diff options
| author | Alexander Pickering <alexandermpickering@gmail.com> | 2017-01-08 22:28:08 -0500 |
|---|---|---|
| committer | Alexander Pickering <alexandermpickering@gmail.com> | 2017-01-08 22:28:08 -0500 |
| commit | 98e0462e4f6b13ff26af5211409352d45dd9453e (patch) | |
| tree | fbff14dc9a0fffdda409d9989f2e34cd4bb265f6 /gamemode/shared/npcsystem/blockingdummy.lua | |
| parent | 4879eb1d78520ce0ac9b0bb0ef5244cf65ad7c99 (diff) | |
| download | artery-98e0462e4f6b13ff26af5211409352d45dd9453e.tar.gz artery-98e0462e4f6b13ff26af5211409352d45dd9453e.tar.bz2 artery-98e0462e4f6b13ff26af5211409352d45dd9453e.zip | |
Add a ton of icons, more work on refactoring
Diffstat (limited to 'gamemode/shared/npcsystem/blockingdummy.lua')
| -rw-r--r-- | gamemode/shared/npcsystem/blockingdummy.lua | 105 |
1 files changed, 0 insertions, 105 deletions
diff --git a/gamemode/shared/npcsystem/blockingdummy.lua b/gamemode/shared/npcsystem/blockingdummy.lua deleted file mode 100644 index 5c6008c..0000000 --- a/gamemode/shared/npcsystem/blockingdummy.lua +++ /dev/null @@ -1,105 +0,0 @@ -local NPC = {} -NPC.Name = "Blocking Training Dummy" -NPC.Desc = "A man made of straw. His dream is to have a brain." -NPC.Class = "Ambient" --Ambient, Agressive, Boss -NPC.Model = "models/headcrab.mdl" - -NPC.Stats = { - ["Vitality"] = 100000, - ["Speed"] = 400, - ["AwareDist"] = 1000, - ["Accel"] = 100, - ["Decel"] = 200, - ["Step"] = 20, --Step height - ["Hull"] = HULL_TINY -} - ---Some npc's like birds have diffent names for their idle sequences -NPC.IdleSequences = { - [0] = "lookaround", - [1] = "Idle01", -} - ---Drops should be formated as [index]={["item name"], percent_drop} where percent_drop is a number from 0 to 100 - -NPC.Drops = { -} - ---Attacks should be formated as [i]={function attackpriority() = function doattack()} -local checknothing = function(self,ply) - return 1 -end - -local donothing = function(self,ply) -end -NPC.Attacks = { - [1] = {--run away from the player - [checknothing] = donothing - }, -} - ---A function that takes a position and returns true if this is an acceptable place to spawn -function NPC:SpawnLocations(pos) - return true -end - ---The entity that is this npc's current target, if it has one. Nil otherwise -NPC.Target = nil - ---All enemies that this NPC is aware of -NPC.AwareEnemies = {} ---Attack priority is a fucntion that takes a player, and returns an int describing it's prority to attack (higher = more important) NPC will always attack the player with the highest priority -function NPC:AttackPriority(ply) - if not ply then return 0 end - return 1 -end - ---What to replace the ENT:RunBehaviour with -function NPC:Act(deltat) -end - ---What to replace ENT:OnStuck with -function NPC:Stuck() - -end - -local blockorder = { - "forward", - "right", - "backward", - "left" -} -local cursor = 0 -function NPC:OnDammage(ammount) - self.Blocking = blockorder[cursor + 1] - cursor = (cursor + 1) % 4 - print("A dummy was hit for",ammount:GetDamage(),"!") - print("Blocking is now",self.Blocking) -end - ---These are just here to tell the editors/develoeprs what functions are available.. dont un-comment them out, as this could affect all the items. -/* -function NPC:OnSpawn() -end - ---If we need to do more than just reduce health on dammage -function NPC:OnDammage(ammount) -end - ---If we need to do more than just drop items on death -function NPC:OnDeath() -end - ---A particular spell was cast on this npc by player -function NPC:OnSpell(spell, player) -end - -function NPC:OnFindEnemy(enemy) -end - ---Called when the npc is attacking anything with any attack -function NPC:OnAttack(target) -end -*/ - -ART.RegisterNPC(NPC) |
