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wnsrc/lua/entities/npc_vj_hlr1_xen_tree/init.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

133 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/tree.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.SightDistance = 200 -- How far it can see
ENT.SightAngle = 60 -- The sight angle | Example: 180 would make the it see all around it | Measured in degrees and then converted to radians
ENT.StartHealth = 200
ENT.MovementType = VJ_MOVETYPE_STATIONARY -- How does the SNPC move?
ENT.CanTurnWhileStationary = false -- If set to true, the SNPC will be able to turn while it's a stationary SNPC
ENT.HullType = HULL_LARGE
ENT.VJC_Data = {
ThirdP_Offset = Vector(40, 0, -100), -- The offset for the controller when the camera is in third person
FirstP_Bone = "", -- If left empty, the base will attempt to calculate a position for first person
FirstP_Offset = Vector(15, 0, 15), -- 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.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 = 30
ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
ENT.MeleeAttackDistance = 70 -- How close does it have to be until it attacks?
ENT.MeleeAttackAngleRadius = 60 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
ENT.MeleeAttackDamageDistance = 140 -- How far does the damage go?
ENT.MeleeAttackDamageAngleRadius = 60 -- What is the damage angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
ENT.GibOnDeathDamagesTable = {"All"} -- Damages that it gibs from | "UseDefault" = Uses default damage types | "All" = Gib from any damage
-- ====== Sound File Paths ====== --
-- Leave blank if you don't want any sounds to play
ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/zombie/claw_strike1.wav","vj_hlr/hl1_npc/zombie/claw_strike2.wav","vj_hlr/hl1_npc/zombie/claw_strike3.wav"}
ENT.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"}
ENT.GeneralSoundPitch1 = 100
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
self:SetCollisionBounds(Vector(25, 25, 190), Vector(-25, -25, 0))
self:AddFlags(FL_NOTARGET)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnAcceptInput(key, activator, caller, data)
//print(key)
if key == "melee" then
self:MeleeAttackCode()
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomAttackCheck_MeleeAttack()
local ene = self:GetEnemy()
return (!ene.VJ_IsHugeMonster && ((ene:GetVelocity():Length() > 2 && ene:IsOnGround()) or (ene:IsNPC() && ene:IsMoving()))) or self.VJ_IsBeingControlled
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnMeleeAttack_AfterChecks(hitEnt)
-- Increase its health when it deals damage (Up to 6x its max health)
-- If the enemy is less health than its melee attack, then use the enemy's health as the addition
self:SetHealth(math.Clamp(self:Health() + ((self.MeleeAttackDamage > hitEnt:Health() and hitEnt:Health()) or self.MeleeAttackDamage), self:Health(), self:GetMaxHealth()*6))
end
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function ENT:CustomOnTakeDamage_BeforeImmuneChecks(dmginfo, hitgroup)
if self.vACT_StopAttacks == false then
self:VJ_ACT_PLAYACTIVITY(ACT_MELEE_ATTACK1, true, false)
end
if !dmginfo:IsDamageType(DMG_BLAST) then
dmginfo:SetDamage(0)
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/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,85))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,85))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,50))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,55))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,45))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,25))})
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))})
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