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wnsrc/gamemodes/base/entities/entities/npc_tf2_ghost.lua
lifestorm 73479cff9e Upload
2024-08-04 22:55:00 +03:00

83 lines
2.3 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()
ENT.Base = "base_nextbot"
ENT.Spawnable = false
function ENT:Initialize()
--self:SetModel( "models/props_halloween/ghost_no_hat.mdl" )
--self:SetModel( "models/props_wasteland/controlroom_filecabinet002a.mdl" )
self:SetModel( "models/mossman.mdl" )
end
function ENT:RunBehaviour()
while ( true ) do
self:StartActivity( ACT_WALK ) -- walk anims
self.loco:SetDesiredSpeed( 100 ) -- walk speeds
-- Choose a random location within 400 units of our position
local targetPos = self:GetPos() + Vector( math.Rand( -1, 1 ), math.Rand( -1, 1 ), 0 ) * 400
-- Search for walkable space there, or nearby
local area = navmesh.GetNearestNavArea( targetPos )
-- We found walkable space, get the closest point on that area to where we want to be
if ( IsValid( area ) ) then targetPos = area:GetClosestPointOnArea( targetPos ) end
-- walk to the target place (yielding)
self:MoveToPos( targetPos )
self:StartActivity( ACT_IDLE ) -- revert to idle activity
self:PlaySequenceAndWait( "idle_to_sit_ground" ) -- Sit on the floor
self:SetSequence( "sit_ground" ) -- Stay sitting
coroutine.wait( self:PlayScene( "scenes/eli_lab/mo_gowithalyx01.vcd" ) ) -- play a scene and wait for it to finish before progressing
self:PlaySequenceAndWait( "sit_ground_to_idle" ) -- Get up
-- find the furthest away hiding spot
local pos = self:FindSpot( "random", { type = "hiding", radius = 5000 } )
-- if the position is valid
if ( pos ) then
self:StartActivity( ACT_RUN ) -- run anim
self.loco:SetDesiredSpeed( 200 ) -- run speed
self:PlayScene( "scenes/npc/female01/watchout.vcd" ) -- shout something while we run just for a laugh
self:MoveToPos( pos ) -- move to position (yielding)
self:PlaySequenceAndWait( "fear_reaction" ) -- play a fear animation
self:StartActivity( ACT_IDLE ) -- when we finished, go into the idle anim
else
-- some activity to signify that we didn't find shit
end
coroutine.yield()
end
end
--
-- List the NPC as spawnable
--
list.Set( "NPC", "npc_tf2_ghost", {
Name = "Example NPC",
Class = "npc_tf2_ghost",
Category = "Nextbot"
} )