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wnsrc/lua/entities/npc_vj_hlr1_gonarch/init.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

209 lines
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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/big_mom.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.StartHealth = 2000
ENT.HullType = HULL_LARGE
ENT.VJ_IsHugeMonster = true -- Is this a huge monster?
ENT.EntitiesToNoCollide = {"npc_vj_hlr1_headcrab_baby","npc_vj_hlr1_headcrab","npc_vj_hlr1a_headcrab"} -- Entities to not collide with when HasEntitiesToNoCollide is set to true
ENT.VJC_Data = {
ThirdP_Offset = Vector(-100, 0, -70), -- The offset for the controller when the camera is in third person
FirstP_Bone = "Bip01 Neck", -- If left empty, the base will attempt to calculate a position for first person
FirstP_Offset = Vector(0, 0, -5), -- The offset for the controller when the camera is in first person
}
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ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.)
ENT.CustomBlood_Particle = {"vj_hlr_blood_yellow_large"}
ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged
ENT.HasBloodPool = false -- Does it have a blood pool?
ENT.VJ_NPC_Class = {"CLASS_ZOMBIE"} -- NPCs with the same class with be allied to each other
ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
ENT.MeleeAttackDamage = 60
ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} -- Melee Attack Animations
ENT.MeleeAttackDistance = 80 -- How close does it have to be until it attacks?
ENT.MeleeAttackDamageDistance = 200 -- How far does the damage go?
ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
ENT.HasMeleeAttackKnockBack = true -- Should knockback be applied on melee hit? | Use self:MeleeAttackKnockbackVelocity() to edit the velocity
ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_gonarchspit" -- The entity that is spawned when range attacking
ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations
ENT.RangeDistance = 2000 -- This is how far away it can shoot
ENT.RangeToMeleeDistance = 500 -- 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 = 0.1 -- How much time until it can use a range attack?
ENT.NextRangeAttackTime_DoRand = 4 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer
ENT.RangeAttackPos_Up = 180 -- Up/Down spawning position for range attack
ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
ENT.AnimTbl_Death = {"death"} -- Death Animations
ENT.DisableFootStepSoundTimer = true -- If set to true, it will disable the time system for the footstep sound code, allowing you to use other ways like model events
ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds
-- ====== Sound File Paths ====== --
-- Leave blank if you don't want any sounds to play
ENT.SoundTbl_FootStep = {"vj_hlr/hl1_npc/gonarch/gon_step1.wav","vj_hlr/hl1_npc/gonarch/gon_step2.wav","vj_hlr/hl1_npc/gonarch/gon_step3.wav"}
ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/gonarch/gon_sack1.wav","vj_hlr/hl1_npc/gonarch/gon_sack2.wav","vj_hlr/hl1_npc/gonarch/gon_sack3.wav"}
ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/gonarch/gon_alert1.wav","vj_hlr/hl1_npc/gonarch/gon_alert2.wav","vj_hlr/hl1_npc/gonarch/gon_alert3.wav"}
ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/gonarch/gon_attack1.wav","vj_hlr/hl1_npc/gonarch/gon_attack2.wav","vj_hlr/hl1_npc/gonarch/gon_attack3.wav"}
ENT.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"}
ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/hl1_npc/gonarch/gon_attack1.wav","vj_hlr/hl1_npc/gonarch/gon_attack2.wav","vj_hlr/hl1_npc/gonarch/gon_attack3.wav"}
ENT.SoundTbl_RangeAttack = {"vj_hlr/hl1_npc/gonarch/gon_sack1.wav","vj_hlr/hl1_npc/gonarch/gon_sack2.wav","vj_hlr/hl1_npc/gonarch/gon_sack3.wav"}
ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/gonarch/gon_pain2.wav","vj_hlr/hl1_npc/gonarch/gon_pain4.wav","vj_hlr/hl1_npc/gonarch/gon_pain5.wav"}
ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/gonarch/gon_die1.wav"}
local sdBirth = {"vj_hlr/hl1_npc/gonarch/gon_birth1.wav","vj_hlr/hl1_npc/gonarch/gon_birth1.wav","vj_hlr/hl1_npc/gonarch/gon_birth1.wav"}
local sdBabyDeath = {"vj_hlr/hl1_npc/gonarch/gon_childdie1.wav", "vj_hlr/hl1_npc/gonarch/gon_childdie2.wav", "vj_hlr/hl1_npc/gonarch/gon_childdie3.wav"}
ENT.AllyDeathSoundChance = 1
ENT.FootStepSoundLevel = 80
ENT.GeneralSoundPitch1 = 100
ENT.AllyDeathSoundLevel = 90
-- Custom
ENT.Gonarch_NumBabies = 0
ENT.Gonarch_BabyLimit = 20
ENT.Gonarch_NextBirthT = 0
ENT.Gonarch_NextDeadBirthT = 0
ENT.Gonarch_ShakeWorldOnMiss = false
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
self:SetCollisionBounds(Vector(100, 100, 200), Vector(-100, -100, 0))
self.Gonarch_NextBirthT = CurTime() + 3
self.Gonarch_NumBabies = 0
self.Gonarch_BabyLimit = GetConVar("vj_hlr1_gonarch_babylimit"):GetInt()
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnAcceptInput(key, activator, caller, data)
//print(key)
if key == "Step" then
util.ScreenShake(self:GetPos(), 10, 100, 0.4, 2000)
self:FootStepSoundCode()
elseif key == "spawn" then -- Create baby headcrabs
for i = 1,3 do
VJ_EmitSound(self, sdBirth, 80)
if self.Gonarch_NumBabies < self.Gonarch_BabyLimit then -- Default: 20 babies max
local bCrab = ents.Create("npc_vj_hlr1_headcrab_baby")
if i == 1 then
bCrab:SetPos(self:GetPos() + self:GetUp()*20)
elseif i == 2 then
bCrab:SetPos(self:GetPos() + self:GetUp()*20 + self:GetRight()*25)
elseif i == 3 then
bCrab:SetPos(self:GetPos() + self:GetUp()*20 + self:GetRight()*-25)
end
bCrab:SetAngles(self:GetAngles())
bCrab.BabH_Mother = self
bCrab.VJ_NPC_Class = self.VJ_NPC_Class
bCrab:Spawn()
bCrab:Activate()
bCrab:SetOwner(self)
self.Gonarch_NumBabies = self.Gonarch_NumBabies + 1
end
end
self.Gonarch_NextBirthT = CurTime() + 10
elseif key == "mattack leftA" or key == "mattack rightA" then -- Hit Ground
self.Gonarch_ShakeWorldOnMiss = true
self:MeleeAttackCode()
elseif key == "mattack leftB" or key == "mattack rightB" then -- Swipe Air
self.Gonarch_ShakeWorldOnMiss = false
self:MeleeAttackCode()
elseif key == "rattack" then
self:RangeAttackCode()
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Controller_IntMsg(ply, controlEnt)
ply:ChatPrint("JUMP: Spawn baby headcrabs")
end
---------------------------------------------------------------------------------------------------------------------------------------------
local animAlert = {"vjseq_angry1", "vjseq_angry2"}
--
function ENT:CustomOnAlert(ent)
self.Gonarch_NextBirthT = CurTime() + math.random(3, 6)
self:VJ_ACT_PLAYACTIVITY(animAlert, true, false, true)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Gonarch_BabyDeath()
-- Play a sound when one of the babies dies!
self.Gonarch_NumBabies = self.Gonarch_NumBabies - 1
if CurTime() > self.Gonarch_NextDeadBirthT then
self.AllyDeathSoundT = 0
self:PlaySoundSystem("AllyDeath", sdBabyDeath)
self.Gonarch_NextDeadBirthT = CurTime() + 10
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnThink_AIEnabled()
-- Create baby headcrabs
if !self.Dead && IsValid(self:GetEnemy()) && self.PlayingAttackAnimation == false && CurTime() > self.Gonarch_NextBirthT && self.Gonarch_NumBabies < self.Gonarch_BabyLimit && ((self.VJ_IsBeingControlled == false) or (self.VJ_IsBeingControlled && self.VJ_TheController:KeyDown(IN_JUMP))) then
self:VJ_ACT_PLAYACTIVITY(ACT_SPECIAL_ATTACK1, true, false, true)
self.Gonarch_NextBirthT = CurTime() + 15
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:RangeAttackCode_GetShootPos(projectile)
return (self:GetEnemy():GetPos() - self:GetPos()) *0.45 + self:GetUp() *600
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnMeleeAttack_Miss()
if self.Gonarch_ShakeWorldOnMiss then
util.ScreenShake(self:GetPos(), 16, 100, 1, 1000)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
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
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/big_mom_shellgib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,160)),Ang=self:LocalToWorldAngles(Angle(0,0,180))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/big_mom_sacgib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(20,0,60)),Ang=self:LocalToWorldAngles(Angle(-89.999908447266, 179.99996948242, 180))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/big_mom_leggib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(55,-70,80)),Ang=Angle(3.1017229557037, -35.476417541504, 91.352874755859)})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/big_mom_leggib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(70,55,80)),Ang=Angle(3.6497807502747, 60.498592376709, 93.368896484375)})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/big_mom_leggib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(-70,-45,80)),Ang=Angle(3.8801980018616, -128.15255737305, 91.630615234375)})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/big_mom_leggib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(-45,70,80)),Ang=self:LocalToWorldAngles(Angle(3.8801965713501, -45, 91.630599975586))})
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
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
VJ_HLR_ApplyCorpseEffects(self, corpseEnt, nil, {Gibbable=false})
end