mirror of
https://github.com/lifestorm/wnsrc.git
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254 lines
12 KiB
Lua
254 lines
12 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_soldier.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 = 125
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ENT.HullType = HULL_HUMAN
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"CLASS_COMBINE"}
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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.HasPoseParameterLooking = false -- Does it look at its enemy using poseparameters?
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ENT.PoseParameterLooking_InvertPitch = true -- Inverts the pitch poseparameters (X)
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ENT.PoseParameterLooking_InvertYaw = true -- Inverts the yaw poseparameters (Y)
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ENT.PoseParameterLooking_InvertRoll = true -- Inverts the roll poseparameters (Z)
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ENT.PoseParameterLooking_TurningSpeed = 1 -- How fast does the parameter turn?
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ENT.WeaponSpread = 1
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ENT.BloodColor = "Red"
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ENT.SightDistance = 8000 -- 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.ShootDistance = 500
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ENT.DistanceToRunFromEnemy = 350
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ENT.HasShootWhileMoving = true -- Can it shoot while moving?
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ENT.Weapon_FiringDistanceFar = 500
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ENT.MeleeAttackDamage = 35
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ENT.SquadName = "combine" -- 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.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 = false -- 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(13,17) -- Time until it runs the throw grenade code again | The first # in math.random
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ENT.NextThrowGrenadeTime2 = math.random(12,25) -- 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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ENT.FootStepPitch1 = 100
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ENT.FootStepPitch2 = 100
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-- ====== Sound File Paths ====== --
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ENT.FootStepSoundLevel = 60
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ENT.SoundTbl_AllyDeath = {"npc/combine_soldier/vo/isfinalteamunitbackup.wav","npc/combine_soldier/vo/onedutyvacated.wav","npc/combine_soldier/vo/overwatchteamisdown.wav"}
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ENT.AllyDeathSoundChance = 1
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ENT.SoundTbl_OnKilledEnemy = {"npc/combine_soldier/vo/contained.wav","npc/combine_soldier/vo/onecontained.wav","npc/combine_soldier/vo/onedown.wav","npc/combine_soldier/vo/overwatchconfirmhvtcontained.wav","npc/combine_soldier/vo/overwatchtarget1sterilized.wav","npc/combine_soldier/vo/overwatchtargetcontained.wav"}
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ENT.SoundTbl_WeaponReload = {"npc/combine_soldier/vo/runninglowonverdicts.wav"}
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ENT.SoundTbl_FootStep = {"npc/combine_soldier/gear1.wav","npc/combine_soldier/gear2.wav","npc/combine_soldier/gear3.wav","npc/combine_soldier/gear4.wav","npc/combine_soldier/gear5.wav","npc/combine_soldier/gear6.wav"}
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ENT.SoundTbl_Idle = {
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"npc/combine_soldier/vo/affirmative.wav",
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"npc/combine_soldier/vo/affirmative2.wav",
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"npc/combine_soldier/vo/block31mace.wav",
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"npc/combine_soldier/vo/block64jet.wav",
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"npc/combine_soldier/vo/cleaned.wav",
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"npc/combine_soldier/vo/hasnegativemovement.wav",
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"npc/combine_soldier/vo/isfieldpromoted.wav",
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"npc/combine_soldier/vo/isholdingatcode.wav",
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"npc/combine_soldier/vo/lostcontact.wav",
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"npc/combine_soldier/vo/motioncheckallradials.wav",
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"npc/combine_soldier/vo/noviscon.wav",
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"npc/combine_soldier/vo/overwatch.wav",
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"npc/combine_soldier/vo/overwatchreportspossiblehostiles.wav",
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"npc/combine_soldier/vo/ovewatchorders3ccstimboost.wav",
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"npc/combine_soldier/vo/prepforcontact.wav",
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"npc/combine_soldier/vo/readyweaponshostilesinbound.wav",
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"npc/combine_soldier/vo/reportallpositionsclear.wav",
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"npc/combine_soldier/vo/reportallradialsfree.wav",
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"npc/combine_soldier/vo/reportingclear.wav",
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"npc/combine_soldier/vo/requeststimdose.wav",
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"npc/combine_soldier/vo/sectionlockupdash4.wav",
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"npc/combine_soldier/vo/sectorissecurenovison.wav",
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"npc/combine_soldier/vo/secure.wav",
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"npc/combine_soldier/vo/sightlineisclear.wav",
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"npc/combine_soldier/vo/skyshieldreportslostcontact.wav",
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"npc/combine_soldier/vo/stabilizationteamhassector.wav",
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"npc/combine_soldier/vo/stabilizationteamholding.wav",
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"npc/combine_soldier/vo/stayalertreportsightlines.wav",
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"npc/combine_soldier/vo/targetblackout.wav",
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"npc/combine_soldier/vo/targetmyradial.wav",
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"npc/combine_soldier/vo/teamdeployedandscanning.wav",
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"npc/combine_soldier/vo/thatsitwrapitup.wav",
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"npc/combine_soldier/vo/weaponsoffsafeprepforcontact.wav",
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"npc/combine_soldier/vo/weareinaninfestationzone.wav",
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}
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ENT.SoundTbl_Alert = {
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"npc/combine_soldier/vo/alert1.wav",
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"npc/combine_soldier/vo/anticitizenone.wav",
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"npc/combine_soldier/vo/contact.wav",
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"npc/combine_soldier/vo/contactconfim.wav",
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"npc/combine_soldier/vo/gosharp.wav",
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"npc/combine_soldier/vo/gosharpgosharp.wav",
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"npc/combine_soldier/vo/outbreak.wav",
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"npc/combine_soldier/vo/outbreakstatusiscode.wav",
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"npc/combine_soldier/vo/readyweapons.wav",
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"npc/combine_soldier/vo/targetcontactat.wav",
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}
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ENT.SoundTbl_CombatIdle = {
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"npc/combine_soldier/vo/affirmativewegothimnow.wav",
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"npc/combine_soldier/vo/callhotpoint.wav",
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"npc/combine_soldier/vo/confirmsectornotsterile.wav",
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"npc/combine_soldier/vo/closing.wav",
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"npc/combine_soldier/vo/closing2.wav",
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"npc/combine_soldier/vo/contactconfirmprosecuting.wav",
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"npc/combine_soldier/vo/containmentproceeding.wav",
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"npc/combine_soldier/vo/cover.wav",
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"npc/combine_soldier/vo/coverhurt.wav",
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"npc/combine_soldier/vo/designatetargetas.wav",
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"npc/combine_soldier/vo/engagedincleanup.wav",
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"npc/combine_soldier/vo/executingfullresponse.wav",
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"npc/combine_soldier/vo/fixsightlinesmovein.wav",
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"npc/combine_soldier/vo/gridsundown46.wav",
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"npc/combine_soldier/vo/hardenthatposition.wav",
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"npc/combine_soldier/vo/heavyresistance.wav",
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"npc/combine_soldier/vo/overwatchrequestreinforcement.wav",
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"npc/combine_soldier/vo/overwatchrequestreserveactivation.wav",
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"npc/combine_soldier/vo/overwatchrequestskyshield.wav",
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"npc/combine_soldier/vo/overwatchrequestwinder.wav",
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"npc/combine_soldier/vo/overwatchsectoroverrun.wav",
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"npc/combine_soldier/vo/sectionlockupdash4.wav",
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"npc/combine_soldier/vo/sectorisnotsecure.wav",
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"npc/combine_soldier/vo/ripcordripcord.wav",
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"npc/combine_soldier/vo/swarmoutbreakinsector.wav",
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"npc/combine_soldier/vo/targetcompromisedmovein.wav",
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"npc/combine_soldier/vo/unitisclosing.wav",
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"npc/combine_soldier/vo/unitisinbound.wav",
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"npc/combine_soldier/vo/unitismovingin.wav",
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"npc/combine_soldier/vo/visualonexogens.wav",
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}
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ENT.SoundTbl_OnGrenadeSight = {
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"npc/combine_soldier/vo/bouncerbouncer.wav",
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"npc/combine_soldier/vo/extractoraway.wav",
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"npc/combine_soldier/vo/extractorislive.wav",
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}
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ENT.SoundTbl_Pain = {
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"npc/combine_soldier/pain1.wav",
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"npc/combine_soldier/pain2.wav",
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"npc/combine_soldier/pain3.wav",
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}
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ENT.SoundTbl_Death = {
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"npc/combine_soldier/die1.wav",
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"npc/combine_soldier/die2.wav",
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"npc/combine_soldier/die3.wav",
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}
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ENT.SoundTbl_FollowPlayer = {
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"npc/combine_soldier/vo/delivered.wav",
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"npc/combine_soldier/vo/standingby.wav",
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}
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ENT.SoundTbl_UnFollowPlayer = {
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"npc/combine_soldier/vo/copy.wav",
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"npc/combine_soldier/vo/copythat.wav",
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}
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ENT.SoundTbl_OnPlayerSight = {
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}
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ENT.SoundTbl_DamageByPlayer = {
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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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function ENT:CustomInitialize()
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self.Weapon_FiringDistanceFar = self.ShootDistance
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self:SetSkin( 1 )
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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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-----------------------------------------------*/ |