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wnsrc/lua/entities/npc_vj_hlr1a_securityguard/init.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

47 lines
2.4 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/barney.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(10, 0, -20), -- The offset for the controller when the camera is in third person
FirstP_Bone = "unnamed038", -- If left empty, the base will attempt to calculate a position for first person
FirstP_Offset = Vector(1, 0, 5), -- The offset for the controller when the camera is in first person
}
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Security_CustomOnInitialize()
self.SoundTbl_IdleDialogueAnswer = {"vj_hlr/hla_npc/barney/ba_pain1.wav"}
self.SoundTbl_Alert = {"vj_hlr/hla_npc/barney/ba_attack1.wav"}
self.SoundTbl_BecomeEnemyToPlayer = {"vj_hlr/hla_npc/barney/ba_attack1.wav"}
self.SoundTbl_Pain = {"vj_hlr/hla_npc/barney/ba_pain1.wav"}
self.SoundTbl_Death = {"vj_hlr/hla_npc/barney/ba_die1.wav","vj_hlr/hla_npc/barney/ba_die2.wav","vj_hlr/hla_npc/barney/ba_die3.wav"}
self.AnimTbl_Death = {ACT_DIEBACKWARD,ACT_DIEFORWARD,ACT_DIEVIOLENT,"diecrump",ACT_DIESIMPLE} -- Death Animations
self:Give("weapon_vj_hlr1_glock17")
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Security_UnHolsterGun()
self:StopMoving()
self:SetWeaponState()
if math.random(1,2) == 1 then
self:VJ_ACT_PLAYACTIVITY(ACT_ARM, true, false, true)
timer.Simple(0.3,function() if IsValid(self) then self:SetBodygroup(1,1) end end)
else
self:VJ_ACT_PLAYACTIVITY("drawslow", true, false, true)
timer.Simple(0.85,function() if IsValid(self) then self:SetBodygroup(1,1) end end)
end
end