mirror of
https://github.com/lifestorm/wnsrc.git
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150 lines
9.3 KiB
Lua
150 lines
9.3 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) 2012-2023 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/floater.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 = 45
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ENT.HullType = HULL_TINY
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ENT.MovementType = VJ_MOVETYPE_AERIAL -- How does the SNPC move?
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ENT.Aerial_FlyingSpeed_Calm = 100 -- The speed it should fly with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs
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ENT.Aerial_FlyingSpeed_Alerted = 180 -- The speed it should fly with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs
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ENT.Aerial_AnimTbl_Calm = {ACT_WALK} -- Animations it plays when it's wandering around while idle
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ENT.Aerial_AnimTbl_Alerted = {ACT_RUN} -- Animations it plays when it's moving while alerted
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ENT.VJC_Data = {
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ThirdP_Offset = Vector(0, 0, -15), -- The offset for the controller when the camera is in third person
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FirstP_Bone = "Bone01", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(1, 0, 5), -- The offset for the controller when the camera is in first person
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}
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.ConstantlyFaceEnemy = true -- Should it face the enemy constantly?
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ENT.IdleAlwaysWander = true -- If set to true, it will make the SNPC always wander when idling
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ENT.CanOpenDoors = false -- Can it open doors?
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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.Behavior = VJ_BEHAVIOR_NEUTRAL -- The behavior of the SNPC
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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 = false -- Should the SNPC have a melee attack?
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ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
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ENT.AnimTbl_RangeAttack = {"vjseq_attack"} -- Range Attack Animations
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ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_toxicspit" -- 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 = 1 -- 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.RangeAttackPos_Up = 20 -- Up/Down spawning position for range attack
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ENT.RangeAttackPos_Forward = 20 -- Forward/ Backward spawning position for range attack
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ENT.NextRangeAttackTime = 2 -- How much time until it can use a range attack?
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ENT.NextRangeAttackTime_DoRand = 4 -- 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 = "Regular" -- "Regular" = Default behavior | "OnlyRange" = Only does it if it's able to range attack
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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/floater/fl_idle1.wav","vj_hlr/hl1_npc/floater/fl_idle2.wav","vj_hlr/hl1_npc/floater/fl_idle3.wav","vj_hlr/hl1_npc/floater/fl_idle4.wav","vj_hlr/hl1_npc/floater/fl_idle5.wav","vj_hlr/hl1_npc/floater/fl_idle6.wav"}
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ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/floater/fl_alert1.wav","vj_hlr/hl1_npc/floater/fl_alert2.wav","vj_hlr/hl1_npc/floater/fl_alert3.wav","vj_hlr/hl1_npc/floater/fl_alert4.wav"}
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ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/hl1_npc/floater/fl_attack1.wav","vj_hlr/hl1_npc/floater/fl_attack2.wav","vj_hlr/hl1_npc/floater/fl_attack3.wav"}
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ENT.SoundTbl_RangeAttack = {"vj_hlr/hl1_npc/bullchicken/bc_attack2.wav","vj_hlr/hl1_npc/bullchicken/bc_attack3.wav"}
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ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/floater/fl_pain1.wav","vj_hlr/hl1_npc/floater/fl_pain2.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/floater/fl_pain1.wav","vj_hlr/hl1_npc/floater/fl_pain2.wav"}
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ENT.GeneralSoundPitch1 = 100
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-- Custom
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ENT.Floater_FollowOffsetPos = 0
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HLR_Floater_Leader = NULL
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(10,10,50), Vector(-10,-10,0))
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self.Floater_FollowOffsetPos = Vector(math.random(-50, 50), math.random(-120, 120), math.random(-150, 150))
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if !IsValid(HLR_Floater_Leader) then -- Yete ourish medzavor chiga, ere vor irzenike medzavor ene
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HLR_Floater_Leader = self
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end
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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 == "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.VJ_IsBeingControlled then return end
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if !IsValid(self:GetEnemy()) then
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if IsValid(HLR_Floater_Leader) then
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if HLR_Floater_Leader != self && HLR_Floater_Leader.AA_CurrentMovePos then
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self.DisableWandering = true
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self:AA_MoveTo(HLR_Floater_Leader, true, "Calm", {AddPos=self.Floater_FollowOffsetPos, IgnoreGround=true}) -- Medzavorin haladz e (Kharen deghme)
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end
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else
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self.IsGuard = false
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self.DisableWandering = false
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HLR_Floater_Leader = self
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end
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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("Curve", self:GetPos() + self:GetForward()*20 + self:GetUp()*20, self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(), 1500)
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end
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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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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
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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/agib7.mdl", "models/vj_hlr/gibs/agib9.mdl", "models/vj_hlr/gibs/agib10.mdl"}
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--
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function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
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VJ_HLR_ApplyCorpseEffects(self, corpseEnt, gibs)
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end |