mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 13:53:45 +03:00
670 lines
32 KiB
Lua
670 lines
32 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/combine_apc2.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 = 1100
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ENT.SquadName = "combine"
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ENT.HullType = HULL_HUMAN
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ENT.SightDistance = 5000 -- How far it can see
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ENT.MovementType = VJ_MOVETYPE_STATIONARY -- How does the SNPC move?
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ENT.CanTurnWhileStationary = false -- If set to true, the SNPC will be able to turn while it's a stationary SNPC
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ENT.FindEnemy_UseSphere = true
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ENT.DeathEntityType = "apchl2_hull"
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"CLASS_COMBINE"} -- NPCs with the same class with be allied to each other
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ENT.BloodColor = "" -- The blood type, this will determine what it should use (decal, particle, etc.)
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ENT.PlayerFriendly = false
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ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
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ENT.DisableDefaultRangeAttackCode = true -- When true, it won't spawn the range attack entity, allowing you to make your own
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ENT.DisableRangeAttackAnimation = false -- if true, it will disable the animation code
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ENT.AnimTbl_RangeAttack = {"fire"} -- Range Attack Animations
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ENT.RangeDistance = 3200 -- This is how far away it can shoot
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ENT.WaitBeforeDeathTime = 0
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ENT.RangeToMeleeDistance = 1 -- How close does it have to be until it uses melee?
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ENT.RangeAttackAngleRadius = 180 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
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ENT.TimeUntilRangeAttackProjectileRelease = 0.1 -- How much time until the projectile code is ran?
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ENT.RangeAttackReps = 4 -- How many times does it run the projectile code?
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ENT.NextRangeAttackTime = 0.1 -- How much time until it can use a range attack?
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ENT.NextAnyAttackTime_Range = 0.2 -- How much time until it can use any attack again? | Counted in Seconds
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ENT.AllowIgnition = false -- Can this SNPC be set on fire?
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ENT.Immune_Physics = true -- Immune to Physics
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ENT.Immune_Bullet = true -- Immune to Bullets
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ENT.Immune_AcidPoisonRadiation = true -- Immune to Acid, Poison and Radiation
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ENT.ImmuneDamagesTable = {DMG_BULLET,DMG_BUCKSHOT,DMG_PHYSGUN,DMG_AIRBOAT,DMG_AIRBOAT,DMG_SLASH,DMG_CRUSH }
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-- Tank Base
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ENT.Tank_GunnerENT = ""
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ENT.Tank_SpawningAngle = 360
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ENT.Tank_CollisionBoundSize = 0
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ENT.Tank_CollisionBoundUp = 0
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ENT.Tank_AngleDiffuseNumber = 0 --270
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ENT.Tank_ForwardSpead = 450 -- Forward speed
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ENT.Tank_MoveAwaySpeed = 450 -- Move away speed
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ENT.Tank_UseGetRightForSpeed = false -- Should it use GetRight instead of GetForward when driving?
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ENT.Tank_SeeFar = 2250 -- If the enemy is higher than this number, than don't shoot!
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ENT.Tank_SeeLimit = 5000 -- How far can it see?
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ENT.Tank_SeeClose = 250 -- If the enemy is closer than this number, than move!
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ENT.Tank_TurningSpeed = 4.75
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-- ====== Sound File Paths ====== --
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-- Leave blank if you don't want any sounds to play
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ENT.SoundTbl_Breath = {"vehicles/apc/apc_idle1.wav"}
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ENT.SoundTbl_Death = {"weapons/expode3.wav"}
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-- Custom
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ENT.LAV_CurrentParameter = 0
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo,hitgroup)
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end
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function ENT:Tank_GunnerSpawnPosition2()
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return self:GetPos() +self:GetUp()*30 +self:GetRight()*0 +self:GetForward()*0
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end
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function ENT:CustomOnRemove()
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VJ_STOPSOUND(self.apc_movingsd)
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if self.Gunner:IsValid() then
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self.Gunner:Remove()
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self.Gunner = ents.Create("npc_hl2_apc_rocket")
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self.Gunner:Spawn()
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self.Gunner:SetPos(self:Tank_GunnerSpawnPosition2())
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self.Gunner:SetAngles(self:GetAngles())
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self.Gunner:SetParent( self )
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self:PhysicsInit( SOLID_BBOX )
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self:SetAngles(self:GetAngles()+Angle(0,self.Tank_SpawningAngle,0))
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self:SetCollisionBounds(Vector(135, 80, 85), Vector(-135, -80, -7.35))
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local phys = self.Entity:GetPhysicsObject()
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if (phys:IsValid()) then
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phys:Wake()
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phys:SetMass(12000)
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end
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self.HasDeathRagdoll = false -- If set to false, it will not spawn the regular ragdoll of the SNPC
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self.DeathCorpseEntityClass = self.DeathEntityType -- The entity class it creates | "UseDefaultBehavior" = Let the base automatically detect the type
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local WheelPos = Vector( 0, 0, 0 )
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self.damage_showsmoke = 0
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self.damage_showfire = 0
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self.radiotalking = 0
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self.combatidletalkingtimer = 0
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self.combatreinforcetimer = 0
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self.KT_NextSoldierSpawnT = 0
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self.KT_GoingToSpawnThem = false
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self.KT_Spawnedsoldier = 0
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self.rancombatreinforce = 0
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self.gunnerlastangles = 0
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self.gunnerlastgunlevel = 0
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self.damage_showsmokes = 0
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self.driving = 0
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self.nostopdriving = 0
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self.nostopdrivingwhenfrontblocked = 0
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self.IsBlockedOnTheFront = 0
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self.targetpath1 = 0 --Vector to move to
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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local parameter = self:GetPoseParameter("aim_yaw")
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if parameter != self.LAV_CurrentParameter then
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self.lav_turningsd = CreateSound(self, "vehicles/apc/apc_idle1.wav")
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self.lav_turningsd:SetSoundLevel(80)
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self.lav_turningsd:PlayEx(70,100)
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else
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VJ_STOPSOUND(self.lav_turningsd)
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end
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self.LAV_CurrentParameter = parameter
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local phys_Tank_fix = self.Entity:GetPhysicsObject()
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if phys_Tank_fix:IsValid() && phys_Tank_fix:GetVelocity():Length() < 5 then
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phys_Tank_fix:AddVelocity(self:GetUp():GetNormal()*9)
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end
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if GetConVarNumber("vj_npc_noidleparticle") == 1 then return end
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if self.damage_showfire == 0 then
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if self:Health() <= self:GetMaxHealth()*0.8 then
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local corpsess = ents.Create("prop_physics")
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corpsess:SetModel("models/Gibs/helicopter_brokenpiece_01.mdl")
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corpsess:SetPos(self:GetPos() +self:GetUp()*90 +self:GetRight()*-30)
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corpsess:SetAngles(self:GetAngles())
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corpsess:Spawn()
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corpsess:SetColor(self:GetColor())
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corpsess:SetMaterial(self:GetMaterial())
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corpsess:GetPhysicsObject():AddVelocity( Vector( math.Rand( -600, 600 ), math.Rand( -600, 600 ), 100 ) )
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if GetConVarNumber("ai_serverragdolls") == 0 then corpsess:SetCollisionGroup(1) else corpsess:SetCollisionGroup(0) end
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corpsess:Ignite( math.Rand( 8, 10 ), 0 )
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if self.Fadecorpsess == true then corpsess:Fire(self.FadecorpsessType, "", self.FadecorpsessTime) end
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if GetConVarNumber("vj_npc_corpsessfade") == 1 then corpsess:Fire("kill", "", GetConVarNumber("vj_npc_corpsessfadetime")) end
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self.damage_showfire = 1
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self.dmgexplo_position1 = self:GetPos()
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local effectdata = EffectData()
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effectdata:SetOrigin(self:GetPos() +self:OBBCenter())
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effectdata:SetScale(190)
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util.Effect( "Explosion", effectdata )
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self:EmitSound("weapons/expode4.wav",85,100)
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util.BlastDamage(self,self,self.dmgexplo_position1,120,40)
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local effectdata = EffectData()
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effectdata:SetOrigin(self.dmgexplo_position1) -- the vector of were you want the effect to spawn
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util.Effect( "Explosion", effectdata )
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util.Effect( "Explosion", effectdata )
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local effectdata2 = EffectData()
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effectdata2:SetOrigin(self.dmgexplo_position1) -- the vector of were you want the effect to spawn
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effectdata2:SetScale( 500 ) -- how big the particles are, can even be 0.1 or 0.6
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util.Effect( "HelicopterMegaBomb", effectdata2 ) -- Add as many as you want
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self:VJ_ACT_PLAYACTIVITY("flinchhead",true,self.DeathFlinchTime,false,0,{SequenceDuration=self.DeathFlinchTime})
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end
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end
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if self.damage_showsmoke == 0 then
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if self:Health() <= self:GetMaxHealth()*0.5 then
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self.damage_showsmoke = 1
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local corpsess3 = ents.Create("prop_physics")
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corpsess3:SetModel("models/Gibs/helicopter_brokenpiece_02.mdl")
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corpsess3:SetPos(self:GetPos() +self:GetUp()*90 +self:GetRight()*-30)
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corpsess3:SetAngles(self:GetAngles())
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corpsess3:Spawn()
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corpsess3:SetColor(self:GetColor())
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corpsess3:SetMaterial(self:GetMaterial())
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corpsess3:GetPhysicsObject():AddVelocity( Vector( math.Rand( -600, 600 ), math.Rand( -600, 600 ), 100 ) )
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if GetConVarNumber("ai_serverragdolls") == 0 then corpsess3:SetCollisionGroup(1) else corpsess3:SetCollisionGroup(0) end
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corpsess3:Ignite( math.Rand( 8, 10 ), 0 )
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if self.Fadecorpsess == true then corpsess3:Fire(self.FadecorpsessType, "", self.FadecorpsessTime) end
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if GetConVarNumber("vj_npc_corpsessfade") == 1 then corpsess3:Fire("kill", "", GetConVarNumber("vj_npc_corpsessfadetime")) end
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self.dmgexplo_position2 = self:GetPos()
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local effectdata = EffectData()
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effectdata:SetOrigin(self:GetPos() +self:OBBCenter()) -- the vector of were you want the effect to spawn
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effectdata:SetScale(190) -- how big the particles are, can even be 0.1 or 0.6
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util.Effect( "Explosion", effectdata )
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self:EmitSound("weapons/expode4.wav",85,100)
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util.BlastDamage(self,self,self.dmgexplo_position2,120,40)
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local effectdata = EffectData()
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effectdata:SetOrigin(self.dmgexplo_position2) -- the vector of were you want the effect to spawn
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util.Effect( "Explosion", effectdata )
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util.Effect( "Explosion", effectdata )
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local effectdata2 = EffectData()
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effectdata2:SetOrigin(self.dmgexplo_position2) -- the vector of were you want the effect to spawn
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effectdata2:SetScale( 500 ) -- how big the particles are, can even be 0.1 or 0.6
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util.Effect( "HelicopterMegaBomb", effectdata2 ) -- Add as many as you want
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end
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end
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if self.damage_showsmokes == 0 then
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if self:Health() < (self.StartHealth*0.3) then
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self.damage_showsmokes = 1
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self.Spark1 = ents.Create("env_spark")
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self.Spark1:SetKeyValue("MaxDelay",0.01)
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self.Spark1:SetKeyValue("Magnitude","8")
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self.Spark1:SetKeyValue("Spark Trail Length","3")
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self:GetNearDeathSparkPositions()
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self.Spark1:SetAngles(self:GetAngles())
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self.Spark1:SetParent(self)
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self.Spark1:Spawn()
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self.Spark1:Activate()
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self.Spark1:Fire("StartSpark", "", 0)
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self.Spark1:Fire("kill", "", 0.1)
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self:DeleteOnRemove(self.Spark1)
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local corpsess2 = ents.Create("prop_physics")
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corpsess2:SetModel("models/Gibs/helicopter_brokenpiece_03.mdl")
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corpsess2:SetPos(self:GetPos() +self:GetUp()*90 +self:GetRight()*-30)
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corpsess2:SetAngles(self:GetAngles())
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corpsess2:Spawn()
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corpsess2:SetColor(self:GetColor())
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corpsess2:SetMaterial(self:GetMaterial())
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corpsess2:GetPhysicsObject():AddVelocity( Vector( math.Rand( -600, 600 ), math.Rand( -600, 600 ), 100 ) )
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if GetConVarNumber("ai_serverragdolls") == 0 then corpsess2:SetCollisionGroup(1) else corpsess2:SetCollisionGroup(0) end
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corpsess2:Ignite( math.Rand( 8, 10 ), 0 )
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if self.Fadecorpsess == true then corpsess2:Fire(self.FadecorpsessType, "", self.FadecorpsessTime) end
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if GetConVarNumber("vj_npc_corpsessfade") == 1 then corpsess2:Fire("kill", "", GetConVarNumber("vj_npc_corpsessfadetime")) end
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local effectdata = EffectData()
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effectdata:SetOrigin(self:GetPos() +self:OBBCenter())
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effectdata:SetScale(190)
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util.Effect( "Explosion", effectdata )
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self:EmitSound("weapons/expode4.wav",85,100)
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self.Tank_NextLowHealthSmokeT = CurTime() + math.random(4,6)
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end
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end
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end
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function ENT:GetNearDeathSparkPositions()
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local randpos = math.random(1,7)
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if randpos == 1 then return self.Spark1:SetLocalPos(self:GetPos() +self:GetForward()*90 +self:GetUp()*60 +self:GetRight()*-40) else
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if randpos == 2 then return self.Spark1:SetLocalPos(self:GetPos() +self:GetForward()*50 +self:GetUp()*50 +self:GetRight()*40) end
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if randpos == 3 then return self.Spark1:SetLocalPos(self:GetPos()+self:GetUp()*90 +self:GetRight()*40 +self:GetForward()*20) end
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if randpos == 4 then return self.Spark1:SetLocalPos(self:GetPos()+self:GetUp()*90 +self:GetRight()*60) end
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if randpos == 5 then return self.Spark1:SetLocalPos(self:GetPos() +self:GetForward()*30 +self:GetUp()*70 +self:GetRight()*70) end
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if randpos == 6 then return self.Spark1:SetLocalPos(self:GetPos() +self:GetForward()*80 +self:GetUp()*40 +self:GetRight()*30) end
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if randpos == 7 then return self.Spark1:SetLocalPos(self:GetPos() +self:GetForward()*60 +self:GetUp()*70 +self:GetRight()*50) end
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end
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end
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function ENT:APC_RUNOVER_DAMAGECODE(argent)
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// if self.HasMeleeAttack == false then return end
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if argent == NULL or argent == nil then return end
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if GetConVarNumber("vj_npc_nomelee") == 1 then return end
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local function Tank_DoDamage()
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if GetConVarNumber("vj_npc_dif_normal") == 1 then argent:TakeDamage(8,self,self) end -- Normal
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if GetConVarNumber("vj_npc_dif_easy") == 1 then argent:TakeDamage(8 /2,self,self) end -- Easy
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if GetConVarNumber("vj_npc_dif_hard") == 1 then argent:TakeDamage(8 *1.5,self,self) end -- Hard
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if GetConVarNumber("vj_npc_dif_hellonearth") == 1 then argent:TakeDamage(8 *2.5,self,self) end -- Hell On Earth
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VJ_DestroyCombineTurret(self,argent)
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argent:SetVelocity(self:GetForward()*-800)
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end
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if (argent:IsNPC() && argent:Disposition(self) == 1 && argent:Health() > 0) then
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if !argent:IsPlayer() && argent.IsVJBaseSNPC == true && argent.VJ_IsHugeMonster == false then
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Tank_DoDamage()
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self:APC_RUNOVER_SOUND()
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end
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if (argent:IsNPC() && argent.IsVJBaseSNPC != true && !table.HasValue(self.TankTbl_DontRunOver,argent:GetClass())) or (argent:IsPlayer() && self.PlayerFriendly == false && GetConVarNumber("ai_ignoreplayers") == 0 && argent:Alive() && self.Tank_IsMoving == true) then
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Tank_DoDamage()
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self:APC_RUNOVER_SOUND()
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end
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end
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end
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function ENT:Tank_GunnerSpawnPosition()
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return self:LocalToWorld( Vector( 2.11, 0.3, 57.4 ) ) --self:GetPos() +self:GetUp()*60 +self:GetRight()*0 +self:GetForward()*-0.5 ---50 --+self:GetUp()*-1 --+self:GetRight()*-3.5 +self:GetForward()*-5
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end
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function ENT:Tank_GunnerSpawnPosition2()
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return self:GetPos() +self:GetUp()*30 +self:GetRight()*0 +self:GetForward()*0
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end
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function ENT:CustomOnRemove()
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VJ_STOPSOUND(self.Tank_movingsd)
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end
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function ENT:APC_MOVINGSOUND()
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if self.HasSounds == true && GetConVarNumber("vj_npc_sd_footstep") == 0 then
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self.Tank_movingsd = CreateSound(self,"apc_firstgear_loop1.ogg") self.Tank_movingsd:SetSoundLevel(80)
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self.Tank_movingsd:PlayEx(1,100)
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end
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end
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function ENT:CustomOnSchedule()
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if self:Health() <= 0 or self.Dead == true then return end
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self:IdleSoundCode()
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if self:GetEnemy() == nil then
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if self.Tank_ResetedEnemy == false then
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self.Tank_ResetedEnemy = true
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self:ResetEnemy() end
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else
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EnemyPos = self:GetEnemy():GetPos()
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EnemyPosToSelf = self:GetPos():Distance(EnemyPos)
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if EnemyPosToSelf > self.Tank_SeeLimit then -- If larger than this number than, move
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self.Tank_Status = 0
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elseif EnemyPosToSelf < self.Tank_SeeFar && EnemyPosToSelf > self.Tank_SeeClose then -- If between this two numbers, stay still
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self.Tank_Status = 1
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else
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self.Tank_Status = 0
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end
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end
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end
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function ENT:CustomOnThink_AIEnabled()
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if self.Dead == true then return end
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//timer.Simple(0.1, function() if self.Dead == false then ParticleEffect("smoke_exhaust_01",self:LocalToWorld(Vector(150,30,30)),Angle(0,0,0),self) end end)
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//timer.Simple(0.2, function() if self.Dead == false then self:StopParticles() end end)
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for _, v in pairs(ents.FindInSphere(self:GetPos(),100)) do
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self:Tank_RunOver(v)
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end
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local tr = util.TraceEntity({start = self:GetPos(), endpos = self:GetPos() + self:GetUp()*-5, filter = self}, self)
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if (tr.Hit) then // HitWorld
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local phys = self:GetPhysicsObject()
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if IsValid(phys) && phys:GetVelocity():Length() > 10 && self.Tank_Status == 0 then -- Moving
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self.Tank_IsMoving = true
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self:Tank_Sound_Moving()
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self:StartMoveEffects()
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else -- Not moving
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VJ_STOPSOUND(self.tank_movingsd)
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VJ_STOPSOUND(self.tank_tracksd)
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self.Tank_IsMoving = false
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end
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end
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if (!tr.Hit) then -- Not moving
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VJ_STOPSOUND(self.tank_movingsd)
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VJ_STOPSOUND(self.tank_tracksd)
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self.Tank_IsMoving = false
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end
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self:CustomOnSchedule()
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if self.Tank_Status == 0 && tr.Hit then
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if !IsValid(self:GetEnemy()) then
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self.Tank_Status = 1
|
|
else
|
|
//print((self:GetEnemy():GetPos() -self:GetPos() +Vector(0,0,80)):Angle())
|
|
-- To make it go opposite:
|
|
-- Change the +15 to -15 and -15 to 15
|
|
-- Change the forwad spead(Tank_ForwardSpead) to their opposite quotation(+ to -)
|
|
-- Change the turning speed(Tank_TurningSpeed) to their opposite quotation(+ to -)
|
|
local phys = self:GetPhysicsObject()
|
|
if IsValid(phys) then
|
|
local Angle_Enemy = (self:GetEnemy():GetPos() - self:GetPos() +Vector(0,0,80)):Angle()
|
|
local Angle_Current = self:GetAngles()
|
|
local Angle_Diffuse = self:AngleDiffuse(Angle_Enemy.y,Angle_Current.y+self.Tank_AngleDiffuseNumber)
|
|
local Heigh_Ratio = (self:GetEnemy():GetPos().z - self:GetPos().z ) / self:GetPos():Distance(Vector(self:GetEnemy():GetPos().x,self:GetEnemy():GetPos().y,self:GetPos().z))
|
|
|
|
if Heigh_Ratio < 0.15 then -- If it is that high than move away from it
|
|
-- To help the gunner shoot
|
|
if self.Tank_UseGetRightForSpeed == true then
|
|
phys:SetVelocity(self:GetRight():GetNormal()*self.Tank_MoveAwaySpeed) else
|
|
phys:SetVelocity(self:GetForward():GetNormal()*self.Tank_MoveAwaySpeed) end
|
|
if Angle_Diffuse > 15 then
|
|
self:SetLocalAngles( self:GetLocalAngles() + Angle(0,self.Tank_TurningSpeed,0))
|
|
phys:SetAngles(self:GetAngles())
|
|
elseif Angle_Diffuse < -15 then
|
|
self:SetLocalAngles( self:GetLocalAngles() + Angle(0,-self.Tank_TurningSpeed,0))
|
|
phys:SetAngles(self:GetAngles())
|
|
end
|
|
//if self:GetEnemy().VJ_IsHugeMonster == false then
|
|
elseif math.abs(Heigh_Ratio) > 1 && math.abs(Heigh_Ratio) < 0.6 then -- If it is that high than move toward it
|
|
-- Run over
|
|
if self.Tank_UseGetRightForSpeed == true then
|
|
phys:SetVelocity(self:GetRight():GetNormal()*self.Tank_MoveAwaySpeed) else
|
|
phys:SetVelocity(self:GetForward():GetNormal()*self.Tank_MoveAwaySpeed) end
|
|
if Angle_Diffuse > 15 then
|
|
self:SetLocalAngles( self:GetLocalAngles() + Angle(0,self.Tank_TurningSpeed,0))
|
|
phys:SetAngles(self:GetAngles())
|
|
elseif Angle_Diffuse < -15 then
|
|
self:SetLocalAngles( self:GetLocalAngles() + Angle(0,-self.Tank_TurningSpeed,0))
|
|
phys:SetAngles(self:GetAngles())
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
---------------------------------------------------------------------------------------------------------------------------------------------
|
|
function ENT:CustomAttackCheck_RangeAttack()
|
|
local pospara = self:GetPoseParameter("aim_yaw") -- Thanks Bizz!
|
|
local viewcode = ((self:GetEnemy():GetPos()+self:GetEnemy():OBBCenter()) - (self:GetPos() + self:OBBCenter())):Angle()
|
|
local viewniger = math.abs(viewcode.y - (self:GetAngles().y + pospara))
|
|
if viewniger >= 360 then viewniger = viewniger - 360 end
|
|
if math.abs(viewniger) <= 10 then return true end
|
|
return false
|
|
end
|
|
---------------------------------------------------------------------------------------------------------------------------------------------
|
|
function ENT:CustomOnAlert()
|
|
|
|
end
|
|
---------------------------------------------------------------------------------------------------------------------------------------------
|
|
function ENT:CustomRangeAttackCode()
|
|
local bullet = {}
|
|
bullet.Num = 1
|
|
bullet.Src = self:GetAttachment(self:LookupAttachment("muzzle")).Pos
|
|
bullet.Dir = (self:GetEnemy():GetPos()+ Vector(0,0,0)+self:GetEnemy():OBBCenter())-self:GetAttachment(self:LookupAttachment("muzzle")).Pos
|
|
bullet.Spread = 0.000001
|
|
bullet.Tracer = 1
|
|
bullet.TracerName = "AirboatGunTracer"
|
|
bullet.Force = 1
|
|
bullet.Damage = 6
|
|
bullet.AmmoType = "Ar2"
|
|
bullet.Callback = function ( attacker, tr, dmginfo )
|
|
local dm = math.random(1,2)
|
|
if ( dm == 1 ) then
|
|
dmginfo:SetDamageType(DMG_AIRBOAT)
|
|
elseif ( dm == 2 ) then
|
|
dmginfo:SetDamageType(DMG_AIRBOAT)
|
|
else
|
|
end
|
|
end
|
|
self:FireBullets(bullet)
|
|
|
|
ParticleEffectAttach("npc_lav_muzzleflash",PATTACH_POINT_FOLLOW,self,1)
|
|
VJ_EmitSound(self,{"weapons/ar2/fire1.wav"},100,self:VJ_DecideSoundPitch(80,100))
|
|
end
|
|
---------------------------------------------------------------------------------------------------------------------------------------------
|
|
function ENT:CustomDeathAnimationCode(dmginfo,hitgroup)
|
|
self:Ignite(99999)
|
|
end
|
|
---------------------------------------------------------------------------------------------------------------------------------------------
|
|
function ENT:CustomOnKilled(dmginfo,hitgroup)
|
|
self.gunnerlastangles = self.Gunner:GetAngles()
|
|
self.gunnerlastgunlevel = self.Gunner.Wheel:GetAngles()
|
|
|
|
self.Gunner.Dead = true
|
|
util.BlastDamage(self,self,self:GetPos(),400,100)
|
|
util.ScreenShake(self:GetPos(),100,200,1,3000)
|
|
local effectdata = EffectData()
|
|
effectdata:SetOrigin(self:GetPos() +self:OBBCenter()) -- the vector of were you want the effect to spawn
|
|
effectdata:SetScale(190) -- how big the particles are, can even be 0.1 or 0.6
|
|
util.Effect( "Explosion", effectdata )
|
|
ParticleEffect("vj_explosion2",self:GetPos(),Angle(0,0,0),nil)
|
|
ParticleEffect("vj_explosion2",self:GetPos() + self:GetForward()*60,Angle(0,0,0),nil)
|
|
ParticleEffect("vj_explosion2",self:GetPos() + self:GetForward()*50,Angle(0,0,0),nil)
|
|
ParticleEffect("vj_explosion2",self:GetPos() + self:GetForward()*-60,Angle(0,0,0),nil)
|
|
ParticleEffect("vj_explosion2",self:GetPos() + self:GetForward()*70,Angle(0,0,0),nil)
|
|
ParticleEffect("vj_explosion2",self:GetPos() + self:GetForward()*-70,Angle(0,0,0),nil)
|
|
ParticleEffect("vj_explosion2",self:GetPos() + self:GetForward()*85,Angle(0,0,0),nil)
|
|
ParticleEffect("vj_explosion2",self:GetPos() + self:GetForward()*-85,Angle(0,0,0),nil)
|
|
ParticleEffect("vj_explosion2",self:GetPos() + self:GetForward()*30,Angle(0,0,0),nil)
|
|
ParticleEffect("vj_explosion2",self:GetPos() + self:GetForward()*-30,Angle(0,0,0),nil)
|
|
VJ_EmitSound(self,{"weapons/expode4.wav"},90,self:VJ_DecideSoundPitch(110,140))
|
|
local corpsess5 = ents.Create("prop_physics")
|
|
corpsess5:SetModel("models/combine_apc_destroyed_gib01.mdl")
|
|
corpsess5:SetPos(self:GetPos() +self:GetUp()*10 +self:GetRight()*0)
|
|
corpsess5:SetAngles(self:GetAngles()+Angle(0,-90,0))
|
|
corpsess5:Spawn()
|
|
corpsess5:SetColor(self:GetColor())
|
|
corpsess5:SetMaterial(self:GetMaterial())
|
|
corpsess5:GetPhysicsObject():AddVelocity( Vector( math.Rand( -0, 0 ), math.Rand( -0, 0 ), 0 ) )
|
|
if GetConVarNumber("ai_serverragdolls") == 0 then corpsess5:SetCollisionGroup(1) else corpsess5:SetCollisionGroup(0) end
|
|
corpsess5:Ignite( 99 )
|
|
if self.Fadecorpsess == true then corpsess5:Fire(self.FadecorpsessType, "", self.FadecorpsessTime) end
|
|
if GetConVarNumber("vj_npc_corpsessfade") == 1 then corpsess5:Fire("kill", "", GetConVarNumber("vj_npc_corpsessfadetime")) end
|
|
|
|
local corpsess6 = ents.Create("prop_physics")
|
|
corpsess6:SetModel("models/combine_apc_destroyed_gib02.mdl")
|
|
corpsess6:SetPos(self:GetPos() +self:GetUp()*10 +self:GetRight()*0)
|
|
corpsess6:SetAngles(self:GetAngles()+Angle(0,-90,0))
|
|
corpsess6:Spawn()
|
|
corpsess6:SetColor(self:GetColor())
|
|
corpsess6:SetMaterial(self:GetMaterial())
|
|
corpsess6:GetPhysicsObject():AddVelocity( Vector( math.Rand( -50, 50 ), math.Rand( -50, 50 ), 10 ) )
|
|
if GetConVarNumber("ai_serverragdolls") == 0 then corpsess6:SetCollisionGroup(1) else corpsess6:SetCollisionGroup(0) end
|
|
corpsess6:Ignite( 99 )
|
|
if self.Fadecorpsess == true then corpsess6:Fire(self.FadecorpsessType, "", self.FadecorpsessTime) end
|
|
if GetConVarNumber("vj_npc_corpsessfade") == 1 then corpsess6:Fire("kill", "", GetConVarNumber("vj_npc_corpsessfadetime")) end
|
|
|
|
|
|
local corpsess7 = ents.Create("prop_physics")
|
|
corpsess7:SetModel("models/combine_apc_destroyed_gib03.mdl")
|
|
corpsess7:SetPos(self:GetPos() +self:GetUp()*10 +self:GetRight()*0)
|
|
corpsess7:SetAngles(self:GetAngles()+Angle(0,-90,0))
|
|
corpsess7:Spawn()
|
|
corpsess7:SetColor(self:GetColor())
|
|
corpsess7:SetMaterial(self:GetMaterial())
|
|
corpsess7:GetPhysicsObject():AddVelocity( Vector( math.Rand( -70, 70 ), math.Rand( -70, 70 ), 40 ) )
|
|
if GetConVarNumber("ai_serverragdolls") == 0 then corpsess7:SetCollisionGroup(1) else corpsess7:SetCollisionGroup(0) end
|
|
corpsess7:Ignite( 99 )
|
|
if self.Fadecorpsess == true then corpsess7:Fire(self.FadecorpsessType, "", self.FadecorpsessTime) end
|
|
if GetConVarNumber("vj_npc_corpsessfade") == 1 then corpsess7:Fire("kill", "", GetConVarNumber("vj_npc_corpsessfadetime")) end
|
|
|
|
local corpsess8 = ents.Create("prop_physics")
|
|
corpsess8:SetModel("models/combine_apc_destroyed_gib04.mdl")
|
|
corpsess8:SetPos(self:GetPos() +self:GetUp()*10 +self:GetRight()*0)
|
|
corpsess8:SetAngles(self:GetAngles()+Angle(0,-90,0))
|
|
corpsess8:Spawn()
|
|
corpsess8:SetColor(self:GetColor())
|
|
corpsess8:SetMaterial(self:GetMaterial())
|
|
corpsess8:GetPhysicsObject():AddVelocity( Vector( math.Rand( -10, 10 ), math.Rand( -10, 10 ), 30 ) )
|
|
if GetConVarNumber("ai_serverragdolls") == 0 then corpsess8:SetCollisionGroup(1) else corpsess8:SetCollisionGroup(0) end
|
|
corpsess8:Ignite( 99 )
|
|
if self.Fadecorpsess == true then corpsess8:Fire(self.FadecorpsessType, "", self.FadecorpsessTime) end
|
|
if GetConVarNumber("vj_npc_corpsessfade") == 1 then corpsess8:Fire("kill", "", GetConVarNumber("vj_npc_corpsessfadetime")) end
|
|
|
|
local corpsess9 = ents.Create("prop_physics")
|
|
corpsess9:SetModel("models/combine_apc_destroyed_gib05.mdl")
|
|
corpsess9:SetPos(self:GetPos() +self:GetUp()*10 +self:GetRight()*0)
|
|
corpsess9:SetAngles(self:GetAngles()+Angle(0,-90,0))
|
|
corpsess9:Spawn()
|
|
corpsess9:SetColor(self:GetColor())
|
|
corpsess9:SetMaterial(self:GetMaterial())
|
|
corpsess9:GetPhysicsObject():AddVelocity( Vector( math.Rand( -30, 30 ), math.Rand( -30, 30 ), 80 ) )
|
|
if GetConVarNumber("ai_serverragdolls") == 0 then corpsess9:SetCollisionGroup(1) else corpsess9:SetCollisionGroup(0) end
|
|
corpsess9:Ignite( 99 )
|
|
if self.Fadecorpsess == true then corpsess9:Fire(self.FadecorpsessType, "", self.FadecorpsessTime) end
|
|
if GetConVarNumber("vj_npc_corpsessfade") == 1 then corpsess9:Fire("kill", "", GetConVarNumber("vj_npc_corpsessfadetime")) end
|
|
|
|
local corpsess10 = ents.Create("prop_physics")
|
|
corpsess10:SetModel("models/combine_apc_destroyed_gib06.mdl")
|
|
corpsess10:SetPos(self:GetPos() +self:GetUp()*10 +self:GetRight()*0)
|
|
corpsess10:SetAngles(self:GetAngles()+Angle(0,-90,0))
|
|
corpsess10:Spawn()
|
|
corpsess10:SetColor(self:GetColor())
|
|
corpsess10:SetMaterial(self:GetMaterial())
|
|
corpsess10:GetPhysicsObject():AddVelocity( Vector( math.Rand( -40, 40 ), math.Rand( -40, 40 ), 20 ) )
|
|
if GetConVarNumber("ai_serverragdolls") == 0 then corpsess10:SetCollisionGroup(1) else corpsess10:SetCollisionGroup(0) end
|
|
corpsess10:Ignite( 99 )
|
|
if self.Fadecorpsess == true then corpsess10:Fire(self.FadecorpsessType, "", self.FadecorpsessTime) end
|
|
if GetConVarNumber("vj_npc_corpsessfade") == 1 then corpsess10:Fire("kill", "", GetConVarNumber("vj_npc_corpsessfadetime")) end
|
|
|
|
local corpsess11 = ents.Create("prop_physics")
|
|
corpsess11:SetModel("models/Gibs/helicopter_brokenpiece_01.mdl")
|
|
corpsess11:SetPos(self:GetPos() +self:GetUp()*10 +self:GetRight()*0)
|
|
corpsess11:SetAngles(self:GetAngles()+Angle(0,-90,0))
|
|
corpsess11:Spawn()
|
|
corpsess11:SetColor(self:GetColor())
|
|
corpsess11:SetMaterial(self:GetMaterial())
|
|
corpsess11:GetPhysicsObject():AddVelocity( Vector( math.Rand( -80, 80 ), math.Rand( -80, 80 ), 50 ) )
|
|
if GetConVarNumber("ai_serverragdolls") == 0 then corpsess11:SetCollisionGroup(1) else corpsess11:SetCollisionGroup(0) end
|
|
corpsess11:Ignite( 99 )
|
|
if self.Fadecorpsess == true then corpsess11:Fire(self.FadecorpsessType, "", self.FadecorpsessTime) end
|
|
if GetConVarNumber("vj_npc_corpsessfade") == 1 then corpsess11:Fire("kill", "", GetConVarNumber("vj_npc_corpsessfadetime")) end
|
|
|
|
local corpsess12 = ents.Create("prop_physics")
|
|
corpsess12:SetModel("models/Gibs/helicopter_brokenpiece_02.mdl")
|
|
corpsess12:SetPos(self:GetPos() +self:GetUp()*10 +self:GetRight()*0)
|
|
corpsess12:SetAngles(self:GetAngles()+Angle(0,-90,0))
|
|
corpsess12:Spawn()
|
|
corpsess12:SetColor(self:GetColor())
|
|
corpsess12:SetMaterial(self:GetMaterial())
|
|
corpsess12:GetPhysicsObject():AddVelocity( Vector( math.Rand( -10, 10 ), math.Rand( -10, 10 ), 10 ) )
|
|
if GetConVarNumber("ai_serverragdolls") == 0 then corpsess12:SetCollisionGroup(1) else corpsess12:SetCollisionGroup(0) end
|
|
corpsess12:Ignite( 99 )
|
|
if self.Fadecorpsess == true then corpsess12:Fire(self.FadecorpsessType, "", self.FadecorpsessTime) end
|
|
if GetConVarNumber("vj_npc_corpsessfade") == 1 then corpsess12:Fire("kill", "", GetConVarNumber("vj_npc_corpsessfadetime")) end
|
|
|
|
|
|
|
|
local corpsess13 = ents.Create("prop_physics")
|
|
corpsess13:SetModel("models/Gibs/helicopter_brokenpiece_03.mdl")
|
|
corpsess13:SetPos(self:GetPos() +self:GetUp()*10 +self:GetRight()*0)
|
|
corpsess13:SetAngles(self:GetAngles()+Angle(0,-90,0))
|
|
corpsess13:Spawn()
|
|
corpsess13:SetColor(self:GetColor())
|
|
corpsess13:SetMaterial(self:GetMaterial())
|
|
corpsess13:GetPhysicsObject():AddVelocity( Vector( math.Rand( -30, 30 ), math.Rand( -30, 30 ), 20 ) )
|
|
if GetConVarNumber("ai_serverragdolls") == 0 then corpsess13:SetCollisionGroup(1) else corpsess13:SetCollisionGroup(0) end
|
|
corpsess13:Ignite( 99 )
|
|
if self.Fadecorpsess == true then corpsess13:Fire(self.FadecorpsessType, "", self.FadecorpsessTime) end
|
|
if GetConVarNumber("vj_npc_corpsessfade") == 1 then corpsess13:Fire("kill", "", GetConVarNumber("vj_npc_corpsessfadetime")) end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
end
|
|
function ENT:CustomOnPriorToKilled(dmginfo,hitgroup)
|
|
if IsValid(self.Gunner) then
|
|
self.Gunner.Dead = true
|
|
if self:IsOnFire() then self.Gunner:Ignite(math.Rand(8,10),0) end
|
|
end
|
|
|
|
timer.Simple(0,function()
|
|
if self:IsValid() then
|
|
VJ_EmitSound(self,"weapons/expode5.wav",85,100)
|
|
util.BlastDamage(self,self,self:GetPos(),200,40)
|
|
util.ScreenShake(self:GetPos(), 100, 200, 1, 2500)
|
|
if self.HasGibDeathParticles == true then ParticleEffect("vj_explosion2",self:GetPos(),Angle(0,0,0),nil) end
|
|
end
|
|
end)
|
|
|
|
end
|
|
---------------------------------------------------------------------------------------------------------------------------------------------
|
|
function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo,hitgroup,GetCorpse)
|
|
util.BlastDamage(self, self, self:GetPos(), 400, 40)
|
|
util.ScreenShake(self:GetPos(), 100, 200, 1, 2500)
|
|
|
|
-- Spawn the gunner
|
|
if IsValid(self.Gunner) then
|
|
local gunnercorpse = self.Gunner:CreateDeathCorpse(dmginfo,hitgroup)
|
|
if IsValid(gunnercorpse) then table.insert(GetCorpse.ExtraCorpsesToRemove,gunnercorpse) end
|
|
if self.Gunner:IsValid() then self.Gunner:Remove() end
|
|
end
|
|
|
|
-- Spawn the Soldier
|
|
local panisrand = math.random(1,3)
|
|
if panisrand == 1 then
|
|
self:CreateExtraDeathCorpse("prop_ragdoll",VJ_PICKRANDOMTABLE(self.Tank_DeathSoldierModels),{Pos=self:GetPos()+self:GetUp()*90+self:GetRight()*-30,Vel=Vector(math.Rand(-600,600), math.Rand(-600,600),500)},function(extraent) extraent:Ignite(math.Rand(8,10),0) extraent:SetColor(Color(90,90,90)) end)
|
|
end
|
|
|
|
self:SetPos(Vector(self:GetPos().x,self:GetPos().y,self:GetPos().z +4)) -- Because the NPC is too close to the ground
|
|
local tr = util.TraceLine({
|
|
start = self:GetPos(),
|
|
endpos = self:GetPos() - Vector(0, 0, 500),
|
|
filter = self
|
|
})
|
|
util.Decal("Scorch",tr.HitPos+tr.HitNormal,tr.HitPos-tr.HitNormal)
|
|
|
|
if self.HasGibDeathParticles == true then
|
|
//self.FireEffect = ents.Create( "env_fire_trail" )
|
|
//self.FireEffect:SetPos(self:GetPos()+self:GetUp()*70)
|
|
//self.FireEffect:Spawn()
|
|
//self.FireEffect:SetParent(GetCorpse)
|
|
//ParticleEffectAttach("smoke_large_01b",PATTACH_ABSORIGIN_FOLLOW,GetCorpse,0)
|
|
ParticleEffect("vj_explosion3",self:GetPos(),Angle(0,0,0),nil)
|
|
ParticleEffect("vj_explosion2",self:GetPos() +self:GetForward()*-130,Angle(0,0,0),nil)
|
|
ParticleEffect("vj_explosion2",self:GetPos() +self:GetForward()*130,Angle(0,0,0),nil)
|
|
ParticleEffectAttach("smoke_burning_engine_01",PATTACH_ABSORIGIN_FOLLOW,GetCorpse,0)
|
|
local explosioneffect = EffectData()
|
|
explosioneffect:SetOrigin(self:GetPos())
|
|
util.Effect("VJ_Medium_Explosion1",explosioneffect)
|
|
util.Effect("Explosion", explosioneffect)
|
|
local dusteffect = EffectData()
|
|
dusteffect:SetOrigin(self:GetPos())
|
|
dusteffect:SetScale(800)
|
|
util.Effect("ThumperDust",dusteffect)
|
|
end
|
|
end
|
|
/*-----------------------------------------------
|
|
*** Copyright (c) 2012-2017 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.
|
|
-----------------------------------------------*/ |