mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
121 lines
6.4 KiB
Lua
121 lines
6.4 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) 2012-2017 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/zombiesci/zombiesci.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
|
|
ENT.StartHealth = GetConVarNumber("npc_vj_zombiesci_original_h")
|
|
ENT.HullType = HULL_HUMAN
|
|
---------------------------------------------------------------------------------------------------------------------------------------------
|
|
ENT.VJ_NPC_Class = {"CLASS_ZOMBIE"} -- 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.HasMeleeAttack = true -- Should the SNPC have a melee attack?
|
|
//ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} -- Melee Attack Animations
|
|
//ENT.MeleeAttackDistance = 30 -- How close does it have to be until it attacks?
|
|
//ENT.MeleeAttackDamageDistance = 60 -- How far does the damage go?
|
|
//ENT.MeleeAttackExtraTimers = {1.4} -- Extra melee attack timers | it will run the damage code after the given amount of seconds
|
|
//ENT.TimeUntilMeleeAttackDamage = 0.8 -- This counted in seconds | This calculates the time until it hits something
|
|
//ENT.NextAnyAttackTime_Melee = 0.4 -- How much time until it can use any attack again? | Counted in Seconds
|
|
ENT.MeleeAttackDamage = GetConVarNumber("npc_vj_zombiesci_original_d")
|
|
ENT.FootStepTimeRun = 0.4 -- Next foot step sound when it is running
|
|
ENT.FootStepTimeWalk = 0.4 -- Next foot step sound when it is walking
|
|
ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds
|
|
ENT.Immune_AcidPoisonRadiation = true -- Makes the SNPC not get damage from Acid, posion, radiation
|
|
ENT.HasDeathRagdoll = false -- If set to false, it will not spawn the regular ragdoll of the SNPC
|
|
ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
|
|
ENT.AnimTbl_Death = {"Diesimple", "Diebackward", "Dieforward", "Dieheadshot", "Dieheadshot2"} -- Death Animations
|
|
ENT.DeathAnimationTime = 6 -- Time until the SNPC spawns its corpse and gets removed
|
|
ENT.GeneralSoundPitch1 = 100
|
|
ENT.GeneralSoundPitch2 = 100
|
|
-- ====== Flinching Code ====== --
|
|
ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages
|
|
ENT.AnimTbl_Flinch = {"Flinch", "Bigflinch", "Smallflinch", "Laflinch", "Liflinch", "Raflinch", "Riflinch"} -- If it uses normal based animation, use this
|
|
-- ====== Sound File Paths ====== --
|
|
-- Leave blank if you don't want any sounds to play
|
|
//ENT.SoundTbl_FootStep = {"player/pl_step1.wav","player/pl_step2.wav","player/pl_step3.wav","player/pl_step4.wav"}
|
|
ENT.SoundTbl_Idle = {"zombie/zo_idle1.wav","zombie/zo_idle2.wav","zombie/zo_idle3.wav","zombie/zo_idle4.wav"}
|
|
ENT.SoundTbl_Alert = {"zombie/zo_alert10.wav","zombie/zo_alert20.wav","zombie/zo_alert30.wav"}
|
|
ENT.SoundTbl_MeleeAttack = {"zombie/zo_attack1.wav","zombie/zo_attack2.wav"}
|
|
ENT.SoundTbl_MeleeAttackMiss = {"zombie/claw_miss1.wav","zombie/claw_miss2.wav"}
|
|
ENT.SoundTbl_Pain = {"zombie/zo_pain1.wav","zombie/zo_pain2.wav"}
|
|
ENT.SoundTbl_Death = {"zombie/zo_pain1.wav","zombie/zo_pain2.wav"}
|
|
---------------------------------------------------------------------------------------------------------------------------------------------
|
|
function ENT:MultipleMeleeAttacks()
|
|
local randattack = math.random(1,2)
|
|
|
|
if randattack == 1 then
|
|
self.MeleeAttackDistance = 38
|
|
self.TimeUntilMeleeAttackDamage = 0.8
|
|
self.MeleeAttackAnimationFaceEnemy = false
|
|
self.AnimTbl_MeleeAttack = {"vjseq_Attack1"}
|
|
self.MeleeAttackExtraTimers = {1.5}
|
|
self.MeleeAttackDamage = math.random(10)
|
|
self.MeleeAttackDamageDistance = 80
|
|
self.MeleeAttackDamageType = DMG_SLASH
|
|
self.NextAnyAttackTime_Melee = 2.3333333101537
|
|
|
|
elseif randattack == 2 then
|
|
self.MeleeAttackDistance = 38
|
|
self.TimeUntilMeleeAttackDamage = 0.7
|
|
self.MeleeAttackAnimationFaceEnemy = false
|
|
self.AnimTbl_MeleeAttack = {"vjseq_Attack2"}
|
|
self.MeleeAttackExtraTimers = {}
|
|
self.MeleeAttackDamage = math.random(10)
|
|
self.MeleeAttackDamageDistance = 80
|
|
self.MeleeAttackDamageType = DMG_SLASH
|
|
self.NextAnyAttackTime_Melee = 1.3333333333333
|
|
end
|
|
end
|
|
---------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
---------------------------------------------------------------------------------------------------------------------------------------------
|
|
function ENT:SetUpGibesOnDeath(dmginfo,hitgroup)
|
|
if self.HasGibDeathParticles == true then
|
|
local bloodeffect = EffectData()
|
|
bloodeffect:SetOrigin(self:GetPos() +self:OBBCenter())
|
|
bloodeffect:SetColor(VJ_Color2Byte(Color(255,221,35)))
|
|
bloodeffect:SetScale(120)
|
|
util.Effect("VJ_Blood1",bloodeffect)
|
|
|
|
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)
|
|
//ParticleEffect("antlion_gib_02",self:GetPos() +self:OBBCenter(),Angle(0,0,0),nil)
|
|
end
|
|
|
|
|
|
self:CreateGibEntity("obj_vj_gib","UseAlien_Small")
|
|
self:CreateGibEntity("obj_vj_gib","UseAlien_Small")
|
|
self:CreateGibEntity("obj_vj_gib","UseAlien_Small")
|
|
self:CreateGibEntity("obj_vj_gib","UseAlien_Big")
|
|
self:CreateGibEntity("obj_vj_gib","UseAlien_Big")
|
|
self:CreateGibEntity("obj_vj_gib","UseAlien_Big")
|
|
return true
|
|
end
|
|
/*-----------------------------------------------
|
|
*** Copyright (c) 2012-2017 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.
|
|
-----------------------------------------------*/ |