--[[ | 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/snark.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 5 ENT.HullType = HULL_TINY ENT.EntitiesToNoCollide = {"npc_vj_hlr1_snark"} -- Entities to not collide with when HasEntitiesToNoCollide is set to true ENT.VJC_Data = { ThirdP_Offset = Vector(0, 0, 0), -- The offset for the controller when the camera is in third person FirstP_Bone = "Bip01 Head", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(1, 0, 0.5), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_SNARK"} -- 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.HasMeleeAttack = false -- Should the SNPC have a melee attack? ENT.HasLeapAttack = true -- Should the SNPC have a leap attack? ENT.AnimTbl_LeapAttack = {ACT_JUMP} -- Melee Attack Animations ENT.LeapDistance = 200 -- The distance of the leap, for example if it is set to 500, when the SNPC is 500 Unit away, it will jump ENT.LeapToMeleeDistance = 0 -- How close does it have to be until it uses melee? ENT.TimeUntilLeapAttackDamage = 0.4 -- How much time until it runs the leap damage code? ENT.NextLeapAttackTime = 0.4 -- How much time until it can use a leap attack? ENT.NextAnyAttackTime_Leap = 0.4 -- How much time until it can use any attack again? | Counted in Seconds ENT.LeapAttackExtraTimers = {0.2,0.6} -- Extra leap attack timers | it will run the damage code after the given amount of seconds ENT.LeapAttackVelocityForward = 100 -- How much forward force should it apply? ENT.LeapAttackVelocityUp = 180 -- How much upward force should it apply? ENT.LeapAttackDamage = 10 ENT.LeapAttackDamageDistance = 100 -- How far does the damage go? ENT.HasDeathRagdoll = false -- If set to false, it will not spawn the regular ragdoll of the SNPC ENT.PushProps = false -- Should it push props when trying to move? ENT.IdleAlwaysWander = true -- If set to true, it will make the SNPC always wander when idling ENT.FindEnemy_UseSphere = true -- Should the SNPC be able to see all around him? (360) | Objects and walls can still block its sight! ENT.AnimTbl_IdleStand = {ACT_RUN} -- The idle animation when AI is enabled ENT.AnimTbl_Walk = {ACT_RUN} -- Set the walking animations | Put multiple to let the base pick a random animation when it moves ENT.AnimTbl_Run = {ACT_RUN} -- Set the running animations | Put multiple to let the base pick a random animation when it moves -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/squeek/sqk_hunt1.wav","vj_hlr/hl1_npc/squeek/sqk_hunt2.wav","vj_hlr/hl1_npc/squeek/sqk_hunt3.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/squeek/sqk_hunt1.wav","vj_hlr/hl1_npc/squeek/sqk_hunt2.wav","vj_hlr/hl1_npc/squeek/sqk_hunt3.wav"} ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/squeek/sqk_deploy1.wav"} ENT.SoundTbl_LeapAttackDamage = {"vj_hlr/hl1_npc/squeek/sqk_deploy1.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/squeek/sqk_die1.wav"} ENT.IdleSoundChance = 1 ENT.NextSoundTime_Idle = VJ_Set(1, 3) ENT.GeneralSoundPitch1 = 100 ENT.GeneralSoundPitch2 = 100 -- Custom ENT.Snark_Explodes = true ENT.Snark_Exploded = false ENT.Snark_NextJumpWalkT = 0 ENT.Snark_Type = 0 -- 0 = Snark -- 1 = Penguin --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Snark_CustomOnInitialize() self:SetCollisionBounds(Vector(5, 5, 10), Vector(-5, -5, 0)) self.Snark_Type = 0 end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:Snark_CustomOnInitialize() self.Snark_EnergyTime = CurTime() + math.Rand(18, 22) self.NextIdleSoundT_RegularChange = 0 end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_Initialize(ply, controlEnt) function controlEnt:CustomOnThink(key) self.VJCE_Player:ChatPrint(math.max(0, self.VJCE_NPC.Snark_EnergyTime - CurTime()) .. " seconds left! Eat to gain more!") end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink_AIEnabled() local ene = self:GetEnemy() if IsValid(ene) && self.VJ_IsBeingControlled == false && !self.Dead && self:IsOnGround() && self:Visible(ene) && self.LatestEnemyDistance > self.LeapDistance + 10 && CurTime() > self.Snark_NextJumpWalkT then self:VJ_ACT_PLAYACTIVITY(ACT_RUN, false, 0.7, true) self:PlaySoundSystem("Alert") self:SetGroundEntity(NULL) self:SetLocalVelocity((ene:GetPos() - self:GetPos()):GetNormal()*400 + self:GetUp()*300) self.Snark_NextJumpWalkT = CurTime() + math.Rand(0.35, 1.8) end if (self.Snark_EnergyTime - CurTime()) < 6 then self.UseTheSameGeneralSoundPitch_PickedNumber = self.UseTheSameGeneralSoundPitch_PickedNumber + 1 else self.UseTheSameGeneralSoundPitch_PickedNumber = 100 end if !self.Dead && self.Snark_Explodes == true && !self.Snark_Exploded && CurTime() > self.Snark_EnergyTime then self.Snark_Exploded = true self:SetState(VJ_STATE_FREEZE) self:PlaySoundSystem("Death") self.HasDeathSounds = false self:SetGroundEntity(NULL) self:SetLocalVelocity(self:GetUp()*300) timer.Simple(0.7, function() if IsValid(self) then self:TakeDamage(self:Health(), self, self) end end) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnLeapAttack_AfterChecks(hitEnt) self.Snark_EnergyTime = self.Snark_EnergyTime + 0.5 self.UseTheSameGeneralSoundPitch_PickedNumber = math.Clamp(self.UseTheSameGeneralSoundPitch_PickedNumber - 5, 100, 255) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnKilled(dmginfo, hitgroup) VJ_EmitSound(self, "vj_hlr/hl1_npc/squeek/sqk_blast1.wav", 90) if self.Snark_Type == 0 then util.VJ_SphereDamage(self, self, self:GetPos(), 50, 15, DMG_ACID, true, true) if self.HasGibDeathParticles == true then local effectBlood = EffectData() effectBlood:SetOrigin(self:GetPos() + self:OBBCenter()) effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35))) effectBlood:SetScale(40) util.Effect("VJ_Blood1",effectBlood) local bloodspray = EffectData() bloodspray:SetOrigin(self:GetPos() + self:OBBCenter()) bloodspray:SetScale(6) 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(0.4) util.Effect("StriderBlood",effectdata) util.Effect("StriderBlood",effectdata) end elseif self.Snark_Type == 1 then VJ_EmitSound(self, {"vj_hlr/hl1_weapon/explosion/explode3.wav","vj_hlr/hl1_weapon/explosion/explode4.wav","vj_hlr/hl1_weapon/explosion/explode5.wav"}, 90) VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/debris"..math.random(1,3)..".wav", 100) VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/explode"..math.random(3,5).."_dist.wav", 140, 100) util.BlastDamage(self,self,self:GetPos(),80,35) if self.HasGibDeathParticles == true then local effectBlood = EffectData() effectBlood:SetOrigin(self:GetPos() + self:OBBCenter()) effectBlood:SetColor(VJ_Color2Byte(Color(130,19,10))) effectBlood:SetScale(40) util.Effect("VJ_Blood1",effectBlood) local bloodspray = EffectData() bloodspray:SetOrigin(self:GetPos() + self:OBBCenter()) bloodspray:SetScale(6) bloodspray:SetFlags(3) bloodspray:SetColor(0) util.Effect("bloodspray",bloodspray) util.Effect("bloodspray",bloodspray) local spr = ents.Create("env_sprite") spr:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt") spr:SetKeyValue("GlowProxySize","2.0") spr:SetKeyValue("HDRColorScale","1.0") spr:SetKeyValue("renderfx","14") spr:SetKeyValue("rendermode","5") spr:SetKeyValue("renderamt","255") spr:SetKeyValue("disablereceiveshadows","0") spr:SetKeyValue("mindxlevel","0") spr:SetKeyValue("maxdxlevel","0") spr:SetKeyValue("framerate","15.0") spr:SetKeyValue("spawnflags","0") spr:SetKeyValue("scale","4") spr:SetPos(self:GetPos() + self:GetUp()*80) spr:Spawn() spr:Fire("Kill","",0.9) timer.Simple(0.9,function() if IsValid(spr) then spr:Remove() end end) end end end