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wnsrc/lua/entities/npc_vj_hlr1a_hgrunt/init.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

55 lines
3.0 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/hla/hgrunt.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.VJC_Data = {
ThirdP_Offset = Vector(0, 0, -15), -- The offset for the controller when the camera is in third person
FirstP_Bone = "unnamed022", -- If left empty, the base will attempt to calculate a position for first person
FirstP_Offset = Vector(2, 0, 5), -- The offset for the controller when the camera is in first person
}
ENT.HasGrenadeAttack = false
ENT.WeaponAttackSecondaryTimeUntilFire = 1.2
ENT.MoveRandomlyWhenShooting = true -- Should it move randomly when shooting?
ENT.CombatFaceEnemy = true -- If enemy is exists and is visible
-- Custom
ENT.AHGR_NextStrafeT = 0
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:HECU_CustomOnInitialize()
local randSkin = math.random(0, 3)
if randSkin == 1 then
self:SetSkin(1)
elseif randSkin == 2 then
self:SetSkin(2)
elseif randSkin == 3 then
self:SetBodygroup(0, 1)
end
self.SoundTbl_Idle = {"vj_hlr/hla_npc/hgrunt/gr_idle1.wav","vj_hlr/hla_npc/hgrunt/gr_idle2.wav","vj_hlr/hla_npc/hgrunt/gr_idle3.wav","vj_hlr/hla_npc/hgrunt/gr_radio1.wav","vj_hlr/hla_npc/hgrunt/gr_radio2.wav","vj_hlr/hla_npc/hgrunt/gr_radio3.wav","vj_hlr/hla_npc/hgrunt/gr_radio4.wav","vj_hlr/hla_npc/hgrunt/gr_radio5.wav","vj_hlr/hla_npc/hgrunt/gr_radio6.wav"}
self.SoundTbl_CombatIdle = {"vj_hlr/hla_npc/hgrunt/gr_radio1.wav","vj_hlr/hla_npc/hgrunt/gr_radio2.wav","vj_hlr/hla_npc/hgrunt/gr_radio3.wav","vj_hlr/hla_npc/hgrunt/gr_radio4.wav","vj_hlr/hla_npc/hgrunt/gr_radio5.wav","vj_hlr/hla_npc/hgrunt/gr_radio6.wav"}
self.SoundTbl_Alert = {"vj_hlr/hla_npc/hgrunt/gr_alert1.wav"}
self.SoundTbl_CallForHelp = {"vj_hlr/hla_npc/hgrunt/gr_squadform.wav"}
self.SoundTbl_WeaponReload = {"vj_hlr/hla_npc/hgrunt/gr_cover2.wav"}
self.SoundTbl_GrenadeAttack = {"vj_hlr/hla_npc/hgrunt/gr_loadtalk.wav"}
self.AHGR_NextStrafeT = CurTime() + 4
end
---------------------------------------------------------------------------------------------------------------------------------------------
local strafeAnims = {ACT_STRAFE_RIGHT, ACT_STRAFE_LEFT}
--
function ENT:CustomOnMoveRandomlyWhenShooting()
self:VJ_ACT_PLAYACTIVITY(strafeAnims, true, false, false)
return false
end