mirror of
https://github.com/lifestorm/wnsrc.git
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151 lines
9.1 KiB
Lua
151 lines
9.1 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) 2012-2023 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/vj_hlr/hl1/archer.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 = 50
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ENT.HullType = HULL_TINY
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ENT.TurningUseAllAxis = true -- If set to true, angles will not be restricted to y-axis, it will change all axes (plural axis)
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ENT.MovementType = VJ_MOVETYPE_AQUATIC -- How does the SNPC move?
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ENT.Aquatic_SwimmingSpeed_Calm = 80 -- The speed it should swim with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs
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ENT.Aquatic_SwimmingSpeed_Alerted = 350 -- The speed it should swim with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs
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ENT.Aquatic_AnimTbl_Calm = {ACT_WALK} -- Animations it plays when it's wandering around while idle
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ENT.Aquatic_AnimTbl_Alerted = {ACT_RUN} -- Animations it plays when it's moving while alerted
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ENT.VJC_Data = {
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FirstP_Bone = "bip01 neck", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(1, 0, 9), -- The offset for the controller when the camera is in first person
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FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view
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}
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"CLASS_XEN"} -- 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.CustomBlood_Particle = {"vj_hlr_blood_yellow"}
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ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged
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ENT.HasBloodPool = false -- Does it have a blood pool?
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ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
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ENT.MeleeAttackDamage = 15
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ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} -- Melee Attack Animations
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ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
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ENT.MeleeAttackDistance = 40 -- How close does it have to be until it attacks?
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ENT.MeleeAttackDamageDistance = 50 -- How far does the damage go?
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ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
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ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_archerspit" -- The entity that is spawned when range attacking
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ENT.RangeDistance = 1500 -- This is how far away it can shoot
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ENT.RangeToMeleeDistance = 100 -- How close does it have to be until it uses melee?
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ENT.TimeUntilRangeAttackProjectileRelease = false -- How much time until the projectile code is ran?
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ENT.NextRangeAttackTime = 2.5 -- How much time until it can use a range attack?
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ENT.NextRangeAttackTime_DoRand = 3 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer
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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.ConstantlyFaceEnemy = true -- Should it face the enemy constantly?
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ENT.ConstantlyFaceEnemyDistance = 1500 -- How close does it have to be until it starts to face the enemy?
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ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
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ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- Death Animations
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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 = {ACT_SMALL_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_Idle = {"vj_hlr/hl1_npc/archer/arch_idle1.wav","vj_hlr/hl1_npc/archer/arch_idle2.wav","vj_hlr/hl1_npc/archer/arch_idle3.wav"}
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ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/archer/arch_alert1.wav","vj_hlr/hl1_npc/archer/arch_alert2.wav"}
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ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/archer/arch_attack1.wav","vj_hlr/hl1_npc/archer/arch_attack2.wav"}
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ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/archer/arch_bite1.wav","vj_hlr/hl1_npc/archer/arch_bite2.wav"}
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ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/hl1_npc/archer/arch_attack1.wav","vj_hlr/hl1_npc/archer/arch_attack2.wav"}
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ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/archer/arch_pain1.wav","vj_hlr/hl1_npc/archer/arch_pain2.wav","vj_hlr/hl1_npc/archer/arch_pain3.wav","vj_hlr/hl1_npc/archer/arch_pain4.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/archer/arch_die1.wav","vj_hlr/hl1_npc/archer/arch_die2.wav","vj_hlr/hl1_npc/archer/arch_die3.wav"}
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-- Custom
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ENT.Archer_BlinkingT = 0
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(20, 20, 20), Vector(-20, -20, 0))
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnAcceptInput(key, activator, caller, data)
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//print(key)
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if key == "bite" then
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self:MeleeAttackCode()
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end
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if key == "shoot" then
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self:RangeAttackCode()
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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if !self.Dead && CurTime() > self.Archer_BlinkingT then
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timer.Simple(0.2, function() if IsValid(self) then self:SetSkin(1) end end)
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timer.Simple(0.3, function() if IsValid(self) then self:SetSkin(2) end end)
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timer.Simple(0.4, function() if IsValid(self) then self:SetSkin(1) end end)
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timer.Simple(0.5, function() if IsValid(self) then self:SetSkin(0) end end)
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self.Archer_BlinkingT = CurTime() + math.Rand(3, 4.5)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:RangeAttackCode_GetShootPos(projectile)
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return self:CalculateProjectile("Line", self:GetPos() + self:GetUp()*10, self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(), 2000)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local gibPos = Vector(0, 0, 5)
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--
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function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
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self.HasDeathSounds = false
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if self.HasGibDeathParticles == true then
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local effectBlood = EffectData()
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effectBlood:SetOrigin(self:GetPos() + self:OBBCenter())
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effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35)))
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effectBlood:SetScale(120)
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util.Effect("VJ_Blood1",effectBlood)
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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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end
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local spawnPos = self:LocalToWorld(gibPos)
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self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/agib1.mdl", {BloodType="Yellow", BloodDecal="VJ_HLR_Blood_Yellow", Pos=spawnPos})
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self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/agib2.mdl", {BloodType="Yellow", BloodDecal="VJ_HLR_Blood_Yellow", Pos=spawnPos})
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self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/agib3.mdl", {BloodType="Yellow", BloodDecal="VJ_HLR_Blood_Yellow", Pos=spawnPos})
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return true -- Return to true if it gibbed!
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup)
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VJ_EmitSound(self, "vj_gib/default_gib_splat.wav", 90, 100)
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return false
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local gibs = {"models/vj_hlr/gibs/agib1.mdl", "models/vj_hlr/gibs/agib2.mdl", "models/vj_hlr/gibs/agib3.mdl"}
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--
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function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
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corpseEnt:SetSkin(2)
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VJ_HLR_ApplyCorpseEffects(self, corpseEnt, gibs)
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end |