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

177 lines
10 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/opfor/baby_voltigore.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.StartHealth = 60
ENT.HullType = HULL_MEDIUM
ENT.VJC_Data = {
ThirdP_Offset = Vector(25, 0, -15), -- The offset for the controller when the camera is in third person
FirstP_Bone = "Bone41", -- If left empty, the base will attempt to calculate a position for first person
FirstP_Offset = Vector(3, 0, 2), -- The offset for the controller when the camera is in first person
FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view
}
---------------------------------------------------------------------------------------------------------------------------------------------
ENT.VJ_NPC_Class = {"CLASS_RACE_X"} -- NPCs with the same class with be allied to each other
ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.)
ENT.CustomBlood_Particle = {"vj_hlr_blood_yellow"}
ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged
ENT.HasBloodPool = false -- Does it have a blood pool?
ENT.MeleeAttackDamage = 15
ENT.AnimTbl_MeleeAttack = {"vjseq_mattack2","vjseq_mattack3"} -- Melee Attack Animations
ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
ENT.MeleeAttackDistance = 25 -- How close does it have to be until it attacks?
ENT.MeleeAttackDamageDistance = 50 -- How far does the damage go?
ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
ENT.AnimTbl_RangeAttack = {"vjseq_distanceattack"} -- Range Attack Animations
ENT.RangeDistance = 1000 -- This is how far away it can shoot
ENT.RangeToMeleeDistance = 100 -- How close does it have to be until it uses melee?
ENT.NextRangeAttackTime = 15 -- How much time until it can use a range attack?
ENT.NextRangeAttackTime_DoRand = 20 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer
ENT.DisableDefaultRangeAttackCode = true -- When true, it won't spawn the range attack entity, allowing you to make your own
ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
ENT.AnimTbl_Death = {ACT_DIEBACKWARD,ACT_DIEFORWARD,ACT_DIESIMPLE} -- Death Animations
ENT.DeathAnimationTime = false -- Time until the SNPC spawns its corpse and gets removed
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
-- ====== Sound File Paths ====== --
-- Leave blank if you don't want any sounds to play
ENT.SoundTbl_FootStep = {"vj_hlr/hl1_npc/voltigore/voltigore_footstep1.wav","vj_hlr/hl1_npc/voltigore/voltigore_footstep2.wav","vj_hlr/hl1_npc/voltigore/voltigore_footstep3.wav"}
ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/voltigore/voltigore_idle1.wav","vj_hlr/hl1_npc/voltigore/voltigore_idle2.wav","vj_hlr/hl1_npc/voltigore/voltigore_idle3.wav"}
ENT.SoundTbl_IdleDialogue = {"vj_hlr/hl1_npc/voltigore/voltigore_communicate1.wav","vj_hlr/hl1_npc/voltigore/voltigore_communicate2.wav","vj_hlr/hl1_npc/voltigore/voltigore_communicate3.wav"}
ENT.SoundTbl_IdleDialogueAnswer = {"vj_hlr/hl1_npc/voltigore/voltigore_communicate1.wav","vj_hlr/hl1_npc/voltigore/voltigore_communicate2.wav","vj_hlr/hl1_npc/voltigore/voltigore_communicate3.wav"}
ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/voltigore/voltigore_alert1.wav","vj_hlr/hl1_npc/voltigore/voltigore_alert2.wav","vj_hlr/hl1_npc/voltigore/voltigore_alert3.wav"}
ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/voltigore/voltigore_attack_melee1.wav","vj_hlr/hl1_npc/voltigore/voltigore_attack_melee2.wav"}
ENT.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"}
ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/voltigore/voltigore_pain1.wav","vj_hlr/hl1_npc/voltigore/voltigore_pain2.wav","vj_hlr/hl1_npc/voltigore/voltigore_pain3.wav","vj_hlr/hl1_npc/voltigore/voltigore_pain4.wav"}
ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/voltigore/voltigore_die1.wav","vj_hlr/hl1_npc/voltigore/voltigore_die2.wav","vj_hlr/hl1_npc/voltigore/voltigore_die3.wav"}
ENT.FootStepSoundLevel = 55
ENT.FootStepPitch = VJ_Set(130, 130)
ENT.GeneralSoundPitch1 = 120
ENT.GeneralSoundPitch2 = 125
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
self:SetCollisionBounds(Vector(20, 20, 40), Vector(-20, -20, 0))
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnAcceptInput(key, activator, caller, data)
//print(key)
if key == "step" then
self:FootStepSoundCode()
end
if key == "single" or key == "both" then
self:MeleeAttackCode()
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
local elecTime = 0.989990234375
--
function ENT:CustomOnRangeAttack_AfterStartTimer()
local endPos = self:GetAttachment(self:LookupAttachment("3")).Pos
for att = 1, 3 do
local tr = util.TraceLine({
start = self:GetAttachment(att).Pos,
endpos = endPos,
filter = self
})
local elec = EffectData()
elec:SetStart(tr.StartPos)
elec:SetOrigin(tr.HitPos)
elec:SetEntity(self)
elec:SetAttachment(att)
elec:SetScale(elecTime)
util.Effect("VJ_HLR_Electric_Charge_Purple", elec)
end
local spr = ents.Create("env_sprite")
spr:SetKeyValue("model","vj_hl/sprites/flare3.vmt")
spr:SetKeyValue("GlowProxySize","2.0") -- Size of the glow to be rendered for visibility testing.
spr:SetKeyValue("renderfx","14")
spr:SetKeyValue("rendermode","3") -- Set the render mode to "3" (Glow)
spr:SetKeyValue("renderamt","255") -- Transparency
spr:SetKeyValue("disablereceiveshadows","0") -- Disable receiving shadows
spr:SetKeyValue("framerate","10.0") -- Rate at which the sprite should animate, if at all.
spr:SetKeyValue("spawnflags","0")
spr:SetParent(self)
spr:Fire("SetParentAttachment","3")
spr:Spawn()
spr:Activate()
self:DeleteOnRemove(spr)
timer.Simple(elecTime, function() if IsValid(self) && IsValid(spr) then spr:Remove() end end)
-- Chance of hurting itself!
if math.random(1, 150) == 1 then
timer.Simple(1, function()
if IsValid(self) then
local d = DamageInfo()
d:SetDamage(self:Health() + 10)
d:SetAttacker(self)
d:SetInflictor(self)
d:SetDamageType(DMG_ALWAYSGIB)
self:TakeDamageInfo(d)
end
end)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
self.HasDeathSounds = false
if self.HasGibDeathParticles == true then
local effectBlood = EffectData()
effectBlood:SetOrigin(self:GetPos() + self:OBBCenter())
effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35)))
effectBlood:SetScale(120)
util.Effect("VJ_Blood1",effectBlood)
local bloodspray = EffectData()
bloodspray:SetOrigin(self:GetPos() + self:OBBCenter())
bloodspray:SetScale(8)
bloodspray:SetFlags(3)
bloodspray:SetColor(1)
util.Effect("bloodspray",bloodspray)
util.Effect("bloodspray",bloodspray)
local effectdata = EffectData()
effectdata:SetOrigin(self:GetPos() + self:OBBCenter())
effectdata:SetScale(1)
util.Effect("StriderBlood",effectdata)
util.Effect("StriderBlood",effectdata)
end
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))})
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))})
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))})
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))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))})
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))})
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))})
return true -- Return to true if it gibbed!
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup)
VJ_EmitSound(self, "vj_gib/default_gib_splat.wav", 90, 100)
return false
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
VJ_HLR_ApplyCorpseEffects(self, corpseEnt)
end