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57 lines
3.4 KiB
Lua
57 lines
3.4 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/mortarsynth.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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// models/skyrim/chaurusflyer.mdl // models/gunship.mdl // models/combine_helicopter.mdl
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ENT.StartHealth = 150
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ENT.HullType = HULL_TINY
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ENT.MovementType = VJ_MOVETYPE_AERIAL -- How does the SNPC move?
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ENT.Aerial_AnimTbl_Calm = {"mortar_back"} -- Animations it plays when it's wandering around while idle
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ENT.Aerial_AnimTbl_Alerted = {"mortar_forward"} -- Animations it plays when it's moving while alerted
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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.BloodColor = "Oil" -- The blood type, this will determine what it should use (decal, particle, etc.)
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ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
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ENT.AnimTbl_MeleeAttack = {ACT_RANGE_ATTACK1} -- Melee Attack Animations
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ENT.MeleeAttackDistance = 60 -- How close does it have to be until it attacks?
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ENT.MeleeAttackDamageDistance = 80 -- How far does the damage go?
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ENT.TimeUntilMeleeAttackDamage = 0.7 -- This counted in seconds | This calculates the time until it hits something
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ENT.NextAnyAttackTime_Melee = 1.3 -- How much time until it can use any attack again? | Counted in Seconds
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ENT.MeleeAttackDamage = 30
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ENT.HasDeathRagdoll = false -- If set to false, it will not spawn the regular ragdoll of the SNPC
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ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds
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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_Breath = {"npc/scanner/scanner_combat_loop1.wav"}
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ENT.SoundTbl_Idle = {"npc/scanner/scanner_talk1.wav","npc/scanner/scanner_talk2.wav"}
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ENT.SoundTbl_Alert = {"npc/scanner/combat_scan5.wav"}
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ENT.SoundTbl_MeleeAttack = {"npc/scanner/scanner_electric1.wav"}
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ENT.SoundTbl_MeleeAttackMiss = {"npc/zombie/claw_miss1.wav","npc/zombie/claw_miss2.wav"}
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ENT.SoundTbl_Pain = {"npc/scanner/scanner_pain1.wav","npc/scanner/scanner_pain2.wav"}
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ENT.SoundTbl_Death = {"npc/waste_scanner/grenade_fire.wav"}
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---------------------------------------------------------------------------------------------------------------------------------------------
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local spawnPos = Vector(0, 0, 10)
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--
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(33, 33, 26), Vector(-33, -33, -30))
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self:SetPos(self:GetPos() + spawnPos)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnPriorToKilled(dmginfo, hitgroup)
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ParticleEffect("explosion_turret_break",self:GetPos(),Angle(0,0,0),nil)
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util.BlastDamage(self,self,self:GetPos(),80,20)
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end |