aboutsummaryrefslogtreecommitdiff
path: root/gamemode/npcsystem/bosses/base.lua
diff options
context:
space:
mode:
authorAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-03-28 22:02:52 -0400
committerAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-03-28 22:02:52 -0400
commitc6d81a837ba5bb46246ca6703f539e69a18b8216 (patch)
tree510bb8d0b15165dbf1737f9a860d19d7750734f2 /gamemode/npcsystem/bosses/base.lua
parentfe897eaf8d8be4cfdc4e2c4e90ed5c775de0c291 (diff)
downloadwintersurvival2-c6d81a837ba5bb46246ca6703f539e69a18b8216.tar.gz
wintersurvival2-c6d81a837ba5bb46246ca6703f539e69a18b8216.tar.bz2
wintersurvival2-c6d81a837ba5bb46246ca6703f539e69a18b8216.zip
More debugging to find what's glitching ai's
Diffstat (limited to 'gamemode/npcsystem/bosses/base.lua')
-rw-r--r--gamemode/npcsystem/bosses/base.lua83
1 files changed, 83 insertions, 0 deletions
diff --git a/gamemode/npcsystem/bosses/base.lua b/gamemode/npcsystem/bosses/base.lua
new file mode 100644
index 0000000..27f68d6
--- /dev/null
+++ b/gamemode/npcsystem/bosses/base.lua
@@ -0,0 +1,83 @@
+NPC.Name = "Winter Survival 2 Base NPC"
+NPC.Desc = "Why the hell did I write this? No one will read it anyways!!"
+NPC.Class = "Other" --Ambient, Agressive, Boss
+NPC.Model = "models/props_combine/breenlight.mdl"
+NPC.Icon = Material("wintersurvival2/hud/ws1_icons/icon_rock")
+
+NPC.Social = "Pack" --Solo, Pack
+
+NPC.Stats = {
+ ["Vitality"] = 1,
+ ["Speed"] = 1,
+ ["AwareDist"] = 1,
+ ["Accel"] = 1,
+ ["Decel"] = 1,
+ ["Step"] = 1, --Step height
+ ["Hull"] = HULL_HUMAN
+}
+
+--Some npc's like birds have diffent names for their idle sequence
+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 = nil
+
+--Attacks should be formated as [i]={function attackpriority() = function doattack()}
+NPC.Attacks = nil
+
+--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)
+ local dist = ply:GetPos():Distance(self:GetPos())
+ return self.Stats["AwareDist"] - dist
+end
+
+--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
+NPC.Target = nil
+
+--All enemies that this NPC is aware of
+NPC.AwareEnemies = nil
+
+--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.
+/*
+--What to replace the ENT:BehaveAct with
+function NPC:Act()
+end
+
+--What to replace RunBehaviour with
+function NPC:Behaviour()
+end
+
+--what to replace BehaveUpdate with
+function NPC:BehaveCycle(number seconds_since_last_update)
+end
+
+--Called when the npc is spawned
+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
+*/