mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 05:43:46 +03:00
347 lines
14 KiB
Lua
347 lines
14 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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AddCSLuaFile("shared.lua")
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include('shared.lua')
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/*-----------------------------------------------
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*** Copyright (c) 2012-2017 by DrVrej, All rights reserved. ***
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No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
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without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
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-----------------------------------------------*/
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ENT.Model = {"models/humans/group03/female_01.mdl","models/humans/group03/female_02.mdl","models/humans/group03/female_03.mdl","models/humans/group03/female_04.mdl","models/humans/group03/female_06.mdl","models/humans/group03/female_07.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
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ENT.StartHealth = 80
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ENT.HullType = HULL_HUMAN
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"CLASS_CITIZEN","CLASS_AMERICA_FRIENDLY","CIVILAN"}
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ENT.PlayerFriendly = true
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ENT.MoveOutOfFriendlyPlayersWay = false -- Should the SNPC move out of the way when a friendly player comes close to it?
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ENT.WeaponSpread = 1.2
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ENT.BloodColor = "Red"
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ENT.SightDistance = 5000 -- How far it can see
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ENT.BecomeEnemyToPlayer = true
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ENT.BecomeEnemyToPlayerLevel = 2 -- How many times does the player have to hit the SNPC for it to become enemy?
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ENT.HasMeleeAttack = true
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ENT.HasFootStepSound = true -- Should the SNPC make a footstep sound when it's moving?
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ENT.FootStepSoundLevel = 60
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ENT.ShootDistance = 2000
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ENT.MeleeAttackDamage = 30
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ENT.SquadName = "resistance" -- Squad name, console error will happen if two groups that are enemy and try to squad!
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ENT.FootStepTimeRun = 0.4 -- Next foot step sound when it is running
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ENT.FootStepTimeWalk = 0.5 -- Next foot step sound when it is walking
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ENT.HasGrenadeAttack = false -- Should the SNPC have a grenade attack?
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ENT.CallForHelp = true -- Does the SNPC call for help?
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ENT.CallForHelpDistance = 600 -- -- How far away the SNPC's call for help goes | Counted in World Units
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ENT.HasCallForHelpAnimation = true -- if true, it will play the call for help animation
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ENT.AnimTbl_CallForHelp = {ACT_SIGNAL_ADVANCE,ACT_SIGNAL_FORWARD,ACT_SIGNAL_GROUP} -- Call For Help Animations
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ENT.NextCallForHelpTime = 10 -- Time until it calls for help again
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ENT.WaitForEnemyToComeOutTime1 = 2 -- How much time should it wait until it starts chasing the enemy? | First number in math.random
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ENT.WaitForEnemyToComeOutTime2 = 3 -- How much time should it wait until it starts chasing the enemy? | Second number in math.random
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ENT.AnimTbl_Flinch = {ACT_FLINCH_PHYSICS} -- If it uses normal based animation, use this
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ENT.HasGrenadeAttack = true -- Should the SNPC have a grenade attack?
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ENT.GrenadeAttackEntity = "npc_grenade_frag" -- The entity that the SNPC throws | Half Life 2 Grenade: "npc_grenade_frag"
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ENT.GrenadeAttackModel = "models/weapons/w_grenade.mdl" -- The model for the grenade entity
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-- ====== Animation Variables ====== --
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ENT.AnimTbl_GrenadeAttack = {"grenThrow"} -- Grenade Attack Animations
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ENT.GrenadeAttackAnimationDelay = 0 -- It will wait certain amount of time before playing the animation
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ENT.GrenadeAttackAnimationFaceEnemy = true -- Should it face the enemy while playing the grenade attack animation?
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-- ====== Distance & Chance Variables ====== --
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ENT.NextThrowGrenadeTime1 = math.random(20,22) -- Time until it runs the throw grenade code again | The first # in math.random
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ENT.NextThrowGrenadeTime2 = math.random(15,25) -- Time until it runs the throw grenade code again | The second # in math.random
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ENT.ThrowGrenadeChance = 1 -- Chance that it will throw the grenade | Set to 1 to throw all the time
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ENT.GrenadeAttackThrowDistance = 1000 -- How far it can throw grenades
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ENT.GrenadeAttackThrowDistanceClose = 500 -- How close until it stops throwing grenades
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-- ====== Sound File Paths ====== --
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ENT.SoundTbl_FootStep = {"npc/footsteps/hardboot_generic1.wav","npc/footsteps/hardboot_generic2.wav","npc/footsteps/hardboot_generic3.wav","npc/footsteps/hardboot_generic4.wav","npc/footsteps/hardboot_generic5.wav","npc/footsteps/hardboot_generic6.wav",}
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ENT.SoundTbl_Idle = {
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"vo/npc/female01/answer01.wav",
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"vo/npc/female01/answer02.wav",
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"vo/npc/female01/answer03.wav",
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"vo/npc/female01/answer04.wav",
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"vo/npc/female01/answer05.wav",
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"vo/npc/female01/answer07.wav",
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"vo/npc/female01/answer08.wav",
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"vo/npc/female01/answer09.wav",
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"vo/npc/female01/answer10.wav",
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"vo/npc/female01/answer11.wav",
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"vo/npc/female01/answer12.wav",
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"vo/npc/female01/answer13.wav",
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"vo/npc/female01/answer14.wav",
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"vo/npc/female01/answer15.wav",
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"vo/npc/female01/answer16.wav",
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"vo/npc/female01/answer17.wav",
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"vo/npc/female01/answer18.wav",
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"vo/npc/female01/answer19.wav",
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"vo/npc/female01/answer20.wav",
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"vo/npc/female01/answer21.wav",
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"vo/npc/female01/answer22.wav",
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"vo/npc/female01/answer23.wav",
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"vo/npc/female01/answer24.wav",
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"vo/npc/female01/answer25.wav",
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"vo/npc/female01/answer26.wav",
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"vo/npc/female01/answer27.wav",
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"vo/npc/female01/answer28.wav",
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"vo/npc/female01/answer29.wav",
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"vo/npc/female01/answer30.wav",
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"vo/npc/female01/answer31.wav",
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"vo/npc/female01/answer32.wav",
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"vo/npc/female01/answer33.wav",
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"vo/npc/female01/answer34.wav",
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"vo/npc/female01/answer35.wav",
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"vo/npc/female01/answer36.wav",
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"vo/npc/female01/answer37.wav",
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"vo/npc/female01/answer38.wav",
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"vo/npc/female01/answer39.wav",
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"vo/npc/female01/answer40.wav",
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"vo/npc/female01/question01.wav",
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"vo/npc/female01/question02.wav",
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"vo/npc/female01/question03.wav",
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"vo/npc/female01/question04.wav",
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"vo/npc/female01/question05.wav",
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"vo/npc/female01/question06.wav",
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"vo/npc/female01/question07.wav",
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"vo/npc/female01/question08.wav",
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"vo/npc/female01/question09.wav",
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"vo/npc/female01/question10.wav",
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"vo/npc/female01/question11.wav",
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"vo/npc/female01/question12.wav",
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"vo/npc/female01/question13.wav",
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"vo/npc/female01/question14.wav",
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"vo/npc/female01/question15.wav",
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"vo/npc/female01/question16.wav",
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"vo/npc/female01/question17.wav",
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"vo/npc/female01/question18.wav",
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"vo/npc/female01/question19.wav",
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"vo/npc/female01/question20.wav",
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"vo/npc/female01/question21.wav",
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"vo/npc/female01/question22.wav",
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"vo/npc/female01/question23.wav",
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"vo/npc/female01/question25.wav",
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"vo/npc/female01/question26.wav",
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"vo/npc/female01/question27.wav",
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"vo/npc/female01/question28.wav",
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"vo/npc/female01/question29.wav",
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"vo/npc/female01/question30.wav",
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"vo/npc/female01/question31.wav",
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"vo/npc/female01/upthere01.wav",
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"vo/npc/female01/upthere02.wav",
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"vo/npc/female01/vanswer01.wav",
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"vo/npc/female01/vanswer02.wav",
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"vo/npc/female01/vanswer03.wav",
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"vo/npc/female01/vanswer04.wav",
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"vo/npc/female01/vanswer05.wav",
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"vo/npc/female01/vanswer06.wav",
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"vo/npc/female01/vanswer07.wav",
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"vo/npc/female01/vanswer08.wav",
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"vo/npc/female01/vanswer09.wav",
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"vo/npc/female01/vanswer10.wav",
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"vo/npc/female01/vanswer11.wav",
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"vo/npc/female01/vanswer12.wav",
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"vo/npc/female01/vanswer13.wav",
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"vo/npc/female01/vanswer14.wav",
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"vo/npc/female01/vquestion01.wav",
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"vo/npc/female01/vquestion02.wav",
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"vo/npc/female01/vquestion03.wav",
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"vo/npc/female01/vquestion04.wav",
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"vo/npc/female01/vquestion05.wav",
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"vo/npc/female01/vquestion06.wav",
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"vo/npc/female01/vquestion07.wav",
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}
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ENT.SoundTbl_Alert = {
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"vo/npc/female01/behindyou01.wav",
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"vo/npc/female01/behindyou02.wav",
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"vo/npc/female01/busy02.wav",
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"vo/npc/female01/heretheycome01.wav",
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"vo/npc/female01/incoming02.wav",
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}
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ENT.SoundTbl_CombatIdle = {
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"vo/npc/female01/runforyourlife01.wav",
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"vo/npc/female01/runforyourlife02.wav",
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"vo/npc/female01/getdown02.wav",
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"vo/npc/female01/getgoingsoon.wav",
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"vo/npc/female01/gethellout.wav",
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"vo/npc/female01/moan01.wav",
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"vo/npc/female01/moan02.wav",
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"vo/npc/female01/moan03.wav",
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"vo/npc/female01/moan04.wav",
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"vo/npc/female01/moan05.wav",
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"vo/npc/female01/upthere01.wav",
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"vo/npc/female01/upthere02.wav",
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"vo/npc/female01/help01.wav",
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}
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ENT.SoundTbl_OnGrenadeSight = {
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"vo/npc/female01/cps01.wav",
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"vo/npc/female01/cps02.wav",
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"vo/npc/female01/hacks01.wav",
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"vo/npc/female01/hacks02.wav",
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}
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ENT.SoundTbl_Pain = {
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"vo/npc/female01/pain01.wav",
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"vo/npc/female01/pain02.wav",
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"vo/npc/female01/pain03.wav",
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"vo/npc/female01/pain04.wav",
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"vo/npc/female01/pain05.wav",
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"vo/npc/female01/pain06.wav",
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"vo/npc/female01/pain07.wav",
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"vo/npc/female01/pain08.wav",
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"vo/npc/female01/pain09.wav",
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"vo/npc/female01/myarm01.wav",
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"vo/npc/female01/myarm02.wav",
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"vo/npc/female01/mygut02.wav",
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"vo/npc/female01/myleg01.wav",
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"vo/npc/female01/myleg02.wav",
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"vo/npc/female01/imhurt01.wav",
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"vo/npc/female01/imhurt02.wav",
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"vo/npc/female01/no01.wav",
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"vo/npc/female01/no02.wav",
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}
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ENT.SoundTbl_Death = {
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"vo/npc/female01/ow01.wav",
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"vo/npc/female01/ow02.wav",
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"vo/npc/female01/pain08.wav",
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"vo/npc/female01/pain09.wav",
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"vo/npc/female01/uhoh.wav",
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}
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ENT.SoundTbl_FollowPlayer = {
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"vo/npc/female01/letsgo01.wav",
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"vo/npc/female01/letsgo02.wav",
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"vo/npc/female01/leadon01.wav",
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"vo/npc/female01/leadon02.wav",
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"vo/npc/female01/squad_reinforce_single01.wav",
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"vo/npc/female01/squad_reinforce_single02.wav",
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"vo/npc/female01/squad_reinforce_single03.wav",
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"vo/npc/female01/squad_reinforce_single04.wav",
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"vo/npc/female01/squad_follow01.wav",
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"vo/npc/female01/squad_follow02.wav",
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"vo/npc/female01/squad_follow03.wav",
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"vo/npc/female01/squad_follow04.wav",
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}
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ENT.SoundTbl_UnFollowPlayer = {
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"vo/npc/female01/readywhenyouare01.wav",
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"vo/npc/female01/readywhenyouare02.wav",
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"vo/npc/female01/outofyourway02.wav",
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"vo/npc/female01/yeah02.wav",
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"vo/npc/female01/watchout.wav",
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"vo/npc/female01/waitingsomebody.wav",
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"vo/npc/female01/ok01.wav",
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"vo/npc/female01/ok02.wav",
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"vo/npc/female01/okimready01.wav",
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"vo/npc/female01/okimready02.wav",
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"vo/npc/female01/okimready03.wav",
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}
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ENT.SoundTbl_OnPlayerSight = {
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"vo/npc/female01/nice.wav",
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"vo/npc/female01/heydoc01.wav",
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"vo/npc/female01/heydoc02.wav",
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"vo/npc/female01/freeman.wav",
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"vo/npc/female01/ahgordon01.wav",
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"vo/npc/female01/ahgordon02.wav",
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"vo/npc/female01/goodgod.wav",
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"vo/npc/female01/doingsomething.wav",
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"vo/npc/female01/docfreeman01.wav",
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"vo/npc/female01/docfreeman02.wav",
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"vo/npc/female01/hi01.wav",
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"vo/npc/female01/hi02.wav",
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}
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ENT.SoundTbl_DamageByPlayer = {
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"vo/npc/female01/watchout.wav",
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"vo/npc/female01/watchwhat.wav",
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"vo/npc/female01/wetrustedyou01.wav",
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"vo/npc/female01/wetrustedyou02.wav",
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"vo/npc/female01/notthemanithought01.wav",
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"vo/npc/female01/notthemanithought02.wav",
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"vo/npc/female01/stopitfm.wav",
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}
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ENT.DefaultSoundTbl_MeleeAttack = {"physics/body/body_medium_impact_hard1.wav","physics/body/body_medium_impact_hard2.wav","physics/body/body_medium_impact_hard3.wav","physics/body/body_medium_impact_hard4.wav","physics/body/body_medium_impact_hard5.wav","physics/body/body_medium_impact_hard6.wav"}
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ENT.DefaultSoundTbl_MeleeAttackMiss = {"npc/zombie/claw_miss1.wav","npc/zombie/claw_miss2.wav"}
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ENT.DefaultSoundTbl_Impact = {"physics/flesh/flesh_impact_bullet1.wav","physics/flesh/flesh_impact_bullet2.wav","physics/flesh/flesh_impact_bullet3.wav","physics/flesh/flesh_impact_bullet4.wav","physics/flesh/flesh_impact_bullet5.wav"}
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ENT.DefaultSoundTbl_MedicAfterHeal = {"items/smallmedkit1.wav"}
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ENT.HasOnPlayerSight = true
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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for k, v in pairs( ents.FindInSphere( self:GetPos( ), 300 ) ) do
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if v:IsValid() && ((v:IsPlayer() && v:Alive() && GetConVarNumber("ai_ignoreplayers") == 0) || (v:IsNPC() && v != self && v:Disposition(self) != D_LI)) && v:Visible(self) then
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if v:IsPlayer() and v.SquadName == "vj_combine" then
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self.PlayerFriendly = false
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end
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end
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end
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end
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--------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomInitialize()
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self.Weapon_FiringDistanceFar = self.ShootDistance
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for k, v in pairs( ents.FindInSphere( self:GetPos( ), 300 ) ) do
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if v:IsValid() && ((v:IsPlayer() && v:Alive() && GetConVarNumber("ai_ignoreplayers") == 0) || (v:IsNPC() && v != self && v:Disposition(self) != D_LI)) && v:Visible(self) then
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if v:IsPlayer() and v.SquadName == "vj_combine"then
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self.PlayerFriendly = false
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end
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end
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end
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end
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ENT.BreathSoundPitch1 = 100
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ENT.BreathSoundPitch2 = 100
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ENT.IdleSoundPitch1 = 100
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ENT.IdleSoundPitch2 = 100
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ENT.CombatIdleSoundPitch1 = 100
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ENT.CombatIdleSoundPitch2 = 100
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ENT.OnReceiveOrderSoundPitch1 = 100
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ENT.OnReceiveOrderSoundPitch2 = 100
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ENT.MoveOutOfPlayersWaySoundPitch1 = 100
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ENT.MoveOutOfPlayersWaySoundPitch2 = 100
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ENT.BeforeHealSoundPitch1 = 100
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ENT.BeforeHealSoundPitch2 = 100
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ENT.AfterHealSoundPitch1 = 100
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ENT.AfterHealSoundPitch2 = 100
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ENT.MedicReceiveHealSoundPitch1 = 100
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ENT.MedicReceiveHealSoundPitch2 = 100
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ENT.OnPlayerSightSoundPitch1 = 100
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ENT.OnPlayerSightSoundPitch2 = 100
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ENT.AlertSoundPitch1 = 100
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ENT.AlertSoundPitch2 = 100
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ENT.CallForHelpSoundPitch1 = 100
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ENT.CallForHelpSoundPitch2 = 100
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ENT.BecomeEnemyToPlayerPitch1 = 100
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ENT.BecomeEnemyToPlayerPitch2 = 100
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ENT.SuppressingPitch1 = 100
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ENT.SuppressingPitch2 = 100
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ENT.WeaponReloadSoundPitch1 = 100
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ENT.WeaponReloadSoundPitch2 = 100
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ENT.GrenadeAttackSoundPitch1 = 100
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ENT.GrenadeAttackSoundPitch2 = 100
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ENT.OnGrenadeSightSoundPitch1 = 100
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ENT.OnGrenadeSightSoundPitch2 = 100
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ENT.OnKilledEnemySoundPitch1 = 100
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ENT.OnKilledEnemySoundPitch2 = 100
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ENT.PainSoundPitch1 = 100
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ENT.PainSoundPitch2 = 100
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ENT.ImpactSoundPitch1 = 80
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ENT.ImpactSoundPitch2 = 100
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ENT.DamageByPlayerPitch1 = 100
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ENT.DamageByPlayerPitch2 = 100
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ENT.DeathSoundPitch1 = 100
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ENT.DeathSoundPitch2 = 100
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/*-----------------------------------------------
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*** Copyright (c) 2012-2017 by DrVrej, All rights reserved. ***
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No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
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without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
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-----------------------------------------------*/ |