mirror of
https://github.com/lifestorm/wnsrc.git
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329 lines
15 KiB
Lua
329 lines
15 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_hlr/hl1/islave.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 = 60
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ENT.HullType = HULL_HUMAN
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"CLASS_XEN"} -- NPCs with the same class with be allied to each other
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ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.)
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ENT.CustomBlood_Particle = {"vj_hlr_blood_yellow"}
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ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged
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ENT.HasBloodPool = false -- Does it have a blood pool?
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ENT.MeleeAttackDamage = 20
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ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
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ENT.MeleeAttackDistance = 40 -- How close does it have to be until it attacks?
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ENT.MeleeAttackDamageDistance = 70 -- How far does the damage go?
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ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
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ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations
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ENT.RangeDistance = 1020 -- This is how far away it can shoot
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ENT.RangeToMeleeDistance = 100 -- How close does it have to be until it uses melee?
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ENT.TimeUntilRangeAttackProjectileRelease = false -- How much time until the projectile code is ran?
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ENT.NextRangeAttackTime = 3 -- How much time until it can use 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.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it's between number x and y?
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ENT.NoChaseAfterCertainRange_FarDistance = "UseRangeDistance" -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.NoChaseAfterCertainRange_CloseDistance = "UseRangeDistance" -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.NoChaseAfterCertainRange_Type = "OnlyRange" -- "Regular" = Default behavior | "OnlyRange" = Only does it if it's able to range attack
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ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
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ENT.AnimTbl_Death = {ACT_DIEBACKWARD,ACT_DIEFORWARD,ACT_DIESIMPLE} -- Death Animations
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ENT.DeathAnimationTime = false -- Time until the SNPC spawns its corpse and gets removed
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ENT.DisableFootStepSoundTimer = true -- If set to true, it will disable the time system for the footstep sound code, allowing you to use other ways like model events
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ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds
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-- ====== Flinching Code ====== --
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ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages
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ENT.AnimTbl_Flinch = {ACT_SMALL_FLINCH} -- If it uses normal based animation, use this
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ENT.HitGroupFlinching_Values = {{HitGroup = {HITGROUP_LEFTARM}, Animation = {ACT_FLINCH_LEFTARM}},{HitGroup = {HITGROUP_RIGHTARM}, Animation = {ACT_FLINCH_RIGHTARM}},{HitGroup = {HITGROUP_LEFTLEG}, Animation = {ACT_FLINCH_LEFTLEG}},{HitGroup = {HITGROUP_RIGHTLEG}, Animation = {ACT_FLINCH_RIGHTLEG}}}
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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_FootStep = {}
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ENT.SoundTbl_Breath = {}
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ENT.SoundTbl_Idle = {}
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ENT.SoundTbl_IdleDialogue = {
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"vo/eli_lab/vort_elab_use01.wav",
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"vo/eli_lab/vort_elab_use02.wav",
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"vo/eli_lab/vort_elab_use03.wav",
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"vo/eli_lab/vort_elab_use04.wav",
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"vo/eli_lab/vort_elab_use05.wav",
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}
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ENT.SoundTbl_IdleDialogueAnswer = {}
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ENT.SoundTbl_CombatIdle = {}
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ENT.SoundTbl_OnReceiveOrder = {}
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ENT.SoundTbl_FollowPlayer = {
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"vo/coast/vgossip_02.wav",
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}
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ENT.SoundTbl_UnFollowPlayer = {}
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ENT.SoundTbl_MoveOutOfPlayersWay = {}
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ENT.SoundTbl_MedicBeforeHeal = {}
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ENT.SoundTbl_MedicAfterHeal = {}
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ENT.SoundTbl_MedicReceiveHeal = {}
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ENT.SoundTbl_OnPlayerSight = {
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"vo/canals/vort_reckoning.wav",
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"vo/coast/bugbait/vbaittrain01a.wav",
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}
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ENT.SoundTbl_Investigate = {}
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ENT.SoundTbl_LostEnemy = {}
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ENT.SoundTbl_Alert = {}
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ENT.SoundTbl_CallForHelp = {}
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ENT.SoundTbl_BecomeEnemyToPlayer = {}
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ENT.SoundTbl_BeforeMeleeAttack = {}
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ENT.SoundTbl_MeleeAttack = {}
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ENT.SoundTbl_MeleeAttackExtra = {}
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ENT.SoundTbl_MeleeAttackMiss = {}
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ENT.SoundTbl_BeforeRangeAttack = {}
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ENT.SoundTbl_RangeAttack = {}
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ENT.SoundTbl_BeforeLeapAttack = {}
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ENT.SoundTbl_OnKilledEnemy = {}
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ENT.SoundTbl_AllyDeath = {}
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ENT.SoundTbl_Pain = {}
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ENT.SoundTbl_Impact = {}
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ENT.SoundTbl_DamageByPlayer = {}
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ENT.SoundTbl_Death = {}
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ENT.FootStepSoundLevel = 60
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ENT.GeneralSoundPitch1 = 100
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ENT.RangeAttackPitch = VJ_Set(130, 160)
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--[[ UNUSED
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-- Complementing the player
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vo/coast/bugbait/vbaittrain_fine.wav
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vo/coast/bugbait/vbaittrain_gotit.wav
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vo/coast/bugbait/vbaittrain_great.wav
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]]--
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-- CustomBlood_Decal
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ENT.Vort_RunAway = false
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(20,20,65), Vector(-20,-20,0))
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnAcceptInput(key, activator, caller, data)
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//print(key)
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if key == "event_emit step" or key == "step" then
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self:FootStepSoundCode()
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end
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if key == "right" or key == "left" then
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self:MeleeAttackCode()
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end
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if key == "shoot" then
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self:RangeAttackCode()
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Vort_DoElecEffect(sp,hp,a,t)
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local elec = EffectData()
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elec:SetStart(sp)
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elec:SetOrigin(hp)
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elec:SetEntity(self)
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elec:SetAttachment(a)
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elec:SetScale(t)
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util.Effect("VJ_HLR_Electric_Charge",elec)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnRangeAttack_AfterStartTimer()
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-- Tsakh --------------------------
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local randt = math.Rand(0,0.6)
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timer.Simple(randt,function()
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if IsValid(self) then
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local tr = util.TraceLine({
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start = self:GetPos() + self:GetUp()*45 + self:GetRight()*20,
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endpos = self:GetPos() + self:GetRight()*math.Rand(150,500) + self:GetUp()*-200,
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filter = self
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})
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if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, 1, randt) end
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end
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end)
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local randt = math.Rand(0,0.6)
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timer.Simple(randt,function()
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if IsValid(self) then
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local tr = util.TraceLine({
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start = self:GetPos() + self:GetUp()*45 + self:GetRight()*20,
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endpos = self:GetPos() + self:GetRight()*math.Rand(150,500) + self:GetUp()*-200 + self:GetForward()*-math.Rand(150,500),
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filter = self
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})
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if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, 1, randt) end
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end
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end)
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local randt = math.Rand(0,0.6)
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timer.Simple(randt,function()
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if IsValid(self) then
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local tr = util.TraceLine({
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start = self:GetPos() + self:GetUp()*45 + self:GetRight()*20,
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endpos = self:GetPos() + self:GetRight()*math.Rand(150,500) + self:GetUp()*-200 + self:GetForward()*math.Rand(150,500),
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filter = self
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})
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if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, 1, randt) end
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end
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end)
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local randt = math.Rand(0,0.6)
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timer.Simple(randt,function()
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if IsValid(self) then
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local tr = util.TraceLine({
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start = self:GetPos() + self:GetUp()*45 + self:GetRight()*20,
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endpos = self:GetPos() + self:GetRight()*math.Rand(1,150) + self:GetUp()*200 + self:GetForward()*math.Rand(-100,100),
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filter = self
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})
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if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, 1, randt) end
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end
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end)
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-- Ach --------------------------
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local randt = math.Rand(0,0.6)
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timer.Simple(randt,function()
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if IsValid(self) then
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local tr = util.TraceLine({
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start = self:GetPos() + self:GetUp()*45 + self:GetRight()*-20,
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endpos = self:GetPos() + self:GetRight()*-math.Rand(150,500) + self:GetUp()*-200,
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filter = self
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})
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if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, 2, randt) end
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end
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end)
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local randt = math.Rand(0,0.6)
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timer.Simple(randt,function()
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if IsValid(self) then
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local tr = util.TraceLine({
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start = self:GetPos() + self:GetUp()*45 + self:GetRight()*-20,
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endpos = self:GetPos() + self:GetRight()*-math.Rand(150,500) + self:GetUp()*-200 + self:GetForward()*-math.Rand(150,500),
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filter = self
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})
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if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, 2, randt) end
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end
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end)
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local randt = math.Rand(0,0.6)
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timer.Simple(randt,function()
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if IsValid(self) then
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local tr = util.TraceLine({
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start = self:GetPos() + self:GetUp()*45 + self:GetRight()*-20,
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endpos = self:GetPos() + self:GetRight()*-math.Rand(150,500) + self:GetUp()*-200 + self:GetForward()*math.Rand(150,500),
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filter = self
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})
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if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, 2, randt) end
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end
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end)
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local randt = math.Rand(0,0.6)
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timer.Simple(randt,function()
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if IsValid(self) then
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local tr = util.TraceLine({
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start = self:GetPos() + self:GetUp()*45 + self:GetRight()*-20,
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endpos = self:GetPos() + self:GetRight()*-math.Rand(1,150) + self:GetUp()*200 + self:GetForward()*math.Rand(-100,100),
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filter = self
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})
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if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, 2, randt) end
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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:CustomRangeAttackCode()
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local startpos = self:GetPos() + self:GetUp()*45 + self:GetForward()*40
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local tr = util.TraceLine({
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start = self:GetPos() + self:GetUp()*45 + self:GetForward()*40,
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endpos = self:GetEnemy():GetPos()+self:GetEnemy():OBBCenter(),
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filter = self
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})
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local hitpos = tr.HitPos
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local elec = EffectData()
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elec:SetStart(startpos)
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elec:SetOrigin(hitpos)
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elec:SetEntity(self)
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elec:SetAttachment(1)
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util.Effect("VJ_HLR_Electric",elec)
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local elec = EffectData()
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elec:SetStart(startpos)
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elec:SetOrigin(hitpos)
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elec:SetEntity(self)
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elec:SetAttachment(2)
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util.Effect("VJ_HLR_Electric",elec)
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util.VJ_SphereDamage(self, self, hitpos, 30, 20, DMG_SHOCK, true, false, {Force=90})
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnSchedule()
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if !self.Dead && self.vACT_StopAttacks == false && self.Vort_RunAway == true && self.PlayingAttackAnimation == false then
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self.Vort_RunAway = false
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self:VJ_TASK_COVER_FROM_ENEMY("TASK_RUN_PATH",function(x) x.RunCode_OnFail = function() self.NextDoAnyAttackT = 0 end end)
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self.NextDoAnyAttackT = CurTime() + 5
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnTakeDamage_AfterDamage(dmginfo, hitgroup)
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if (self.NextDoAnyAttackT + 2) > CurTime() then return end
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self.Vort_RunAway = true
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
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self.HasDeathSounds = false
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if self.HasGibDeathParticles == true then
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local effectBlood = EffectData()
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effectBlood:SetOrigin(self:GetPos() + self:OBBCenter())
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effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35)))
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effectBlood:SetScale(120)
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util.Effect("VJ_Blood1",effectBlood)
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local bloodspray = EffectData()
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bloodspray:SetOrigin(self:GetPos() + self:OBBCenter())
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bloodspray:SetScale(8)
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bloodspray:SetFlags(3)
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bloodspray:SetColor(1)
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util.Effect("bloodspray",bloodspray)
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util.Effect("bloodspray",bloodspray)
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local effectdata = EffectData()
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effectdata:SetOrigin(self:GetPos() + self:OBBCenter())
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effectdata:SetScale(1)
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util.Effect("StriderBlood",effectdata)
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util.Effect("StriderBlood",effectdata)
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end
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/islavegib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))})
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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_gib/default_gib_splat.wav", 90, 100)
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return false
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomDeathAnimationCode(dmginfo, hitgroup)
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if hitgroup == HITGROUP_HEAD then
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self.AnimTbl_Death = {ACT_DIE_HEADSHOT}
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end
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end |