mirror of
https://github.com/lifestorm/wnsrc.git
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147 lines
7.3 KiB
Lua
147 lines
7.3 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) 2012-2016 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/halflife/baby_headcrab.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 = GetConVarNumber("npc_vj_headcrab_h")
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ENT.MoveType = MOVETYPE_STEP
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ENT.HullType = HULL_TINY
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"CLASS_ZOMBIE"} -- NPCs with the same class will be friendly to each other | Combine: CLASS_COMBINE, Zombie: CLASS_ZOMBIE, Antlions = CLASS_ANTLION
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ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.)
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ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack?
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ENT.Immune_AcidPoisonRadiation = true -- Makes the SNPC not get damage from Acid, posion, radiation
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ENT.HasLeapAttack = true -- Should the SNPC have a leap attack?
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ENT.AnimTbl_LeapAttack = {"jump"} -- Melee Attack Animations
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ENT.LeapDistance = 400 -- The distance of the leap, for example if it is set to 500, when the SNPC is 500 Unit away, it will jump
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ENT.LeapToMeleeDistance = 150 -- How close does it have to be until it uses melee?
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ENT.TimeUntilLeapAttackDamage = 0.6 -- How much time until it runs the leap damage code?
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ENT.NextLeapAttackTime = 3 -- How much time until it can use a leap attack?
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//ENT.NextAnyAttackTime_Leap = 0.4 -- How much time until it can use any attack again? | Counted in Seconds
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//ENT.LeapAttackExtraTimers = {0.3} -- Extra leap attack timers | it will run the damage code after the given amount of seconds
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ENT.TimeUntilLeapAttackVelocity = 0.2 -- How much time until it runs the velocity code?
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ENT.LeapAttackVelocityForward = 300 -- How much forward force should it apply?
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ENT.LeapAttackVelocityUp = 250 -- How much upward force should it apply?
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ENT.LeapAttackDamage = 8
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ENT.LeapAttackAnimationFaceEnemy = true
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ENT.LeapToMeleeDistance = 50 -- How close does it have to be until it uses melee?
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ENT.LeapAttackDamageDistance = 100 -- How far does the damage go?
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ENT.FootStepTimeRun = 0.2 -- Next foot step sound when it is running
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ENT.FootStepTimeWalk = 0.2 -- Next foot step sound when it is walking
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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_FootStep = {""}
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ENT.SoundTbl_Idle = {"npc/headcrab/idle1.wav","npc/headcrab/idle2.wav","npc/headcrab/idle3.wav"}
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ENT.SoundTbl_Alert = {"npc/headcrab/alert1.wav"}
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ENT.SoundTbl_Pain = {"npc/headcrab/pain1.wav","npc/headcrab/pain2.wav","npc/headcrab/pain3.wav"}
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ENT.SoundTbl_Death = {"npc/headcrab/die1.wav","npc/headcrab/die2.wav"}
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ENT.SoundTbl_BeforeLeapAttack = {"npc/headcrab/attack1.wav","npc/headcrab/attack2.wav","npc/headcrab/attack3.wav"}
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ENT.SoundTbl_LeapAttackDamage = {"npc/headcrab/headbite.wav"}
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ENT.SoundTbl_MeleeAttackExtra = {"npc/headcrab/headbite.wav"}
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ENT.UseTheSameGeneralSoundPitch = true
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ENT.GeneralSoundPitch1 = 140
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ENT.GeneralSoundPitch2 = 140
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:RangeAttackCode_GetShootPos(TheProjectile)
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return (self:GetEnemy():GetPos() - self:LocalToWorld(Vector(math.random(10,10),math.random(1,1),math.random(24,27))))*5 + self:GetUp()*40
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end
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function ENT:CustomAttackCheck_RangeAttack()
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local bloodeffect = ents.Create("info_particle_system")
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bloodeffect:SetKeyValue("effect_name","vortigaunt_hand_glow")
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bloodeffect:SetPos(self:GetAttachment(self:LookupAttachment("rightclaw")).Pos)
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bloodeffect:SetAngles(self:GetAttachment(self:LookupAttachment("rightclaw")).Ang)
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bloodeffect:SetParent(self)
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bloodeffect:Fire("SetParentAttachment","rightclaw")
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bloodeffect:Spawn()
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bloodeffect:Activate()
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bloodeffect:Fire("Start","",0.3)
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bloodeffect:Fire("Kill","",1.3)
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local bloodeffect = ents.Create("info_particle_system")
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bloodeffect:SetKeyValue("effect_name","vortigaunt_hand_glow")
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bloodeffect:SetPos(self:GetAttachment(self:LookupAttachment("leftclaw")).Pos)
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bloodeffect:SetAngles(self:GetAttachment(self:LookupAttachment("leftclaw")).Ang)
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bloodeffect:SetParent(self)
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bloodeffect:Fire("SetParentAttachment","leftclaw")
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bloodeffect:Spawn()
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bloodeffect:Activate()
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bloodeffect:Fire("Start","",0.3)
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bloodeffect:Fire("Kill","",1.3)
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local bloodeffect = ents.Create("info_particle_system")
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bloodeffect:SetKeyValue("effect_name","striderbuster_break_lightning")
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bloodeffect:SetPos(self:GetAttachment(self:LookupAttachment("rightclaw")).Pos)
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bloodeffect:SetAngles(self:GetAttachment(self:LookupAttachment("rightclaw")).Ang)
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bloodeffect:SetParent(self)
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bloodeffect:Fire("SetParentAttachment","rightclaw")
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bloodeffect:Spawn()
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bloodeffect:Activate()
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bloodeffect:Fire("Start","",0.3)
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bloodeffect:Fire("Kill","",1.3)
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local bloodeffect = ents.Create("info_particle_system")
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bloodeffect:SetKeyValue("effect_name","striderbuster_break_lightning")
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bloodeffect:SetPos(self:GetAttachment(self:LookupAttachment("leftclaw")).Pos)
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bloodeffect:SetAngles(self:GetAttachment(self:LookupAttachment("leftclaw")).Ang)
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bloodeffect:SetParent(self)
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bloodeffect:Fire("SetParentAttachment","leftclaw")
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bloodeffect:Spawn()
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bloodeffect:Activate()
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bloodeffect:Fire("Start","",0.3)
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bloodeffect:Fire("Kill","",1.3)
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return true
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end
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function ENT:SetUpGibesOnDeath(dmginfo,hitgroup)
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if self.HasGibDeathParticles == true then
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local bloodeffect = EffectData()
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bloodeffect:SetOrigin(self:GetPos() +self:OBBCenter())
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bloodeffect:SetColor(VJ_Color2Byte(Color(255,221,35)))
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bloodeffect:SetScale(120)
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util.Effect("VJ_Blood1",bloodeffect)
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local bloodspray = EffectData()
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bloodspray:SetOrigin(self:GetPos() +self:OBBCenter())
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bloodspray:SetScale(8)
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bloodspray:SetFlags(3)
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bloodspray:SetColor(1)
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util.Effect("bloodspray",bloodspray)
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util.Effect("bloodspray",bloodspray)
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local effectdata = EffectData()
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effectdata:SetOrigin(self:GetPos() +self:OBBCenter())
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effectdata:SetScale(1)
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util.Effect("StriderBlood",effectdata)
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util.Effect("StriderBlood",effectdata)
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//ParticleEffect("antlion_gib_02",self:GetPos() +self:OBBCenter(),Angle(0,0,0),nil)
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end
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self:CreateGibEntity("obj_vj_gib","UseAlien_Small")
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self:CreateGibEntity("obj_vj_gib","UseAlien_Small")
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self:CreateGibEntity("obj_vj_gib","UseAlien_Small")
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big")
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big")
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big")
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return true
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end
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/*-----------------------------------------------
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*** Copyright (c) 2012-2016 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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-----------------------------------------------*/ |