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local n = nrequire("sh_npcsystem.lua")
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.
/*
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
*/
n.RegisterNPC(NPC)
--ART.RegisterNPC(NPC)
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