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wnsrc/lua/entities/npc_vj_hlr1_archer/init.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

151 lines
9.1 KiB
Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
AddCSLuaFile("shared.lua")
include('shared.lua')
/*-----------------------------------------------
*** Copyright (c) 2012-2023 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.
-----------------------------------------------*/
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
ENT.StartHealth = 50
ENT.HullType = HULL_TINY
ENT.TurningUseAllAxis = true -- If set to true, angles will not be restricted to y-axis, it will change all axes (plural axis)
ENT.MovementType = VJ_MOVETYPE_AQUATIC -- How does the SNPC move?
ENT.Aquatic_SwimmingSpeed_Calm = 80 -- The speed it should swim with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs
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
ENT.Aquatic_AnimTbl_Calm = {ACT_WALK} -- Animations it plays when it's wandering around while idle
ENT.Aquatic_AnimTbl_Alerted = {ACT_RUN} -- Animations it plays when it's moving while alerted
ENT.VJC_Data = {
FirstP_Bone = "bip01 neck", -- If left empty, the base will attempt to calculate a position for first person
FirstP_Offset = Vector(1, 0, 9), -- The offset for the controller when the camera is in first person
FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view
}
---------------------------------------------------------------------------------------------------------------------------------------------
ENT.VJ_NPC_Class = {"CLASS_XEN"} -- NPCs with the same class with be allied to each other
ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.)
ENT.CustomBlood_Particle = {"vj_hlr_blood_yellow"}
ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged
ENT.HasBloodPool = false -- Does it have a blood pool?
ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
ENT.MeleeAttackDamage = 15
ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} -- Melee Attack Animations
ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
ENT.MeleeAttackDistance = 40 -- How close does it have to be until it attacks?
ENT.MeleeAttackDamageDistance = 50 -- How far does the damage go?
ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_archerspit" -- The entity that is spawned when range attacking
ENT.RangeDistance = 1500 -- This is how far away it can shoot
ENT.RangeToMeleeDistance = 100 -- How close does it have to be until it uses melee?
ENT.TimeUntilRangeAttackProjectileRelease = false -- How much time until the projectile code is ran?
ENT.NextRangeAttackTime = 2.5 -- How much time until it can use a range attack?
ENT.NextRangeAttackTime_DoRand = 3 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer
ENT.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it's between number x and y?
ENT.NoChaseAfterCertainRange_FarDistance = "UseRangeDistance" -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
ENT.NoChaseAfterCertainRange_CloseDistance = "UseRangeDistance" -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
ENT.NoChaseAfterCertainRange_Type = "OnlyRange" -- "Regular" = Default behavior | "OnlyRange" = Only does it if it's able to range attack
ENT.ConstantlyFaceEnemy = true -- Should it face the enemy constantly?
ENT.ConstantlyFaceEnemyDistance = 1500 -- How close does it have to be until it starts to face the enemy?
ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- Death Animations
-- ====== Flinching Code ====== --
ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages
ENT.AnimTbl_Flinch = {ACT_SMALL_FLINCH} -- If it uses normal based animation, use this
-- ====== Sound File Paths ====== --
-- Leave blank if you don't want any sounds to play
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"}
ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/archer/arch_alert1.wav","vj_hlr/hl1_npc/archer/arch_alert2.wav"}
ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/archer/arch_attack1.wav","vj_hlr/hl1_npc/archer/arch_attack2.wav"}
ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/archer/arch_bite1.wav","vj_hlr/hl1_npc/archer/arch_bite2.wav"}
ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/hl1_npc/archer/arch_attack1.wav","vj_hlr/hl1_npc/archer/arch_attack2.wav"}
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"}
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"}
-- Custom
ENT.Archer_BlinkingT = 0
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
self:SetCollisionBounds(Vector(20, 20, 20), Vector(-20, -20, 0))
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnAcceptInput(key, activator, caller, data)
//print(key)
if key == "bite" then
self:MeleeAttackCode()
end
if key == "shoot" then
self:RangeAttackCode()
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnThink()
if !self.Dead && CurTime() > self.Archer_BlinkingT then
timer.Simple(0.2, function() if IsValid(self) then self:SetSkin(1) end end)
timer.Simple(0.3, function() if IsValid(self) then self:SetSkin(2) end end)
timer.Simple(0.4, function() if IsValid(self) then self:SetSkin(1) end end)
timer.Simple(0.5, function() if IsValid(self) then self:SetSkin(0) end end)
self.Archer_BlinkingT = CurTime() + math.Rand(3, 4.5)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:RangeAttackCode_GetShootPos(projectile)
return self:CalculateProjectile("Line", self:GetPos() + self:GetUp()*10, self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(), 2000)
end
---------------------------------------------------------------------------------------------------------------------------------------------
local gibPos = Vector(0, 0, 5)
--
function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
self.HasDeathSounds = false
if self.HasGibDeathParticles == true then
local effectBlood = EffectData()
effectBlood:SetOrigin(self:GetPos() + self:OBBCenter())
effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35)))
effectBlood:SetScale(120)
util.Effect("VJ_Blood1",effectBlood)
local bloodspray = EffectData()
bloodspray:SetOrigin(self:GetPos() + self:OBBCenter())
bloodspray:SetScale(8)
bloodspray:SetFlags(3)
bloodspray:SetColor(1)
util.Effect("bloodspray",bloodspray)
util.Effect("bloodspray",bloodspray)
local effectdata = EffectData()
effectdata:SetOrigin(self:GetPos() + self:OBBCenter())
effectdata:SetScale(1)
util.Effect("StriderBlood",effectdata)
util.Effect("StriderBlood",effectdata)
end
local spawnPos = self:LocalToWorld(gibPos)
self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/agib1.mdl", {BloodType="Yellow", BloodDecal="VJ_HLR_Blood_Yellow", Pos=spawnPos})
self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/agib2.mdl", {BloodType="Yellow", BloodDecal="VJ_HLR_Blood_Yellow", Pos=spawnPos})
self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/agib3.mdl", {BloodType="Yellow", BloodDecal="VJ_HLR_Blood_Yellow", Pos=spawnPos})
return true -- Return to true if it gibbed!
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup)
VJ_EmitSound(self, "vj_gib/default_gib_splat.wav", 90, 100)
return false
end
---------------------------------------------------------------------------------------------------------------------------------------------
local gibs = {"models/vj_hlr/gibs/agib1.mdl", "models/vj_hlr/gibs/agib2.mdl", "models/vj_hlr/gibs/agib3.mdl"}
--
function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
corpseEnt:SetSkin(2)
VJ_HLR_ApplyCorpseEffects(self, corpseEnt, gibs)
end