local n = nrequire("sv_npcsystem.lua") 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/props/tools/humans/training_dummy/training_dummy.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] = "idle", } --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(dmg) print("A dummy was hit for",dmg: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 c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\addons\fantasy_rp_content_6_520361093\materials\models\training_dummy\training_dummy.vtf 682 Kb 1024x1024 DXT1 --Called when the npc is attacking anything with any attack function NPC:OnAttack(target) end */ n.RegisterNPC(NPC)