--[[ | 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) 2012-2016 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/gman2.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 9850 ENT.HullType = HULL_HUMAN ENT.PlayerFriendly = true --------------------------------------------------------------------------------------------------------------------------------------------- -- ====== Blood-Related Variables ====== -- ENT.Bleeds = true -- Does the SNPC bleed? (Blood decal, particle, etc.) ENT.BloodColor = "Oil" -- The blood type, this will detemine what it should use (decal, particle, etc.) ENT.Immune_Dissolve = true -- Immune to Dissolving | Example: Combine Ball ENT.VJ_NPC_Class = {"CLASS_CITIZEN","CLASS_AMERICA_FRIENDLY","CIVILAN"} ENT.LastSeenEnemyTimeUntilReset = 160 ENT.SightDistance = 99000 -- How far it can see ENT.SightAngle = 180 -- Melee Attack --------------------------------------------------------------------------------------------------------------------------------------------- ENT.MeleeAttackDamageType = DMG_CRUSH ENT.AnimTbl_IdleStand = {ACT_IDLE} -- The idle animation when AI is enabled ENT.AnimTbl_Walk = {ACT_DOD_PRONE_AIM_MP44} -- Set the walking animations | Put multiple to let the base pick a random animation when it moves ENT.AnimTbl_Run = {ACT_DOD_PRONE_AIM_MP44} -- Set the running animations | Put multiple to let the base pick a random animation when it moves -- ====== Flinching Code ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.FlinchChance = 1 -- Chance of it flinching from 1 to x | 1 will make it always flinch ENT.NextMoveAfterFlinchTime = "LetBaseDecide" -- How much time until it can move, attack, etc. | Use this for schedules or else the base will set the time 0.6 if it sees it's a schedule! ENT.NextFlinchTime = 5 -- How much time until it can flinch again? ENT.FlinchAnimation_UseSchedule = false -- false = SCHED_ | true = ACT_ ENT.FlinchAnimationDecreaseLengthAmount = 0 -- This will decrease the time it can move, attack, etc. | Use it to fix animation pauses after it finished the flinch animation ENT.HasHitGroupFlinching = true -- It will flinch when hit in certain hitgroups | It can also have certain animations to play in certain hitgroups ENT.HitGroupFlinching_DefaultWhenNotHit = false -- If it uses hitgroup flinching, should it do the regular flinch if it doesn't hit any of the specified hitgroups? ENT.HitGroupFlinching_Values = {{HitGroup = {3}, IsSchedule = false, Animation = {ACT_FLINCH_STOMACH}}, {HitGroup = {1}, IsSchedule = false, Animation = {ACT_FLINCH_HEAD}}, {HitGroup = {2}, IsSchedule = false, Animation = {ACT_FLINCH_CHEST}}, {HitGroup = {4}, IsSchedule = false, Animation = {ACT_FLINCH_LEFTARM}}, {HitGroup = {5}, IsSchedule = false, Animation = {ACT_FLINCH_RIGHTARM}}, {HitGroup = {6}, IsSchedule = false, Animation = {ACT_FLINCH_LEFTLEG}}, {HitGroup = {7}, IsSchedule = false, Animation = {ACT_FLINCH_RIGHTLEG}}} -- if "IsSchedule" is set to true, "Animation" needs to be a schedule ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack? ENT.MeleeAttackDamage = math.random(9335,9350) ENT.MeleeAttackAnimationDelay = 0 -- It will wait certain amount of time before playing the animation ENT.MeleeAttackAnimationFaceEnemy = true -- Should it face the enemy while playing the melee attack animation? ENT.MeleeAttackAnimationDecreaseLengthAmount = 0 -- This will decrease the time until starts chasing again. Use it to fix animation pauses until it chases the enemy. ENT.MeleeAttackDistance = 59 -- How close does it have to be until it attacks? ENT.MeleeAttackAngleRadius = 200 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC ENT.MeleeAttackDamageDistance = 102 -- How far does the damage go? ENT.MeleeAttackDamageAngleRadius = 200 -- What is the damage angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC ENT.TimeUntilMeleeAttackDamage = 0.5 -- This counted in seconds | This calculates the time until it hits something ENT.NextAnyAttackTime_Melee = 0.50 -- How much time until it can use any attack again? | Counted in Seconds ENT.SlowPlayerOnMeleeAttack = true -- If true, then the player will slow down ENT.SlowPlayerOnMeleeAttack_WalkSpeed = 32 -- Walking Speed when Slow Player is on ENT.SlowPlayerOnMeleeAttack_RunSpeed = 45 -- Running Speed when Slow Player is on ENT.SlowPlayerOnMeleeAttackTime = 15 -- How much time until player's Speed resets ENT.MeleeAttackBleedEnemy = true -- Should the enemy bleed when attacked by melee? ENT.MeleeAttackBleedEnemyChance = 1 -- How much chance there is that the enemy will bleed? | 1 = always ENT.MeleeAttackBleedEnemyDamage = 1 -- How much damage will the enemy get on every rep? ENT.MeleeAttackBleedEnemyTime = 1 -- How much time until the next rep? ENT.MeleeAttackBleedEnemyReps = 5 -- How many reps? -- ====== Other Variables ====== -- ENT.RunAwayOnUnknownDamage = true -- Should run away on damage ENT.HasRangeAttack = false -- Should the SNPC have a range attack? ENT.RangeAttackEntityToSpawn = "wolf_freos" -- The entity that is spawned when range attacking ENT.AnimTbl_RangeAttack = {"contr_attack"} -- Range Attack Animations -- ====== Distance Variables ====== -- ENT.TimeUntilRangeAttackProjectileRelease = 1.2 -- How much time until the projectile code is ran? ENT.RangeAttackPos_Up = 47 ENT.RangeDistance = 10520 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 40 -- How close does it have to be until it uses melee? ENT.NextAnyAttackTime_Range = 0.1 ENT.CanWander = false ENT.CanMutate = false ENT.CONTROLER_PsyAttackTimer = 0 -- ====== Animation Variables ====== -- ENT.NEXT = false ENT.NEXT2 = false ENT.NEXT3 = false -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.DeathSoundLevel = 100 ENT.IdleSoundPitch1 = 100 ENT.IdleSoundPitch2 = 100 ENT.IdleVolume = 100 ENT.DeathSoundPitch1 = 100 ENT.DeathSoundPitch2 = 100 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() for k, v in pairs( ents.FindInSphere( self:GetPos( ), 300 ) ) do if v:IsValid() && ((v:IsPlayer() && v:Alive() && GetConVarNumber("ai_ignoreplayers") == 0) || (v:IsNPC() && v != self && v:Disposition(self) != D_LI)) && v:Visible(self) then if v:IsPlayer() and v.SquadName == "vj_combine" then self.PlayerFriendly = false end end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() for k, v in pairs( ents.FindInSphere( self:GetPos( ), 300 ) ) do if v:IsValid() && ((v:IsPlayer() && v:Alive() && GetConVarNumber("ai_ignoreplayers") == 0) || (v:IsNPC() && v != self && v:Disposition(self) != D_LI)) && v:Visible(self) then if v:IsPlayer() and v.SquadName == "vj_combine" then self.PlayerFriendly = false end end end if self.NEXT2 == true then self:StopMoving() end self:RemoveAllDecals() self:DrawShadow(true) end --------------------------------------------------------------------------------------------------------------------------------------------- ENT.ATTACK = false ENT.ATTACKT = 0 function ENT:CustomOnThink_AIEnabled() if self:GetEnemy() != nil && self.NEXT == false then self:StopParticles() if self.ATTACK == false then if CurTime() > self.ATTACKT then local Poser = self:GetEnemy() self.ATTACK = true timer.Simple(0.2,function() if IsValid(self) then self:SetPos(self:GetPos() + self:GetForward()*9999) end end) timer.Simple(2,function() if IsValid(self) && IsValid(Poser) then self:SetPos(Poser:GetPos() + Poser:GetForward()*math.random(75,85)) self.ATTACK = false self.ATTACKT = CurTime() + math.random(3,4) end end) end end end end --------------------------------------------------------------------------------------------------------------------------------------------- /*----------------------------------------------- *** Copyright (c) 2012-2016 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. -----------------------------------------------*/