--[[ | 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/mortarsynth.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want // models/skyrim/chaurusflyer.mdl // models/gunship.mdl // models/combine_helicopter.mdl ENT.StartHealth = 150 ENT.HullType = HULL_TINY ENT.MovementType = VJ_MOVETYPE_AERIAL -- How does the SNPC move? ENT.Aerial_AnimTbl_Calm = {"mortar_back"} -- Animations it plays when it's wandering around while idle ENT.Aerial_AnimTbl_Alerted = {"mortar_forward"} -- Animations it plays when it's moving while alerted --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_COMBINE"} -- NPCs with the same class with be allied to each other ENT.BloodColor = "Oil" -- The blood type, this will determine what it should use (decal, particle, etc.) ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack? ENT.AnimTbl_MeleeAttack = {ACT_RANGE_ATTACK1} -- Melee Attack Animations ENT.MeleeAttackDistance = 60 -- How close does it have to be until it attacks? ENT.MeleeAttackDamageDistance = 80 -- How far does the damage go? ENT.TimeUntilMeleeAttackDamage = 0.7 -- This counted in seconds | This calculates the time until it hits something ENT.NextAnyAttackTime_Melee = 1.3 -- How much time until it can use any attack again? | Counted in Seconds ENT.MeleeAttackDamage = 30 ENT.HasDeathRagdoll = false -- If set to false, it will not spawn the regular ragdoll of the SNPC ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Breath = {"npc/scanner/scanner_combat_loop1.wav"} ENT.SoundTbl_Idle = {"npc/scanner/scanner_talk1.wav","npc/scanner/scanner_talk2.wav"} ENT.SoundTbl_Alert = {"npc/scanner/combat_scan5.wav"} ENT.SoundTbl_MeleeAttack = {"npc/scanner/scanner_electric1.wav"} ENT.SoundTbl_MeleeAttackMiss = {"npc/zombie/claw_miss1.wav","npc/zombie/claw_miss2.wav"} ENT.SoundTbl_Pain = {"npc/scanner/scanner_pain1.wav","npc/scanner/scanner_pain2.wav"} ENT.SoundTbl_Death = {"npc/waste_scanner/grenade_fire.wav"} --------------------------------------------------------------------------------------------------------------------------------------------- local spawnPos = Vector(0, 0, 10) -- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(33, 33, 26), Vector(-33, -33, -30)) self:SetPos(self:GetPos() + spawnPos) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnPriorToKilled(dmginfo, hitgroup) ParticleEffect("explosion_turret_break",self:GetPos(),Angle(0,0,0),nil) util.BlastDamage(self,self,self:GetPos(),80,20) end