kingpin_seeker1.wav", "vj_hlr/hl1_npc/kingpin/kingpin_seeker2.wav", "vj_hlr/hl1_npc/kingpin/kingpin_seeker3.wav"} ENT.GeneralSoundPitch1 = 100 -- Custom ENT.KingPin_NextScanT = 0 ENT.KingPin_PsionicAttacking = false ENT.KingPin_NextPsionicAttackT = 0 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(35, 35, 110),Vector(-35, -35, 0)) self:SetNW2Bool("PsionicEffect", false) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "step" then VJ_EmitSound(self, "vj_hlr/hl1_weapon/crossbow/xbow_hit1.wav", 60, 140) elseif key == "attack left" or key == "attack right" then self.MeleeAttackDamage = 15 self:MeleeAttackCode() elseif key == "attack strike" then self.MeleeAttackDamage = 30 self:MeleeAttackCode() elseif key == "range distance" then self:RangeAttackCode() //elseif key == "range psychic_loop" then //VJ_EmitSound(self, "vj_hlr/hl1_npc/kingpin/port_suckout1.wav", 80, 140) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_IntMsg(ply, controlEnt) ply:ChatPrint("RMouse + CTRL: Preform Psionic Attack") end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink_AIEnabled() -- Ability to see through walls if !IsValid(self:GetEnemy()) && CurTime() > self.KingPin_NextScanT then VJ_EmitSound(self, scanSd, 85) timer.Simple(0.5, function() if IsValid(self) then local orgDist = self:GetMaxLookDistance() self.FindEnemy_CanSeeThroughWalls = true self:SetSightDistance(450) self:SetupRelationships() self.FindEnemy_CanSeeThroughWalls = false self:SetSightDistance(orgDist) end end) self.KingPin_NextScanT = CurTime() + self.NextProcessTime + 5 end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:KingPin_ResetPsionicAttack() self.GodMode = false self.KingPin_PsionicAttacking = false self.KingPin_NextPsionicAttackT = CurTime() + math.Rand(8, 12) self.AnimTbl_IdleStand = {ACT_IDLE} self:SetState() self:SetNW2Bool("PsionicEffect", false) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomAttack() if CurTime() > self.KingPin_NextPsionicAttackT && !self:IsBusy() && self.KingPin_PsionicAttacking == false && self:Visible(self:GetEnemy()) && ((!self.VJ_IsBeingControlled && self.LatestEnemyDistance <= 1000) or (self.VJ_IsBeingControlled && self.VJ_TheController:KeyDown(IN_ATTACK2) && self.VJ_TheController:KeyDown(IN_DUCK))) then //print("SEARCH ----") local pTbl = {} -- Table of props that it found for _, v in ipairs(ents.FindInSphere(self:GetPos(), 600)) do if VJ_IsProp(v) && self:Visible(v) && self:GetEnemy():Visible(v) then local phys = v:GetPhysicsObject() if IsValid(phys) && phys:GetMass() <= 2000 && v.BeingControlledByKingPin != true then //print("Prop -", v) pTbl[#pTbl + 1] = v end end end //print(pTbl) if #pTbl > 0 then -- If greater then 1, then we found an object! self.GodMode = true self:SetNW2Bool("PsionicEffect", true) VJ_EmitSound(self, "vj_hlr/hl1_npc/kingpin/port_suckin1.wav", 80, 140) -- 3.08025 self.KingPin_PsionicAttacking = true self.AnimTbl_IdleStand = {ACT_RANGE_ATTACK2} self:VJ_ACT_PLAYACTIVITY(ACT_RANGE_ATTACK1_LOW, true, false, false) self:SetState(VJ_STATE_ONLY_ANIMATION) for _, v in ipairs(pTbl) do local phys = v:GetPhysicsObject() if IsValid(phys) then v.BeingControlledByKingPin = true v:SetNW2Bool("BeingControlledByKingPin", true) constraint.RemoveConstraints(v, "Weld") phys:EnableMotion(true) phys:Wake() phys:EnableGravity(false) phys:EnableDrag(false) phys:ApplyForceCenter(v:GetUp()*2000) phys:AddAngleVelocity(v:GetForward()*400 + v:GetRight()*300) end end -- Used to match sounds up timer.Simple(2.08025, function() if IsValid(self) then VJ_EmitSound(self, "vj_hlr/hl1_npc/kingpin/port_suckout1.wav", 80, 140) -- 2.7180 end end) -- Used to throw the prop and reset timer.Simple(3.42225, function() local selfValid = IsValid(self) for _, v in ipairs(pTbl) do if IsValid(v) then local phys = v:GetPhysicsObject() if IsValid(phys) then v.BeingControlledByKingPin = false v:SetNW2Bool("BeingControlledByKingPin", false) phys:EnableGravity(true) phys:EnableDrag(true) if selfValid && IsValid(self:GetEnemy()) then -- We check self here, in case self is removed, we will reset the props at least phys:SetVelocity(self:CalculateProjectile("Line", v:GetPos(), self:GetEnemy():GetPos(), 2000)) self:VJ_ACT_PLAYACTIVITY(ACT_RANGE_ATTACK2_LOW, true, false, false) end end end end if selfValid then self:KingPin_ResetPsionicAttack() end -- Here so in case the prop is deleted, we make sure to still reset end) end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomAttackCheck_MeleeAttack() return self.KingPin_PsionicAttacking != true end -- Not returning true will not let the melee attack code run! --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomAttackCheck_RangeAttack() return self.KingPin_PsionicAttacking != true end -- Not returning true will not let the range attack code run! --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomRangeAttackCode_AfterProjectileSpawn(projectile) if IsValid(self:GetEnemy()) then projectile.Track_Enemy = self:GetEnemy() timer.Simple(20,function() if IsValid(projectile) then projectile:Remove() end end) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:RangeAttackCode_GetShootPos(projectile) return self:CalculateProjectile("Line", self:GetPos() + self:GetUp()*20, self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(), 200) end --------------------------------------------------------------------------------------------------------------------------------------------- /*function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup) if self:HasShield() then local dmg = dmginfo:GetDamage() dmginfo:SetDamage(0) VJ_EmitSound(self,"vj_hlr/hl1_npc/kingpin/port_suckin1.wav",70,200) self.ShieldHealth = self.ShieldHealth -dmg if self.ShieldHealth <= 0 && !self.IsGeneratingShield then self:SetNW2Bool("shield",false) self.IsGeneratingShield = true timer.Simple(15,function() if IsValid(self) then self:SetNW2Bool("shield",true) self.IsGeneratingShield = false self.ShieldHealth = 250 end end) end 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/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(1,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(2,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(3,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(4,0,35))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(5,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(6,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(7,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(8,0,35))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(9,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,1,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,2,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,3,35))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,4,50))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,5,55))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,6,40))}) 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/agib1.mdl", "models/vj_hlr/gibs/agib2.mdl", "models/vj_hlr/gibs/agib3.mdl", "models/vj_hlr/gibs/agib4.mdl", "models/vj_hlr/gibs/agib1.mdl", "models/vj_hlr/gibs/agib2.mdl", "models/vj_hlr/gibs/agib3.mdl", "models/vj_hlr/gibs/agib4.mdl"} -- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt, nil, {ExtraGibs = gibs}) end