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https://github.com/lifestorm/wnsrc.git
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180 lines
10 KiB
Lua
180 lines
10 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/hlzombies/gonome_remake.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_gonome_h")
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ENT.HullType = HULL_HUMAN
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"CLASS_ZOMBIE"} -- NPCs with the same class with be allied to each other
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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 = true -- Should the SNPC have a melee attack?
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ENT.GeneralSoundPitch1 = 100
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ENT.GeneralSoundPitch2 = 100
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ENT.FootStepTimeRun = 0.4 -- Next foot step sound when it is running
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ENT.FootStepTimeWalk = 0.9 -- Next foot step sound when it is walking
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ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds
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ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
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ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations
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ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
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ENT.RangeAttackEntityToSpawn = "obj_gonome_acid" -- The entity that is spawned when range attacking
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ENT.RangeDistance = 1000 -- This is how far away it can shoot
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ENT.RangeToMeleeDistance = 400 -- How close does it have to be until it uses melee?
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ENT.RangeUseAttachmentForPos = false -- Should the projectile spawn on a attachment?
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ENT.RangeUseAttachmentForPosID = "Mouth" -- The attachment used on the range attack if RangeUseAttachmentForPos is set to true
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ENT.TimeUntilRangeAttackProjectileRelease = 1.8 -- How much time until the projectile code is ran?
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ENT.NextRangeAttackTime = 1 -- How much time until it can use a range attack?
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ENT.NextAnyAttackTime_Range = 2.0999999937415 -- How much time until it can use any attack again? | Counted in Seconds
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ENT.Immune_AcidPoisonRadiation = true -- Makes the SNPC not get damage from Acid, posion, radiation
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ENT.HasBloodParticle = true -- Does it spawn a particle when damaged?
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ENT.HasBloodDecal = true -- Does it spawn a decal when damaged?
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ENT.HasBloodPool = true -- Does it have a blood pool?
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ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds
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ENT.PushProps = true -- Should it push props when trying to move?
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-- ====== Projectile Spawn Position Variables ====== --
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ENT.RangeUseAttachmentForPos = true -- Should the projectile spawn on a attachment?
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ENT.RangeUseAttachmentForPosID = "hand_right" -- The attachment used on the range attack if RangeUseAttachmentForPos is set to true
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ENT.RangeAttackPos_Up = 20 -- Up/Down spawning position for range attack
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ENT.RangeAttackPos_Forward = 10 -- Forward/ Backward spawning position for range attack
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ENT.RangeAttackPos_Right = 10 -- Right/Left spawning position for range attack
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ENT.HasDeathAnimation = false -- Does it play an animation when it dies?
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ENT.AnimTbl_Death = {"Diebackward"} -- Death Animations
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ENT.ConstantlyFaceEnemy = false -- Should it face the enemy constantly?
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ENT.ConstantlyFaceEnemy_IfAttacking = true -- Should it face the enemy when attacking?
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ENT.ConstantlyFaceEnemy_Postures = "Standing" -- "Both" = Moving or standing | "Moving" = Only when moving | "Standing" = Only when standing
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ENT.ConstantlyFaceEnemyDistance = 2000 -- How close does it have to be until it starts to face the enemy?
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ENT.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it's between number x and y?
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ENT.NoChaseAfterCertainRange_FarDistance = "UseRangeDistance" -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.NoChaseAfterCertainRange_CloseDistance = "UseRangeDistance" -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.NoChaseAfterCertainRange_Type = "OnlyRange" -- "Regular" = Default behavior | "OnlyRange" = Only does it if it's able to range 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 = {"jump1"} -- 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 = 0.7 -- How much time until it runs the leap damage code?
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ENT.NextLeapAttackTime = 8 -- How much time until it can use a leap attack?
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ENT.NextAnyAttackTime_Leap = 1.0476190654599 -- How much time until it can use any attack again? | Counted in Seconds
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//ENT.LeapAttackExtraTimers = {0.5,0.6} -- 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 = GetConVarNumber("npc_vj_gonome_d_leap")
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ENT.LeapAttackDamageDistance = 100 -- How far does the damage go?
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-- Miscellaneous ---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.AnimTbl_IdleStand = {"Idle1","Idle2"} -- The idle animation when AI is enabled
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-- ====== Flinching Code ====== --
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ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages
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ENT.AnimTbl_Flinch = {"Flinch"} -- If it uses normal based animation, use this
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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_BeforeRangeAttack = {"gonome/gonome_eat.wav"}
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ENT.SoundTbl_FootStep = {"gonome/gonome_step1.wav","gonome/gonome_step2.wav","gonome/gonome_step3.wav","gonome/gonome_step4.wav"}
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ENT.SoundTbl_Idle = {"gonome/gonome_idle1.wav","gonome/gonome_idle2.wav","gonome/gonome_idle3.wav"}
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ENT.SoundTbl_MeleeAttack = {"gonome/gonome_melee1.wav","gonome/gonome_melee2.wav"}
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ENT.SoundTbl_MeleeAttackMiss = {"zombie/claw_miss1.wav","zombie/claw_miss2.wav"}
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ENT.SoundTbl_RangeAttack = {"gonome/gonome_melee1.wav","gonome/gonome_melee2.wav"}
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ENT.SoundTbl_Pain = {"gonome/gonome_pain1.wav","gonome/gonome_pain2.wav","gonome/gonome_pain3.wav","gonome/gonome_pain4.wav"}
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ENT.SoundTbl_Death = {"gonome/gonome_death2.wav","gonome/gonome_death3.wav","gonome/gonome_death4.wav"}
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ENT.SoundTbl_LeapAttackDamage = {"gonome/gonome_melee1.wav","gonome/gonome_melee2.wav"}
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ENT.SoundTbl_LeapAttackJump = {"gonome/gonome_run.wav"}
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(25, 25, 90), Vector(-25, -25, 0))
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end
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function ENT:MultipleMeleeAttacks()
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local randattack = math.random(1,2)
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if randattack == 1 then
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self.MeleeAttackDistance = 38
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self.TimeUntilMeleeAttackDamage = 0.6
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self.MeleeAttackAnimationFaceEnemy = false
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self.AnimTbl_MeleeAttack = {"vjseq_attack1"}
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self.MeleeAttackExtraTimers = {1.0}
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self.MeleeAttackDamage = GetConVarNumber("npc_vj_gonome_d")
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self.MeleeAttackDamageDistance = 120
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self.MeleeAttackDamageType = DMG_SLASH
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self.NextAnyAttackTime_Melee = 1.621621600723
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elseif randattack == 2 then
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self.MeleeAttackDistance = 35
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self.TimeUntilMeleeAttackDamage = 0.7
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self.MeleeAttackAnimationFaceEnemy = false
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self.AnimTbl_MeleeAttack = {"vjseq_attack2"}
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self.MeleeAttackExtraTimers = {0.9,1.2,1.4}
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self.MeleeAttackDamage = GetConVarNumber("npc_vj_gonome_d")
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self.MeleeAttackDamageDistance = 100
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self.MeleeAttackDamageType = DMG_SLASH
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self.NextAnyAttackTime_Melee = 1.7999999141693
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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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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function ENT:RangeAttackCode_GetShootPos(TheProjectile)
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return (self:GetEnemy():GetPos() - self:LocalToWorld(Vector(math.random(-10,20),math.random(-10,20),math.random(10,20))))*2 + self:GetUp()*200
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end
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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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-----------------------------------------------*/ |