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wnsrc/lua/entities/npc_vj_hlr1_osprey/init.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

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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.
-----------------------------------------------*/
local combatDistance = 4000 -- When closer then this, it will stop chasing and start firing
ENT.Model = {"models/vj_hlr/hl1/osprey.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.VJ_IsHugeMonster = true
ENT.StartHealth = 800
ENT.HullType = HULL_LARGE
ENT.SightAngle = 180 -- The sight angle | Example: 180 would make the it see all around it | Measured in degrees and then converted to radians
ENT.TurningSpeed = 2 -- How fast it can turn
ENT.TurningUseAllAxis = false -- If set to true, angles will not be restricted to y-axis, it will change all axes (plural axis)
-- ====== Movement Variables ====== --
ENT.MovementType = VJ_MOVETYPE_AERIAL -- How does the SNPC move?
ENT.Aerial_FlyingSpeed_Alerted = 300 -- The speed it should fly with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs
ENT.Aerial_FlyingSpeed_Calm = ENT.Aerial_FlyingSpeed_Alerted -- The speed it should fly with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs
ENT.Aerial_AnimTbl_Calm = {nil} -- Animations it plays when it's wandering around while idle
ENT.Aerial_AnimTbl_Alerted = {nil} -- Animations it plays when it's moving while alerted
ENT.AA_GroundLimit = 1200 -- If the NPC's distance from itself to the ground is less than this, it will attempt to move up
ENT.AA_MinWanderDist = 1000 -- Minimum distance that the NPC should go to when wandering
ENT.AA_MoveAccelerate = 8 -- The NPC will gradually speed up to the max movement speed as it moves towards its destination | Calculation = FrameTime * x
ENT.AA_MoveDecelerate = 4 -- The NPC will slow down as it approaches its destination | Calculation = MaxSpeed / x
ENT.VJC_Data = {
FirstP_Bone = "Osprey", -- If left empty, the base will attempt to calculate a position for first person
FirstP_Offset = Vector(365, 0, -80), -- 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_UNITED_STATES"} -- NPCs with the same class with be allied to each other
ENT.FindEnemy_UseSphere = true -- Should the SNPC be able to see all around him? (360) | Objects and walls can still block its sight!
ENT.CombatFaceEnemy = false -- If enemy is exists and is visible
ENT.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it"s between number x and y?
ENT.NoChaseAfterCertainRange_FarDistance = combatDistance -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
ENT.NoChaseAfterCertainRange_CloseDistance = 0 -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
ENT.Bleeds = false
ENT.Immune_AcidPoisonRadiation = true -- Immune to Acid, Poison and Radiation
ENT.Immune_Bullet = true -- Immune to bullet type damages
ENT.Immune_Fire = true -- Immune to fire-type damages
ENT.ImmuneDamagesTable = {DMG_PHYSGUN}
ENT.BringFriendsOnDeath = false -- Should the SNPC's friends come to its position before it dies?
ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack?
ENT.HasDeathRagdoll = false
ENT.Medic_CanBeHealed = false -- If set to false, this SNPC can't be healed!
-- ====== Sound File Paths ====== --
-- Leave blank if you don't want any sounds to play
ENT.SoundTbl_Death = {"vj_hlr/hl1_weapon/mortar/mortarhit.wav"}
local sdExplosions = {"vj_hlr/hl1_weapon/explosion/explode3.wav", "vj_hlr/hl1_weapon/explosion/explode4.wav", "vj_hlr/hl1_weapon/explosion/explode5.wav"}
ENT.GeneralSoundPitch1 = 100
ENT.DeathSoundLevel = 100
/* https://github.com/ValveSoftware/halflife/blob/master/dlls/osprey.cpp
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor4.wav", 1.0, 0.15, 0, 110 );
death: EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3);
*/
-- Custom
ENT.Osprey_IsBlackOps = false
ENT.Osprey_DropPos = nil
ENT.Osprey_DropStatus = 0 -- -1 = Can NOT deploy | 0 = Not dropped off | 1 = Moving to drop zone | 2 = Dropping soldiers | 3 = Soldiers rappelling down | 4 = Soldiers fully on ground
ENT.Osprey_DropSoldierStatus = 0 -- if this number reaches the max amount, then it means that all soldiers are on ground, Osprey can go back to normal!
ENT.Osprey_DropSoldierStatusDead = 0 -- Similar to the one above, but this one keeps track of how many of the 4 soldiers have died!
ENT.Osprey_NextDropT = 0
ENT.Heli_SmokeStatus = 0 -- 0 = No smoke | 1 = Left tail smoke | 2 = Left & Right tail smoke
---------------------------------------------------------------------------------------------------------------------------------------------
local spawnPos = Vector(0, 0, 400)
--
function ENT:CustomOnInitialize()
self:VJTags_Add(VJ_TAG_VEHICLE, VJ_TAG_AIRCRAFT)
self:SetNW2Int("Heli_SmokeLevel", 0)
//self.ConstantlyFaceEnemyDistance = self.SightDistance -- Osprey does NOT face the enemy!
self:SetCollisionBounds(Vector(300, 300, 250), Vector(-300, -300, 0))
self:SetPos(self:GetPos() + spawnPos)
self.HeliSD_Rotor = VJ_CreateSound(self, "vj_hlr/hl1_npc/apache/ap_rotor4.wav", 120)
self.HeliSD_Whine = VJ_CreateSound(self, "vj_hlr/hl1_npc/apache/ap_whine1.wav", 70)
self.HeliSD_Distant = VJ_CreateSound(self, "vj_hlr/hl1_npc/apache/ap_rotor1.wav", 160)
if GetConVar("vj_hlr1_osprey_deploysoldiers"):GetInt() == 0 then self.Osprey_DropStatus = -1 end
self.Osprey_Gunners = {}
self.Osprey_DroppedSoldiers = {}
-- Create & Spawn the 2 gunners
for i = 1, 2 do
local att = self:GetAttachment(i)
local gunner = ents.Create(self.Osprey_IsBlackOps and "npc_vj_hlrof_assassin_male" or "npc_vj_hlr1_hgrunt_serg")
gunner:SetPos(att.Pos)
gunner:SetAngles(att.Ang)
gunner:SetOwner(self)
gunner:SetParent(self)
gunner.MovementType = VJ_MOVETYPE_STATIONARY
gunner.DisableWeapons = true
gunner.CanTurnWhileStationary = false
gunner.NoWeapon_UseScaredBehavior = false
gunner.Medic_CanBeHealed = false
gunner.HasDeathAnimation = false
gunner.VJ_NPC_Class = self.VJ_NPC_Class
gunner:Spawn()
table.insert(self.VJ_AddCertainEntityAsFriendly, gunner) -- In case relation class is changed dynamically!
table.insert(gunner.VJ_AddCertainEntityAsFriendly, self) -- In case relation class is changed dynamically!
if self.Osprey_IsBlackOps then gunner:SetBodygroup(2, 1) end -- Always give the Black Ops snipers!
gunner.Weapon_FiringDistanceFar = self.SightDistance
gunner:Fire("SetParentAttachment", i == 1 and "gunner_left" or "gunner_right", 0)
gunner:SetState(VJ_STATE_ONLY_ANIMATION)
self:DeleteOnRemove(gunner)
self.Osprey_Gunners[i] = gunner
end
-- 1 red tail light (Flashing) + 1 green & 1 red solid lights
local tailLight = ents.Create("env_sprite")
tailLight:SetKeyValue("model","vj_base/sprites/vj_glow1.vmt")
tailLight:SetKeyValue("scale", "1")
tailLight:SetKeyValue("rendermode","5")
tailLight:SetKeyValue("renderfx","9")
tailLight:SetKeyValue("rendercolor","255 0 0")
tailLight:SetKeyValue("spawnflags","1") -- If animated
tailLight:SetParent(self)
tailLight:Fire("SetParentAttachment", "flash_red")
tailLight:Spawn()
tailLight:Activate()
self:DeleteOnRemove(tailLight)
local sideLight1 = ents.Create("env_sprite")
sideLight1:SetKeyValue("model","vj_base/sprites/vj_glow1.vmt")
sideLight1:SetKeyValue("scale", "0.5")
sideLight1:SetKeyValue("rendermode","5")
sideLight1:SetKeyValue("rendercolor","255 0 0")
sideLight1:SetKeyValue("spawnflags","1") -- If animated
sideLight1:SetParent(self)
sideLight1:Fire("SetParentAttachment", "light_red")
sideLight1:Spawn()
sideLight1:Activate()
self:DeleteOnRemove(sideLight1)
local sideLight2 = ents.Create("env_sprite")
sideLight2:SetKeyValue("model","vj_base/sprites/vj_glow1.vmt")
sideLight2:SetKeyValue("scale", "0.5")
sideLight2:SetKeyValue("rendermode","5")
sideLight2:SetKeyValue("rendercolor","0 255 0")
sideLight2:SetKeyValue("spawnflags","1") -- If animated
sideLight2:SetParent(self)
sideLight2:Fire("SetParentAttachment", "light_green")
sideLight2:Spawn()
sideLight2:Activate()
self:DeleteOnRemove(sideLight2)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Controller_IntMsg(ply, controlEnt)
ply:ChatPrint("JUMP: Deploy soldiers, can redeploy after all die & cool down expires!")
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnThink()
-- Flying tilt (X & Y)
local velNorm = self:GetVelocity():GetNormal()
local speed = FrameTime()*4
self:SetPoseParameter("tilt_x", Lerp(speed, self:GetPoseParameter("tilt_x"), velNorm.x))
self:SetPoseParameter("tilt_y", Lerp(speed, self:GetPoseParameter("tilt_y"), velNorm.y))
-- If the helicopter healed, then make sure to stop the smoke particles as well!
if self.Heli_SmokeStatus > 0 && self:Health() > (self:GetMaxHealth() * 0.25) then
self:SetNW2Int("Heli_SmokeLevel", 0)
self.Heli_SmokeStatus = 0
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
local ropePos1 = Vector(0, 0, 112)
local ropePos2 = Vector(0, 0, -4096)
--
function ENT:CustomOnThink_AIEnabled()
if self.Osprey_DropStatus == -1 then return end
-- All have landed and died
if self.Osprey_DropStatus == 4 then
if self.Osprey_DropSoldierStatusDead >= 4 && CurTime() > self.Osprey_NextDropT then
self.Osprey_DropStatus = 0
self.Osprey_DropSoldierStatusDead = 0
else
return
end
end
local ene = self:GetEnemy()
if self.Osprey_DropStatus == 0 && IsValid(ene) && ((!self.VJ_IsBeingControlled) or (self.VJ_IsBeingControlled && self.VJ_TheController:KeyDown(IN_JUMP))) then
self.Osprey_DropStatus = 1
local vecRand = VectorRand()*600
vecRand.z = math.abs(vecRand.z) -- Make sure negative Zs are cancelled out
local tr = util.TraceHull({
start = self:GetPos() + self:OBBCenter(),
endpos = (self.VJ_IsBeingControlled and self:GetPos()) or (ene:GetPos() + ene:GetUp()*600 + vecRand),
filter = {self, self.Osprey_Gunners[1], self.Osprey_Gunners[2]},
mins = self:OBBMins(),
maxs = self:OBBMaxs()
})
self.Osprey_DropPos = tr.HitPos
self:SetState(VJ_STATE_ONLY_ANIMATION)
self.NoChaseAfterCertainRange = false
elseif self.Osprey_DropStatus == 1 then
self:AA_MoveTo(self.Osprey_DropPos, true, "Alert", {FaceDest=true, FaceDestTarget=false, IgnoreGround=true})
if self:GetPos():Distance(self.Osprey_DropPos) < 180 then
self.Osprey_DropStatus = 2
end
elseif self.Osprey_DropStatus == 2 then
-- Update the relation class tables for all the gunners in case it has changed!
if self.Osprey_Gunners[1] then
self.Osprey_Gunners[1].VJ_NPC_Class = self.VJ_NPC_Class
end
if self.Osprey_Gunners[2] then
self.Osprey_Gunners[2].VJ_NPC_Class = self.VJ_NPC_Class
end
self:AA_StopMoving()
self.Osprey_DropStatus = 3
self.Osprey_DropSoldierStatus = 0 -- Start at 0
self.Osprey_NextDropT = CurTime() + 30
for i = 1, 4 do
local att = self:GetAttachment((i % 2 == 0) && 2 or 1)
local startPos = att.Pos + att.Ang:Forward()*100 + self:GetForward()*((i >= 3) && -30 or 60)
local soldierClass = "npc_vj_hlr1_hgrunt"
local soldierClass_blkops = "npc_vj_hlrof_assassin_male"
if math.random(1, 20) == 1 then -- 5% for robot grunts to spawn
soldierClass = "npc_vj_hlr1_rgrunt"
soldierClass_blkops = "npc_vj_hlrof_assassin_rgrunt"
else
soldierClass = "npc_vj_hlr1_hgrunt"
soldierClass_blkops = "npc_vj_hlrof_assassin_male"
end
local soldier = ents.Create(self.Osprey_IsBlackOps and soldierClass_blkops or soldierClass)
soldier:SetPos(startPos)
soldier:SetAngles(att.Ang)
soldier:SetOwner(self)
soldier.HECU_DeployedByOsprey = true
soldier.HECU_Rappelling = true
soldier.VJ_NPC_Class = self.VJ_NPC_Class
soldier:Spawn()
soldier:SetLocalVelocity(Vector(0, 0, math.Rand(-196, -128)))
soldier:SetEnemy(ene)
-- Create the rope
local ropeStart = soldier:GetPos() + ropePos1
local tr = util.TraceLine({
start = ropeStart,
endpos = soldier:GetPos() + ropePos2,
filter = {self, soldier},
})
local rope = EffectData()
rope:SetStart(ropeStart)
rope:SetOrigin(tr.HitPos)
rope:SetEntity(soldier)
util.Effect("VJ_HLR_Rope", rope)
self.Osprey_DroppedSoldiers[i] = soldier
end
elseif self.Osprey_DropStatus == 3 && self.Osprey_DropSoldierStatus >= 4 then
-- Reset Osprey to normal
self.Osprey_DropStatus = 4
self:SetState()
self.NoChaseAfterCertainRange = true
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
local vec = Vector(0, 0, 0)
--
function ENT:CustomOnTakeDamage_BeforeImmuneChecks(dmginfo, hitgroup)
-- If hit in the engine area, then get damage by bullets
if dmginfo:IsBulletDamage() && (hitgroup == 2 or hitgroup == 3) then
dmginfo:ScaleDamage(0.05)
self.Immune_Bullet = false -- To counter the dmginfo:IsBulletDamage() function
else
self.Immune_Bullet = true
end
if dmginfo:GetDamagePosition() != vec then
local rico = EffectData()
rico:SetOrigin(dmginfo:GetDamagePosition())
rico:SetScale(4) -- Size
rico:SetMagnitude(math.random(1, 2)) -- Effect type | 1 = Animated | 2 = Basic
util.Effect("VJ_HLR_Rico", rico)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnTakeDamage_AfterDamage(dmginfo, hitgroup)
if self.Heli_SmokeStatus == 2 then return end
local maxHP = self:GetMaxHealth()
local hp = self:Health()
if hp <= (maxHP * 0.25) then
-- Only set left tail smoke if we haven't set it already
if self.Heli_SmokeStatus == 0 then
self:SetNW2Int("Heli_SmokeLevel", 1)
self.Heli_SmokeStatus = 1
end
-- If even lower, then make the right tail smoke too
if hp <= (maxHP * 0.15) then
self:SetNW2Int("Heli_SmokeLevel", 2)
self.Heli_SmokeStatus = 2
end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
local colorHeliExp = Color(255, 255, 192, 128)
local colorYellowOsprey = Color(255, 223, 137)
local sdGibCollide = {"vj_hlr/fx/metal1.wav", "vj_hlr/fx/metal2.wav", "vj_hlr/fx/metal3.wav", "vj_hlr/fx/metal4.wav", "vj_hlr/fx/metal5.wav"}
local heliExpGibs_Green = { -- For HECU
"models/vj_hlr/gibs/metalgib_p1_g.mdl",
"models/vj_hlr/gibs/metalgib_p2_g.mdl",
"models/vj_hlr/gibs/metalgib_p3_g.mdl",
"models/vj_hlr/gibs/metalgib_p4_g.mdl",
"models/vj_hlr/gibs/metalgib_p5_g.mdl",
"models/vj_hlr/gibs/metalgib_p6_g.mdl",
"models/vj_hlr/gibs/metalgib_p7_g.mdl",
"models/vj_hlr/gibs/metalgib_p8_g.mdl",
"models/vj_hlr/gibs/metalgib_p9_g.mdl",
"models/vj_hlr/gibs/metalgib_p10_g.mdl",
"models/vj_hlr/gibs/metalgib_p11_g.mdl",
"models/vj_hlr/gibs/rgib_screw.mdl",
"models/vj_hlr/gibs/rgib_screw.mdl"
}
local heliExpGibs_Gray = { -- For Black Ops
"models/vj_hlr/gibs/metalgib_p1.mdl",
"models/vj_hlr/gibs/metalgib_p2.mdl",
"models/vj_hlr/gibs/metalgib_p3.mdl",
"models/vj_hlr/gibs/metalgib_p4.mdl",
"models/vj_hlr/gibs/metalgib_p5.mdl",
"models/vj_hlr/gibs/metalgib_p6.mdl",
"models/vj_hlr/gibs/metalgib_p7.mdl",
"models/vj_hlr/gibs/metalgib_p8.mdl",
"models/vj_hlr/gibs/metalgib_p9.mdl",
"models/vj_hlr/gibs/metalgib_p10.mdl",
"models/vj_hlr/gibs/metalgib_p11.mdl",
"models/vj_hlr/gibs/rgib_screw.mdl",
"models/vj_hlr/gibs/rgib_screw.mdl"
}
local heliExpGibs_Main = {
"models/vj_hlr/gibs/osprey_bodygib1.mdl",
"models/vj_hlr/gibs/osprey_bodygib2.mdl",
"models/vj_hlr/gibs/osprey_bodygib3.mdl",
"models/vj_hlr/gibs/osprey_bodygib4.mdl",
"models/vj_hlr/gibs/osprey_bodygib5.mdl",
"models/vj_hlr/gibs/osprey_bodygib6.mdl",
"models/vj_hlr/gibs/osprey_bodygib7.mdl",
"models/vj_hlr/gibs/osprey_bodygib8.mdl",
"models/vj_hlr/gibs/osprey_bodygib9.mdl",
"models/vj_hlr/gibs/osprey_bodygib10.mdl",
"models/vj_hlr/gibs/osprey_bodygib11.mdl",
"models/vj_hlr/gibs/osprey_bodygib12.mdl",
"models/vj_hlr/gibs/osprey_bodygib13.mdl",
"models/vj_hlr/gibs/osprey_bodygib14.mdl",
"models/vj_hlr/gibs/osprey_bodygib15.mdl",
"models/vj_hlr/gibs/osprey_bodygib16.mdl",
"models/vj_hlr/gibs/osprey_bodygib17.mdl",
"models/vj_hlr/gibs/osprey_tailgib1.mdl",
"models/vj_hlr/gibs/osprey_tailgib4.mdl"
}
--
function ENT:CustomOnInitialKilled(dmginfo, hitgroup)
-- Spawn a animated model of the helicopter that explodes constantly and gets destroyed when it collides with something
-- Based on source code
local deathCorpse = ents.Create("prop_vj_animatable")
deathCorpse:SetModel("models/vj_hlr/hl1/osprey_dead.mdl")
deathCorpse:SetPos(self:GetPos() + Vector(0, 0, 100)) -- + vector fixes the positioning, because osprey_dead spawns a little below due to the way the model is.
deathCorpse:SetAngles(self:GetAngles())
deathCorpse:SetSkin(self:GetModel() == "models/vj_hlr/hl1/osprey_blkops.mdl" and 1 or 0)
function deathCorpse:Initialize()
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetMoveCollide(MOVECOLLIDE_FLY_BOUNCE)
self:SetCollisionGroup(COLLISION_GROUP_NONE)
self:SetSolid(SOLID_CUSTOM)
local phys = self:GetPhysicsObject()
if IsValid(phys) then
phys:Wake()
phys:EnableGravity(true)
phys:SetBuoyancyRatio(0)
phys:SetVelocity(self:GetVelocity())
end
end
deathCorpse.NextExpT = 0
deathCorpse:Spawn()
deathCorpse:Activate()
-- Explode as it goes down
function deathCorpse:Think()
self:ResetSequence("idle_ground")
if CurTime() > self.NextExpT then
self.NextExpT = CurTime() + 0.2
local expPos = self:GetPos() + Vector(math.Rand(-150, 150), math.Rand(-150, 150), math.Rand(-150, -50))
local spr = ents.Create("env_sprite")
spr:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt")
spr:SetKeyValue("GlowProxySize","2.0")
spr:SetKeyValue("HDRColorScale","1.0")
spr:SetKeyValue("renderfx","14")
spr:SetKeyValue("rendermode","5")
spr:SetKeyValue("renderamt","255")
spr:SetKeyValue("disablereceiveshadows","0")
spr:SetKeyValue("mindxlevel","0")
spr:SetKeyValue("maxdxlevel","0")
spr:SetKeyValue("framerate","15.0")
spr:SetKeyValue("spawnflags","0")
spr:SetKeyValue("scale","5")
spr:SetPos(expPos)
spr:Spawn()
spr:Fire("Kill", "", 0.9)
timer.Simple(0.9, function() if IsValid(spr) then spr:Remove() end end)
util.BlastDamage(self, self, expPos, 300, 100)
VJ_EmitSound(self, sdExplosions, 100, 100)
VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/explode"..math.random(3,5).."_dist.wav", 140, 100)
end
self:NextThink(CurTime())
return true
end
-- Get destroyed when it collides with something
function deathCorpse:PhysicsCollide(data, phys)
if self.Dead then return end
if data.HitEntity.IsVJBase_Gib then return end -- Do NOT explode if its an engine part
self.Dead = true
-- Create gibs
local isBlackOps = self:GetModel() == "models/vj_hlr/hl1/osprey_dead.mdl"
local gibTbl = isBlackOps and heliExpGibs_Gray or heliExpGibs_Green
for _ = 1, 30 do
local gib = ents.Create("obj_vj_gib")
gib:SetModel(VJ_PICK(gibTbl))
gib:SetPos(self:GetPos() + Vector(math.random(-100, 100), math.random(-100, 100), math.random(20, 150)))
gib:SetAngles(Angle(math.Rand(-180, 180), math.Rand(-180, 180), math.Rand(-180, 180)))
gib.Collide_Decal = ""
gib.CollideSound = sdGibCollide
gib:Spawn()
gib:Activate()
if !isBlackOps then gib:SetColor(colorYellowOsprey) end
local myPhys = gib:GetPhysicsObject()
if IsValid(myPhys) then
myPhys:AddVelocity(Vector(math.Rand(-300, 300), math.Rand(-300, 300), math.Rand(150, 250)))
myPhys:AddAngleVelocity(Vector(math.Rand(-200, 200), math.Rand(-200, 200), math.Rand(-200, 200)))
end
if GetConVar("vj_npc_fadegibs"):GetInt() == 1 then
timer.Simple(GetConVar("vj_npc_fadegibstime"):GetInt(), function() SafeRemoveEntity(gib) end)
end
end
local gibSkin = isBlackOps and 1 or 0
for _, v in ipairs(heliExpGibs_Main) do
local gib = ents.Create("obj_vj_gib")
gib:SetModel(v)
gib:SetPos(self:GetPos() + Vector(math.random(-100, 100), math.random(-100, 100), math.random(20, 150)))
gib:SetAngles(Angle(math.Rand(-180, 180), math.Rand(-180, 180), math.Rand(-180, 180)))
gib.Collide_Decal = ""
gib.CollideSound = sdGibCollide
gib:SetSkin(gibSkin)
gib:Spawn()
gib:Activate()
local myPhys = gib:GetPhysicsObject()
if IsValid(myPhys) then
myPhys:AddVelocity(Vector(math.Rand(-300, 300), math.Rand(-300, 300), math.Rand(150, 250)))
myPhys:AddAngleVelocity(Vector(math.Rand(-200, 200), math.Rand(-200, 200), math.Rand(-200, 200)))
end
if GetConVar("vj_npc_fadegibs"):GetInt() == 1 then
timer.Simple(GetConVar("vj_npc_fadegibstime"):GetInt(), function() SafeRemoveEntity(gib) end)
end
end
local expPos = self:GetPos() + Vector(0,0,math.Rand(150, 150))
local spr = ents.Create("env_sprite")
spr:SetKeyValue("model","vj_hl/sprites/fexplo1.vmt")
spr:SetKeyValue("GlowProxySize","2.0")
spr:SetKeyValue("HDRColorScale","1.0")
spr:SetKeyValue("renderfx","14")
spr:SetKeyValue("rendermode","5")
spr:SetKeyValue("renderamt","255")
spr:SetKeyValue("disablereceiveshadows","0")
spr:SetKeyValue("mindxlevel","0")
spr:SetKeyValue("maxdxlevel","0")
spr:SetKeyValue("framerate","15.0")
spr:SetKeyValue("spawnflags","0")
spr:SetKeyValue("scale","15")
spr:SetPos(expPos)
spr:Spawn()
spr:Fire("Kill", "", 1.19)
timer.Simple(1.19, function() if IsValid(spr) then spr:Remove() end end)
util.BlastDamage(self, self, expPos, 600, 200)
VJ_EmitSound(self, "vj_hlr/hl1_weapon/mortar/mortarhit.wav", 100, 100)
VJ_EmitSound(self, "vj_hlr/hl1_weapon/mortar/mortarhit_dist.wav", 140, 100)
-- flags 0 = No fade!
effects.BeamRingPoint(self:GetPos(), 0.4, 0, 1500, 32, 0, colorHeliExp, {material="vj_hl/sprites/shockwave", framerate=0, flags=0})
self:Remove()
end
end
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function ENT:CustomOnPriorToKilled(dmginfo, hitgroup)
local expPos = self:GetAttachment(self:LookupAttachment("engine_left")).Pos
local spr = ents.Create("env_sprite")
spr:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt")
spr:SetKeyValue("GlowProxySize","2.0")
spr:SetKeyValue("HDRColorScale","1.0")
spr:SetKeyValue("renderfx","14")
spr:SetKeyValue("rendermode","5")
spr:SetKeyValue("renderamt","255")
spr:SetKeyValue("disablereceiveshadows","0")
spr:SetKeyValue("mindxlevel","0")
spr:SetKeyValue("maxdxlevel","0")
spr:SetKeyValue("framerate","15.0")
spr:SetKeyValue("spawnflags","0")
spr:SetKeyValue("scale","5")
spr:SetPos(expPos)
spr:Spawn()
spr:Fire("Kill", "", 0.9)
timer.Simple(0.9, function() if IsValid(spr) then spr:Remove() end end)
util.BlastDamage(self, self, expPos, 300, 100)
VJ_EmitSound(self, sdExplosions, 100, 100)
expPos = self:GetAttachment(self:LookupAttachment("engine_right")).Pos
local spr2 = ents.Create("env_sprite")
spr2:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt")
spr2:SetKeyValue("GlowProxySize","2.0")
spr2:SetKeyValue("HDRColorScale","1.0")
spr2:SetKeyValue("renderfx","14")
spr2:SetKeyValue("rendermode","5")
spr2:SetKeyValue("renderamt","255")
spr2:SetKeyValue("disablereceiveshadows","0")
spr2:SetKeyValue("mindxlevel","0")
spr2:SetKeyValue("maxdxlevel","0")
spr2:SetKeyValue("framerate","15.0")
spr2:SetKeyValue("spawnflags","0")
spr2:SetKeyValue("scale","5")
spr2:SetPos(expPos)
spr2:Spawn()
spr2:Fire("Kill", "", 0.9)
timer.Simple(0.9, function() if IsValid(spr2) then spr2:Remove() end end)
util.BlastDamage(self, self, expPos, 300, 100)
VJ_EmitSound(self, sdExplosions, 100, 100)
-- Engine gibs (Right side)
-- FIXME: this needs to be implemented better, right now this is a basic idea, often causes osprey to just explode midair, but the shit looks beautiful when everything goes right.
local pos = self:GetAttachment(self:LookupAttachment("engine_right")).Pos
local gibSkin = self:GetModel() == "models/vj_hlr/hl1/osprey_blkops.mdl" and 1 or 0
self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/osprey_enginegib1.mdl", {BloodDecal="",Pos=pos + Vector(90,0,-100),CollideSound=sdGibCollide}, function(gib) gib:SetSkin(gibSkin) end)
self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/osprey_enginegib2.mdl", {BloodDecal="",Pos=pos + Vector(90,0,0),CollideSound=sdGibCollide}, function(gib) gib:SetSkin(gibSkin) end)
self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/osprey_enginegib3.mdl", {BloodDecal="",Pos=pos + Vector(95,0,90),CollideSound=sdGibCollide}, function(gib) gib:SetSkin(gibSkin) end)
self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/osprey_enginegib9.mdl", {BloodDecal="",Pos=pos + Vector(95,0,93),CollideSound=sdGibCollide}, function(gib) gib:SetSkin(gibSkin) end)
self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/osprey_enginegib10.mdl", {BloodDecal="",Pos=pos + Vector(95,0,95),CollideSound=sdGibCollide}, function(gib) gib:SetSkin(gibSkin) end)
self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/osprey_enginegib11.mdl", {BloodDecal="",Pos=pos + Vector(95,0,96),CollideSound=sdGibCollide}, function(gib) gib:SetSkin(gibSkin) end)
-- Make the gunners gib into pieces!
-- Also unparent them because Source engine spawns them at a random location...
local gunner1 = self.Osprey_Gunners[1]
local gunner2 = self.Osprey_Gunners[2]
if IsValid(gunner1) then
gunner1:SetParent(NULL)
gunner1:SetPos(self:GetAttachment(self:LookupAttachment("gunner_left")).Pos)
local doDmg = DamageInfo()
doDmg:SetDamage(gunner1:Health())
doDmg:SetDamageType(DMG_BLAST)
gunner1:TakeDamageInfo(doDmg)
end
if IsValid(gunner2) then
gunner2:SetParent(NULL)
gunner2:SetPos(self:GetAttachment(self:LookupAttachment("gunner_right")).Pos)
local doDmg = DamageInfo()
doDmg:SetDamage(gunner2:Health())
doDmg:SetDamageType(DMG_BLAST)
gunner2:TakeDamageInfo(doDmg)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnRemove()
VJ_STOPSOUND(self.HeliSD_Rotor)
VJ_STOPSOUND(self.HeliSD_Whine)
VJ_STOPSOUND(self.HeliSD_Distant)
-- Remove soldiers if Osprey was removed (Not killed)
if !self.Dead then
for _, v in ipairs(self.Osprey_DroppedSoldiers) do
if IsValid(v) then
v:Remove()
end
end
end
end