--[[ | 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) 2012-2018 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/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 = 350 -- 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 = 150 -- Put the force amount it should apply | false = Don't apply any force ENT.ShakeWorldOnDeath = true -- Should the world shake when the projectile hits something? ENT.ShakeWorldOnDeathAmplitude = 10 -- How much the screen will shake | From 1 to 16, 1 = really low 16 = really high ENT.ShakeWorldOnDeathRadius = 3000 -- How far the screen shake goes, in world units ENT.ShakeWorldOnDeathtDuration = 1 -- How long the screen shake will last, in seconds ENT.ShakeWorldOnDeathFrequency = 200 -- The frequency ENT.DecalTbl_DeathDecals = {"Scorch"} ENT.SoundTbl_Idle = {"weapons/rpg/rocket1.wav"} ENT.SoundTbl_OnCollide = {"ambient/explosions/explode_8.wav"} --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() //util.SpriteTrail(self, 0, Color(90,90,90,255), false, 10, 1, 3, 1/(15+1)*0.5, "trails/smoke.vmt") ParticleEffectAttach("vj_rpg1_smoke", PATTACH_ABSORIGIN_FOLLOW, self, 0) ParticleEffectAttach("vj_rpg2_smoke2", PATTACH_ABSORIGIN_FOLLOW, self, 0) //ParticleEffectAttach("rocket_smoke", PATTACH_ABSORIGIN_FOLLOW, self, 0) //ParticleEffectAttach("smoke_burning_engine_01", PATTACH_ABSORIGIN_FOLLOW, self, 0) /*self.StartLight1 = ents.Create("light_dynamic") self.StartLight1:SetKeyValue("brightness", "1") self.StartLight1:SetKeyValue("distance", "200") self.StartLight1:SetLocalPos(self:GetPos()) self.StartLight1:SetLocalAngles( self:GetAngles() ) self.StartLight1:Fire("Color", "255 150 0") self.StartLight1:SetParent(self) self.StartLight1:Spawn() self.StartLight1:Activate() self.StartLight1:Fire("TurnOn", "", 0) self:DeleteOnRemove(self.StartLight1)*/ end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:DeathEffects(data,phys) local effectdata = EffectData() effectdata:SetOrigin(data.HitPos) //effectdata:SetScale( 500 ) util.Effect( "ThumperDust", effectdata ) util.Effect( "Explosion", effectdata ) self.ExplosionLight1 = ents.Create("light_dynamic") self.ExplosionLight1:SetKeyValue("brightness", "4") self.ExplosionLight1:SetKeyValue("distance", "300") self.ExplosionLight1:SetLocalPos(data.HitPos) self.ExplosionLight1:SetLocalAngles(self:GetAngles()) self.ExplosionLight1:Fire("Color", "255 150 0") self.ExplosionLight1:SetParent(self) self.ExplosionLight1:Spawn() self.ExplosionLight1:Activate() self.ExplosionLight1:Fire("TurnOn", "", 0) self:DeleteOnRemove(self.ExplosionLight1) end /*----------------------------------------------- *** Copyright (c) 2012-2018 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. -----------------------------------------------*/