--[[ | 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. -----------------------------------------------*/ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Core Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ENT.StartHealth = 0 ENT.HullType = HULL_TINY ENT.HullSizeNormal = false -- set to false to cancel out the self:SetHullSizeNormal() ENT.HasSetSolid = false -- set to false to disable SetSolid ENT.VJ_IsHugeMonster = true -- Is this a huge monster? ENT.MovementType = VJ_MOVETYPE_STATIONARY -- How does the SNPC move? ENT.CanTurnWhileStationary = false -- If set to true, the SNPC will be able to turn while it's a stationary SNPC ENT.Stationary_UseNoneMoveType = true -- Technical variable, use this if there is any issues with the SNPC's position, though it does have its downsides, so use it only when needed ENT.GodMode = true -- Immune to everything ENT.Bleeds = false -- Does the SNPC bleed? (Blood decal, particle, etc.) ENT.Immune_Dissolve = true -- Immune to Dissolving | Example: Combine Ball ENT.Immune_AcidPoisonRadiation = true -- Immune to Acid, Poison and Radiation ENT.Immune_Bullet = true -- Immune to Bullets ENT.Immune_Physics = true -- Immune to Physics ENT.ImmuneDamagesTable = {DMG_SLASH,DMG_GENERIC,DMG_CLUB,DMG_PHYSGUN} -- You can set Specific types of damages for the SNPC to be immune to ENT.FindEnemy_UseSphere = true -- Should the SNPC be able to see all around him? (360) | Objects and walls can still block its sight! ENT.DeathCorpseCollisionType = COLLISION_GROUP_NONE -- Collision type for the corpse | SNPC Options Menu can only override this value if it's set to COLLISION_GROUP_DEBRIS! ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack? ENT.DisableInitializeCapabilities = true -- If true, it will disable the initialize capabilities, this will allow you to add your own ENT.DisableSelectSchedule = true -- Disables Schedule code, Custom Schedule can still work ENT.DisableWandering = true -- Disables wandering when the SNPC is idle ENT.DisableFindEnemy = true -- Disables FindEnemy code, friendly code still works though ENT.BringFriendsOnDeath = false -- Should the SNPC's friends come to its position before it dies? ENT.CallForBackUpOnDamage = false -- Should the SNPC call for help when damaged? (Only happens if the SNPC hasn't seen a enemy) ENT.MoveOrHideOnDamageByEnemy = false -- Should the SNPC move or hide when being damaged by an enemy? ENT.MoveOutOfFriendlyPlayersWay = false -- Should the SNPC move out of the way when a friendly player comes close to it? ENT.CallForHelp = false -- Does the SNPC call for help? ENT.HasPainSounds = false -- If set to false, it won't play the pain sounds ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Tank Base Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ENT.Tank_AngleDiffuseNumber = 180 -- Used if the forward direction of the y-axis isn't correct on the model ENT.Tank_AngleDiffuseFiringLimit = 5 -- Firing angle diffuse limit, useful for larger barrel tanks by increasing it | lower number = More specific the barrel has to aim to fire -- ====== Sight Variables ====== -- ENT.Tank_SeeClose = 350 -- If the enemy is closer than this number, than don't shoot! ENT.Tank_SeeFar = 6500 -- If the enemy is higher than this number, than don't shoot! -- ====== Movement Variables ====== -- ENT.Tank_TurningSpeed = 5 -- How fast the gun moves as it's aiming towards an enemy -- ====== Projectile Shell Variables ====== -- ENT.Tank_Shell_NextFireTime = 0 -- Delay between each fire, triggered the moment when the shell leaves the tank | It can NOT even reload if this delay is active! ENT.Tank_Shell_TimeUntilFire = 2 -- Delay until it fires the shell (Ran after reloading) | If Failure: it will instantly fire it the moment it's facing the enemy again! ENT.Tank_Shell_SpawnPos = Vector(-170, 0, 65) ENT.Tank_Shell_EntityToSpawn = "obj_vj_tank_shell" -- The entity that is spawned when the shell is fired ENT.Tank_Shell_VelocitySpeed = 5000 -- How fast should the tank shell travel? ENT.Tank_Shell_DynamicLightPos = Vector(-200, 0, 0) ENT.Tank_Shell_MuzzleFlashPos = Vector(0, -235, 18) ENT.Tank_Shell_ParticlePos = Vector(-205, 00, 72) -- ====== Sound Variables ====== -- ENT.HasReloadShellSound = true ENT.Tank_SoundTbl_Turning = {} ENT.Tank_TurningSoundLevel = 80 ENT.Tank_TurningSoundPitch = VJ_Set(100, 100) -- ENT.HasFireShellSound = true ENT.Tank_SoundTbl_ReloadShell = {} ENT.Tank_ReloadShellSoundLevel = 90 ENT.Tank_ReloadShellSoundPitch = VJ_Set(100, 100) -- ENT.Tank_SoundTbl_FireShell = {} ENT.Tank_DefaultSoundTbl_Turning = {"vj_vehicles/armored/gun_move2_long.wav"} ENT.Tank_DefaultSoundTbl_ReloadShell = {"vehicles/tank_readyfire1.wav"} ENT.Tank_DefaultSoundTbl_FireShell = {"vj_vehicles/armored/gun_main_fire1.wav","vj_vehicles/armored/gun_main_fire2.wav","vj_vehicles/armored/gun_main_fire3.wav","vj_vehicles/armored/gun_main_fire4.wav"} //util.AddNetworkString("vj_tankg_base_spawneffects") //util.AddNetworkString("vj_tankg_base_shooteffects") ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Customization Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Use the functions below to customize certain parts of the base or to add new custom systems --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomInitialize_CustomTank() end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_CustomOnThink() return true end -- Return false to disable think code (Its just the StartSpawnEffects) --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_CustomOnThink_AIEnabled() end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_CustomOnReloadShell() end --------------------------------------------------------------------------------------------------------------------------------------------- -- Use this function to set your own effects or to change the existing ones function ENT:Tank_ShellFireEffects() local myAng = self:GetAngles() local lightFire = ents.Create("light_dynamic") lightFire:SetKeyValue("brightness", "4") lightFire:SetKeyValue("distance", "400") lightFire:SetPos(self:LocalToWorld(self.Tank_Shell_DynamicLightPos)) lightFire:SetLocalAngles(myAng) lightFire:Fire("Color", "255 150 60") lightFire:SetParent(self) lightFire:Spawn() lightFire:Activate() lightFire:Fire("TurnOn", "", 0) lightFire:Fire("Kill", "", 0.1) self:DeleteOnRemove(lightFire) local muzzleFlash = ents.Create("env_muzzleflash") muzzleFlash:SetPos(self:LocalToWorld(self.Tank_Shell_MuzzleFlashPos)) muzzleFlash:SetAngles(self:GetAngles() + Angle(0, self.Tank_AngleDiffuseNumber, 0)) muzzleFlash:SetKeyValue("scale", "6") muzzleFlash:Fire("Fire", 0, 0) local iClientEffect = 0 for _ = 1, 40 do iClientEffect = iClientEffect + 0.1 timer.Simple(iClientEffect, function() if IsValid(self) && !self.Dead then self:StartShootEffects() end end) end local smokeAngle = Angle(myAng.x, -myAng.y, myAng.z) local particleSmoke = ents.Create("info_particle_system") particleSmoke:SetKeyValue("effect_name", "smoke_exhaust_01a") particleSmoke:SetPos(self:LocalToWorld(self.Tank_Shell_ParticlePos)) particleSmoke:SetAngles(smokeAngle) particleSmoke:SetParent(self) particleSmoke:Spawn() particleSmoke:Activate() particleSmoke:Fire("Start", "", 0) particleSmoke:Fire("Kill", "", 4) local particleSmokeWhite = ents.Create("info_particle_system") particleSmokeWhite:SetKeyValue("effect_name", "Advisor_Pod_Steam_Continuous") particleSmokeWhite:SetPos(self:LocalToWorld(self.Tank_Shell_ParticlePos)) particleSmokeWhite:SetAngles(smokeAngle) particleSmokeWhite:SetParent(self) particleSmokeWhite:Spawn() particleSmokeWhite:Activate() particleSmokeWhite:Fire("Start", "", 0) particleSmokeWhite:Fire("Kill", "", 4) local dust = EffectData() dust:SetOrigin(self:GetParent():GetPos()) dust:SetScale(500) util.Effect("ThumperDust", dust) util.ScreenShake(self:GetPos(), 100, 200, 1, 2500) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_CustomOnShellFire_BeforeShellCreate() return true end -- Return false to not create the default shell --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_CustomOnShellFire_BeforeShellSpawn(shell, spawnPos) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_ShellFireVelocity(shell, spawnPos, calculatedVel, phys) -- Use this override the firing shell velocity, calculatedVel is not required but is a helpful variable to utilize phys:SetVelocity(Vector(calculatedVel.x, calculatedVel.y, math.Clamp(calculatedVel.z, self.Tank_Shell_SpawnPos.z - 735, self.Tank_Shell_SpawnPos.z + 335))) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_CustomOnShellFire(shell) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:StartSpawnEffects() /* Example: net.Start("vj_tankg_base_spawneffects") net.WriteEntity(self) net.Broadcast() */ end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:StartShootEffects() /* Example: -- Note: This is ran many times (~40) when the tank fires! net.Start("vj_tankg_base_shooteffects") net.WriteEntity(self) net.Broadcast() */ end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ ///// WARNING: Don't touch anything below this line! \\\\\ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ENT.Tank_FacingTarget = false -- Is it facing the enemy? ENT.Tank_Shell_Status = 0 -- 0 = Not reloaded or ready | 1 = Reloading | 2 = Reloaded & ready ENT.Tank_ProperHeightShoot = false -- Is the enemy position proper height for it to shoot? ENT.Tank_GunnerIsTurning = false ENT.Tank_Status = 0 ENT.Tank_Shell_NextFireT = 0 ENT.Tank_TurningLerp = nil --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self.DeathAnimationCodeRan = true -- So corpse doesn't fly away on death (Take this out if not using death explosion sequence) self:VJTags_Add(VJ_TAG_VEHICLE) self:CustomInitialize_CustomTank() end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:AngleDiffuse(ang1, ang2) local outcome = ang1 - ang2 if outcome < -180 then outcome = outcome + 360 end if outcome > 180 then outcome = outcome - 360 end return outcome end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() if self:Tank_CustomOnThink() == true && GetConVar("vj_npc_noidleparticle"):GetInt() == 0 then timer.Simple(0.1, function() if IsValid(self) && !self.Dead then self:StartSpawnEffects() end end) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink_AIEnabled() if self.Dead then return end self:SetEnemy(self:GetParent():GetEnemy()) self:Tank_CustomOnThink_AIEnabled() if self.Tank_GunnerIsTurning == true then self:Tank_Sound_Moving() else VJ_STOPSOUND(self.CurrentTankMovingSound) end self:CustomOnSchedule() if self.Tank_Status == 0 then local ene = self:GetEnemy() if IsValid(ene) && self.LatestEnemyDistance < self.Tank_SeeFar then self.Tank_GunnerIsTurning = false local angEne = (ene:GetPos() - self:GetPos()):Angle() local angDiffuse = self:AngleDiffuse(angEne.y, self:GetAngles().y + self.Tank_AngleDiffuseNumber) -- Cannon looking direction local heightRatio = (ene:GetPos().z - self:GetPos().z) / self:GetPos():Distance(Vector(ene:GetPos().x, ene:GetPos().y, self:GetPos().z)) self.Tank_ProperHeightShoot = math.abs(heightRatio) < 0.15 and true or false -- How high it can fire -- If the enemy is within the barrel firing limit AND not already firing a shell AND its height is is reachable AND the enemy is not extremely close, then FIRE! if math.abs(angDiffuse) < self.Tank_AngleDiffuseFiringLimit && self.Tank_ProperHeightShoot && self.LatestEnemyDistance > self.Tank_SeeClose then self.Tank_FacingTarget = true if self:Visible(ene) && GetConVar("vj_npc_norange"):GetInt() == 0 then self:Tank_PrepareShell() end -- Turn Left elseif angDiffuse > self.Tank_AngleDiffuseFiringLimit then if self.Tank_TurningLerp == nil then self.Tank_TurningLerp = self:GetLocalAngles() end self.Tank_TurningLerp = LerpAngle(1, self.Tank_TurningLerp, self.Tank_TurningLerp + Angle(0, math.Clamp(angDiffuse, 0, self.Tank_TurningSpeed), 0)) self:SetLocalAngles(self.Tank_TurningLerp) self.Tank_GunnerIsTurning = true self.Tank_FacingTarget = false -- Turn Right elseif angDiffuse < -self.Tank_AngleDiffuseFiringLimit then if self.Tank_TurningLerp == nil then self.Tank_TurningLerp = self:GetLocalAngles() end self.Tank_TurningLerp = LerpAngle(1, self.Tank_TurningLerp, self.Tank_TurningLerp + Angle(0, -math.Clamp(math.abs(angDiffuse), 0, self.Tank_TurningSpeed), 0)) self:SetLocalAngles(self.Tank_TurningLerp) self.Tank_GunnerIsTurning = true self.Tank_FacingTarget = false end else self.Tank_Status = 1 self.Tank_GunnerIsTurning = false end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnSchedule() if self.Dead then return end self:IdleSoundCode() self:DoIdleAnimation() if IsValid(self:GetEnemy()) then if self:GetParent().VJ_IsBeingControlled == true then self.Tank_Status = 0 else if self.LatestEnemyDistance < self.Tank_SeeFar && self.LatestEnemyDistance > self.Tank_SeeClose then -- Between this two numbers than fire! self.Tank_Status = 0 else self.Tank_Status = 0 end end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_PrepareShell() if (CurTime() < self.Tank_Shell_NextFireT) or (self:GetParent().VJ_IsBeingControlled == true && !self:GetParent().VJ_TheController:KeyDown(IN_ATTACK2)) then return end -- If it's already ready, then just fire it! if self.Tank_Shell_Status == 2 then self:Tank_FireShell() -- Otherwise reload and fire elseif self.Tank_Shell_Status == 0 then self:Tank_CustomOnReloadShell() self:Tank_Sound_ReloadShell() self.Tank_Shell_Status = 1 local ene = self:GetEnemy() if (!ene:IsNPC()) or (ene:IsNPC() && ene:GetEnemy() == self:GetParent()) then -- Don't run away when you don't even know that the tank exists! sound.EmitHint(SOUND_DANGER, ene:GetPos() + ene:OBBCenter(), 80, self.Tank_Shell_TimeUntilFire, self) end timer.Create("timer_shell_attack"..self:EntIndex(), self.Tank_Shell_TimeUntilFire, 1, function() self.Tank_Shell_Status = 2 self:Tank_FireShell() end) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_FireShell() local ene = self:GetEnemy() if (GetConVar("ai_disabled"):GetInt() == 1) or (self.Dead) or (!self.Tank_ProperHeightShoot) or (!IsValid(ene)) or (!self.Tank_FacingTarget) then return end // self.Tank_FacingTarget != true if self:Visible(ene) then self:Tank_Sound_FireShell() self:Tank_ShellFireEffects() if self:Tank_CustomOnShellFire_BeforeShellCreate() == true then local spawnPos = self:LocalToWorld(self.Tank_Shell_SpawnPos) local calculatedVel = (ene:GetPos() + ene:OBBCenter() - spawnPos):GetNormal()*self.Tank_Shell_VelocitySpeed -- If not facing, then just shoot straight ahead if !self.Tank_FacingTarget then calculatedVel = self:GetForward() calculatedVel:Rotate(Angle(0, self.Tank_AngleDiffuseNumber, 0)) calculatedVel = calculatedVel*self.Tank_Shell_VelocitySpeed end local shell = ents.Create(self.Tank_Shell_EntityToSpawn) shell:SetPos(spawnPos) shell:SetAngles(calculatedVel:Angle()) self:Tank_CustomOnShellFire_BeforeShellSpawn(shell, spawnPos) shell:Spawn() shell:Activate() shell:SetOwner(self) local phys = shell:GetPhysicsObject() if IsValid(phys) then self:Tank_ShellFireVelocity(shell, spawnPos, calculatedVel, phys) end self:Tank_CustomOnShellFire(shell) end self.Tank_Shell_Status = 0 self.Tank_Shell_NextFireT = CurTime() + self.Tank_Shell_NextFireTime else -- Not visible self.Tank_FacingTarget = false end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) if self:Tank_CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) == true then corpseEnt:GetPhysicsObject():AddVelocity(Vector(math.Rand(-200, 200), math.Rand(-200, 200), math.Rand(200, 400))) corpseEnt:GetPhysicsObject():AddAngleVelocity(Vector(math.Rand(-100, 100), math.Rand(-100, 100), math.Rand(-100, 100))) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnRemove() VJ_STOPSOUND(self.CurrentTankMovingSound) timer.Destroy("timer_shell_attack" .. self:EntIndex()) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_Sound_Moving() if self.HasSounds == false or self.HasFootStepSound == false then return end local sdTbl = VJ_PICK(self.Tank_SoundTbl_Turning) if sdTbl == false then sdTbl = VJ_PICK(self.Tank_DefaultSoundTbl_Turning) end -- Default table self.CurrentTankMovingSound = VJ_CreateSound(self, sdTbl, self.Tank_TurningSoundLevel, math.random(self.Tank_TurningSoundPitch.a, self.Tank_TurningSoundPitch.b)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_Sound_ReloadShell() if self.HasSounds == false or self.HasReloadShellSound == false then return end local sdTbl = VJ_PICK(self.Tank_SoundTbl_ReloadShell) if sdTbl == false then sdTbl = VJ_PICK(self.Tank_DefaultSoundTbl_ReloadShell) end -- Default table //self.CurrentTankFiringSound = VJ_CreateSound(self, sdTbl, self.Tank_ReloadShellSoundLevel, math.random(self.Tank_ReloadShellSoundPitch.a, self.Tank_ReloadShellSoundPitch.b)) VJ_EmitSound(self, sdTbl, self.Tank_ReloadShellSoundLevel, math.random(self.Tank_ReloadShellSoundPitch.a, self.Tank_ReloadShellSoundPitch.b)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_Sound_FireShell() if self.HasSounds == false or self.HasFireShellSound == false then return end local sdTbl = VJ_PICK(self.Tank_SoundTbl_FireShell) if sdTbl == false then sdTbl = VJ_PICK(self.Tank_DefaultSoundTbl_FireShell) end -- Default table VJ_EmitSound(self, sdTbl, 500, 100) end