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| author | Alexander Pickering <alexandermpickering@gmail.com> | 2016-11-27 22:02:47 -0500 |
|---|---|---|
| committer | Alexander Pickering <alexandermpickering@gmail.com> | 2016-11-27 22:02:47 -0500 |
| commit | 2c4329e2b6e19182a441f79a5c3010011f8ae767 (patch) | |
| tree | e4d8cd88690bed4cfacf2d4df39bdeed97b376f8 /gamemode/shared/npcsystem/dummy.lua | |
| parent | 5f2a8015bd5d2a42e79038bb52f20260d8d97ba0 (diff) | |
| download | artery-2c4329e2b6e19182a441f79a5c3010011f8ae767.tar.gz artery-2c4329e2b6e19182a441f79a5c3010011f8ae767.tar.bz2 artery-2c4329e2b6e19182a441f79a5c3010011f8ae767.zip | |
Vairous updates
Diffstat (limited to 'gamemode/shared/npcsystem/dummy.lua')
| -rw-r--r-- | gamemode/shared/npcsystem/dummy.lua | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/gamemode/shared/npcsystem/dummy.lua b/gamemode/shared/npcsystem/dummy.lua new file mode 100644 index 0000000..869dd0e --- /dev/null +++ b/gamemode/shared/npcsystem/dummy.lua @@ -0,0 +1,95 @@ +local NPC = {} +NPC.Name = "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 + +function NPC:OnDammage(ammount) + print("A dummy was hit for",ammount:GetDamage(),"!") +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) |
