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wnsrc/lua/entities/npc_vj_hlr1a_hgrunt_serg/init.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

58 lines
3.1 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/hassault.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK2, ACT_MELEE_ATTACK_SWING} -- Melee Attack Animations
ENT.HasGrenadeAttack = false -- Should the SNPC have a grenade attack?
ENT.VJC_Data = {
ThirdP_Offset = Vector(0, 0, -15), -- The offset for the controller when the camera is in third person
FirstP_Bone = "unnamed_bone_020", -- If left empty, the base will attempt to calculate a position for first person
FirstP_Offset = Vector(3, 0, 5), -- The offset for the controller when the camera is in first person
}
ENT.GeneralSoundPitch1 = 90
ENT.GeneralSoundPitch2 = 100
ENT.Serg_Type = 1
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:HECU_CustomOnInitialize()
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/hassault/hw_alert.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"}
-- Melee version
if self.Serg_Type == 2 then
self:SetBodygroup(1, 1)
self.AnimTbl_IdleStand = {ACT_CROUCH}
self.AnimTbl_Walk = {ACT_RUN}
self.AnimTbl_Run = {ACT_RUN_PROTECTED}
self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK2}
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup)
if dmginfo:GetDamage() > 30 then
self.FlinchChance = 8
self.AnimTbl_Flinch = {ACT_BIG_FLINCH}
else
self.FlinchChance = 16
self.AnimTbl_Flinch = {ACT_SMALL_FLINCH}
end
end