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https://github.com/lifestorm/wnsrc.git
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326 lines
16 KiB
Lua
326 lines
16 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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AddCSLuaFile("shared.lua")
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include('shared.lua')
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/*-----------------------------------------------
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*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
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No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
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without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
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-----------------------------------------------*/
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-- ENT.Model = {"models/vj_combine/floor_turret.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
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ENT.Model = {"models/combine_turrets/floor_turret.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
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ENT.StartHealth = 200
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ENT.HullType = HULL_HUMAN
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ENT.SightDistance = 2000 -- How far it can see
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ENT.SightAngle = 75 -- The sight angle | Example: 180 would make the it see all around it | Measured in degrees and then converted to radians
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ENT.MovementType = VJ_MOVETYPE_STATIONARY -- How does the SNPC move?
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ENT.CanTurnWhileStationary = false -- If set to true, the SNPC will be able to turn while it's a stationary SNPC
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ENT.VJC_Data = {
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FirstP_Bone = "barrel", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(0, 6, 6), -- The offset for the controller when the camera is in first person
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FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view
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}
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"CLASS_COMBINE"} -- NPCs with the same class with be allied to each other
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ENT.AlertedToIdleTime = VJ_Set(5, 5) -- How much time until it calms down after the enemy has been killed/disappeared | Sets self.Alerted to false after the timer expires
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ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack?
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ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
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ENT.DisableDefaultRangeAttackCode = true -- When true, it won't spawn the range attack entity, allowing you to make your own
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ENT.DisableRangeAttackAnimation = true -- if true, it will disable the animation code
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ENT.RangeDistance = 2000 -- This is how far away it can shoot
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ENT.RangeToMeleeDistance = 1 -- How close does it have to be until it uses melee?
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ENT.RangeAttackAngleRadius = 75 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
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ENT.TimeUntilRangeAttackProjectileRelease = 0.06 -- How much time until the projectile code is ran?
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ENT.NextRangeAttackTime = 0 -- How much time until it can use a range attack?
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ENT.NextAnyAttackTime_Range = 0.01 -- How much time until it can use any attack again? | Counted in Seconds
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ENT.Medic_CanBeHealed = false -- If set to false, this SNPC can't be healed!
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-- ====== Sound File Paths ====== --
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-- Leave blank if you don't want any sounds to play
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ENT.SoundTbl_Impact = {"ambient/energy/spark1.wav","ambient/energy/spark2.wav","ambient/energy/spark3.wav","ambient/energy/spark4.wav"}
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ENT.SoundTbl_Death = {"npc/turret_floor/die.wav"}
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local sdFiring = {"^npc/turret_floor/shoot1.wav","^npc/turret_floor/shoot2.wav","^npc/turret_floor/shoot3.wav"}
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-- Custom
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ENT.Turret_HasLOS = false -- Has line of sight
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ENT.Turret_StandDown = true
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ENT.Turret_CurrentParameter = 0
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ENT.Turret_ScanDirSide = 0
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ENT.Turret_ScanDirUp = 0
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ENT.Turret_NextScanBeepT = 0
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ENT.Turret_ControllerStatus = 0 -- Current status of the controller, 0 = Idle | 1 = Alerted
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-- Pose Parameters:
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-- aim_yaw -60 / 60
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-- aim_pitch -15 / 15
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(13, 13, 63), Vector(-13, -13, 0))
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self:VJTags_Add(VJ_TAG_TURRET)
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self.Turret_Sprite = ents.Create("env_sprite")
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self.Turret_Sprite:SetKeyValue("model","vj_base/sprites/vj_glow1.vmt")
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self.Turret_Sprite:SetKeyValue("scale","0.1")
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self.Turret_Sprite:SetKeyValue("rendermode","5")
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self.Turret_Sprite:SetKeyValue("rendercolor","255 0 0")
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self.Turret_Sprite:SetKeyValue("spawnflags","1") -- If animated
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self.Turret_Sprite:SetParent(self)
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self.Turret_Sprite:Fire("SetParentAttachment", "light")
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self.Turret_Sprite:Spawn()
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self.Turret_Sprite:Activate()
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self.Turret_Sprite:Fire("HideSprite")
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self:DeleteOnRemove(self.Turret_Sprite)
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-- For resistance turrets
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if self:GetModel() == "models/vj_hlr/hl2/floor_turret.mdl" then
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self:SetSkin(math.random(1, 3))
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Controller_Initialize(ply, controlEnt)
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self.Turret_ControllerStatus = 0
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self.HasPoseParameterLooking = false -- Initially, we are going to start as idle, we do NOT want the turret turning!
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self.NextAlertSoundT = CurTime() + 1 -- So it doesn't play the alert sound as soon as it enters the NPC!
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function controlEnt:CustomOnKeyPressed(key)
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if key == KEY_SPACE then
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if self.VJCE_NPC.Turret_ControllerStatus == 0 then
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self.VJCE_NPC.Turret_ControllerStatus = 1
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self.VJCE_NPC.HasPoseParameterLooking = true
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self.VJCE_NPC:PlaySoundSystem("Alert")
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self.VJCE_NPC:Turret_Activate()
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else
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self.VJCE_NPC.Turret_ControllerStatus = 0
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self.VJCE_NPC.HasPoseParameterLooking = false
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end
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end
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end
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function controlEnt:CustomOnStopControlling()
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if IsValid(self.VJCE_NPC) then
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self.VJCE_NPC.HasPoseParameterLooking = true
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end
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Controller_IntMsg(ply, controlEnt)
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ply:ChatPrint("SPACE: Activate / Deactivate")
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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-- Turning sound
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local parameter = self:GetPoseParameter("aim_yaw")
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if parameter != self.Turret_CurrentParameter then
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self.turret_turningsd = CreateSound(self, "npc/turret_wall/turret_loop1.wav")
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self.turret_turningsd:SetSoundLevel(60)
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self.turret_turningsd:PlayEx(1, 100)
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else
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VJ_STOPSOUND(self.turret_turningsd)
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end
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self.Turret_CurrentParameter = parameter
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink_AIEnabled()
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local eneValid = IsValid(self:GetEnemy())
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-- Make it not reset its pose parameters while its transitioning from Alert to Idle
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if self.Alerted && !eneValid then
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self.PoseParameterLooking_CanReset = false
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else
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self.PoseParameterLooking_CanReset = true
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end
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if (self.Turret_ControllerStatus == 1) or (!self.VJ_IsBeingControlled && (eneValid or self.Alerted == true)) then
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self.Turret_StandDown = false
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self.AnimTbl_IdleStand = {"idlealert"}
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-- Handle the light sprite
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if self.Turret_HasLOS == true && eneValid then
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self.Turret_Sprite:Fire("Color","255 0 0") -- Red
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self.Turret_Sprite:Fire("ShowSprite")
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elseif self.HasPoseParameterLooking == true then -- So when the alert animation is playing, it won't replace the activating light (green)
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self.Turret_Sprite:Fire("Color","255 165 0") -- Orange
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self.Turret_Sprite:Fire("ShowSprite")
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end
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local scan = false
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local pyaw = self:GetPoseParameter("aim_yaw")
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-- Make it scan around if the enemy is behind, which is unreachable for it!
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if eneValid && self.Turret_HasLOS == false && (self.EnemyData.SightDiff <= math.cos(math.rad(self.RangeAttackAngleRadius))) then
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scan = true
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self.HasPoseParameterLooking = false
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else
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self.HasPoseParameterLooking = true
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end
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-- Look around randomly when the enemy is not found
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if !eneValid or scan == true then
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-- Playing a beeping noise
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if self.Turret_NextScanBeepT < CurTime() then
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VJ_EmitSound(self, "npc/turret_floor/ping.wav", 75, 100)
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self.Turret_NextScanBeepT = CurTime() + 1
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end
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-- LEFT TO RIGHT
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-- Change the rotation direction when the max number is reached for a direction
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if pyaw >= 60 then
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self.Turret_ScanDirSide = 1
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elseif pyaw <= -60 then
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self.Turret_ScanDirSide = 0
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end
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self:SetPoseParameter("aim_yaw", pyaw + (self.Turret_ScanDirSide == 1 and -8 or 8))
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-- UP AND DOWN
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-- Change the rotation direction when the max number is reached for a direction
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if self:GetPoseParameter("aim_pitch") >= 15 then
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self.Turret_ScanDirUp = 1
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elseif self:GetPoseParameter("aim_pitch") <= -15 then
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self.Turret_ScanDirUp = 0
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end
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self:SetPoseParameter("aim_pitch", self:GetPoseParameter("aim_pitch") + (self.Turret_ScanDirUp == 1 and -3 or 3))
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end
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else
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-- Play the retracting sequence and sound
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if ((self.Turret_ControllerStatus == 0) or (!self.VJ_IsBeingControlled && self.Alerted == false)) && self.Turret_StandDown == false then
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if self.VJ_IsBeingControlled then
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self.Turret_Sprite:Fire("HideSprite")
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else
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self.Turret_Sprite:Fire("Color","0 150 0") -- Green
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self.Turret_Sprite:Fire("ShowSprite")
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end
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self.Turret_StandDown = true
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self:VJ_ACT_PLAYACTIVITY({"retire"}, true, 1)
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VJ_EmitSound(self, "npc/turret_floor/retract.wav", 70, 100)
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end
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if self.Turret_StandDown == true then
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if self:GetPoseParameter("aim_yaw") == 0 then -- Hide the green light once it fully rests
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self.Turret_Sprite:Fire("HideSprite")
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end
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self.AnimTbl_IdleStand = {ACT_IDLE}
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end
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOn_PoseParameterLookingCode(pitch, yaw, roll)
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-- Compare the difference between the current position of the pose parameter and the position it's suppose to go to
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if (math.abs(math.AngleDifference(self:GetPoseParameter("aim_yaw"), math.ApproachAngle(self:GetPoseParameter("aim_yaw"), yaw, self.PoseParameterLooking_TurningSpeed))) >= 10) or (math.abs(math.AngleDifference(self:GetPoseParameter("aim_pitch"), math.ApproachAngle(self:GetPoseParameter("aim_pitch"), pitch, self.PoseParameterLooking_TurningSpeed))) >= 10) then
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self.Turret_HasLOS = false
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else
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-- If it just got LOS, then play the gun "activate" sound
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if self.Turret_HasLOS == false && IsValid(self:GetEnemy()) then
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VJ_EmitSound(self, "npc/turret_floor/active.wav", 70, 100)
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end
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self.Turret_HasLOS = true
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnAlert(ent)
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if self.VJ_IsBeingControlled then return end
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self:Turret_Activate()
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Turret_Activate()
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self.Turret_Sprite:Fire("Color","0 150 0") -- Green
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self.Turret_Sprite:Fire("ShowSprite")
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self.HasPoseParameterLooking = false -- Make it not aim at the enemy right away!
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timer.Simple(0.6, function()
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if IsValid(self) then
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self.HasPoseParameterLooking = true
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end
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end)
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//self.NextResetEnemyT = CurTime() + 1 -- Make sure it doesn't reset the enemy right away
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self:VJ_ACT_PLAYACTIVITY({"deploy"}, true, false)
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VJ_EmitSound(self, "npc/turret_floor/deploy.wav", 70, 100)
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self.turret_alertsd = VJ_CreateSound(self, "npc/turret_floor/alarm.wav", 75, 100)
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timer.Simple(0.8, function() VJ_STOPSOUND(self.turret_alertsd) end)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomAttackCheck_RangeAttack()
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-- Only fire if we have LOS and not in stand down mode!
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return self.Turret_HasLOS && !self.Turret_StandDown
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomRangeAttackCode()
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self:VJ_ACT_PLAYACTIVITY("vjseq_fire", false)
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-- Bullet
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local startpos = self:GetAttachment(self:LookupAttachment("eyes")).Pos
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local bullet = {}
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bullet.Num = 1
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bullet.Src = startpos
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bullet.Dir = (self:GetEnemy():GetPos()+self:GetEnemy():OBBCenter()) - startpos
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bullet.Spread = Vector(math.random(-15, 15), math.random(-15, 15), math.random(-15, 15))
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bullet.Tracer = 1
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bullet.TracerName = "AR2Tracer"
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bullet.Force = 5
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bullet.Damage = 3
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bullet.AmmoType = "AR2"
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self:FireBullets(bullet)
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VJ_EmitSound(self, sdFiring, 90, self:VJ_DecideSoundPitch(100, 110))
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-- Effects & Light
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//ParticleEffect("vj_rifle_full_blue", startpos, self:GetAngles(), self)
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local FireLight1 = ents.Create("light_dynamic")
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FireLight1:SetKeyValue("brightness", "4")
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FireLight1:SetKeyValue("distance", "120")
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FireLight1:SetPos(startpos)
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FireLight1:SetLocalAngles(self:GetAngles())
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FireLight1:Fire("Color", "0 31 225")
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FireLight1:SetParent(self)
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FireLight1:Spawn()
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FireLight1:Activate()
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FireLight1:Fire("TurnOn", "", 0)
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FireLight1:Fire("Kill", "", 0.07)
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self:DeleteOnRemove(FireLight1)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local defAng = Angle(0, 0, 0)
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--
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function ENT:CustomOnKilled(dmginfo, hitgroup)
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local startPos = self:GetPos() + self:OBBCenter()
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ParticleEffect("explosion_turret_break_fire", startPos, defAng, NULL)
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ParticleEffect("explosion_turret_break_flash", startPos, defAng, NULL)
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ParticleEffect("explosion_turret_break_pre_smoke Version #2", startPos, defAng, NULL)
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ParticleEffect("explosion_turret_break_sparks", startPos, defAng, NULL)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local sdGibCollide = {"physics/metal/metal_box_impact_hard1.wav", "physics/metal/metal_box_impact_hard2.wav", "physics/metal/metal_box_impact_hard3.wav"}
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--
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function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
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self.HasDeathSounds = false
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hl2/Floor_turret_gib1.mdl", {BloodType="",Pos=self:LocalToWorld(Vector(0,0,40)), CollideSound=sdGibCollide})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hl2/Floor_turret_gib2.mdl", {BloodType="",Pos=self:LocalToWorld(Vector(0,0,20)), CollideSound=sdGibCollide})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hl2/Floor_turret_gib3.mdl", {BloodType="",Pos=self:LocalToWorld(Vector(0,0,30)), CollideSound=sdGibCollide})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hl2/Floor_turret_gib4.mdl", {BloodType="",Pos=self:LocalToWorld(Vector(0,0,35)), CollideSound=sdGibCollide})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hl2/Floor_turret_gib5.mdl", {BloodType="",Pos=self:LocalToWorld(Vector(0,0,37)), CollideSound=sdGibCollide})
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return true -- Return to true if it gibbed!
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup)
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VJ_EmitSound(self, "vj_hlr/hl2_npc/turret/detonate.wav", 90, 100)
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return false
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
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-- Exagerate the damage force to make the turret fall!
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local phys = corpseEnt:GetPhysicsObject()
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if IsValid(phys) then
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local velLength = phys:GetVelocity():Length()
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phys:SetVelocity(corpseEnt:GetVelocity() * ((velLength < 10 and 25) or ((velLength < 30 and 10) or ((velLength < 100 and 3) or 1))))
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-- Below 10: x25 | Below 30: x10 | Below 100: x3 | Above 300: No change!
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end
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ParticleEffectAttach("smoke_exhaust_01a", PATTACH_POINT_FOLLOW, corpseEnt, 2)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnRemove()
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VJ_STOPSOUND(self.turret_turningsd)
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VJ_STOPSOUND(self.turret_alertsd)
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end |