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authorApickx <Apickx@cogarr.org>2015-12-28 19:10:44 -0500
committerApickx <Apickx@cogarr.org>2015-12-28 19:10:44 -0500
commit5c4ebc932d8c02522802c842d43d863d89aca162 (patch)
tree6be7ad664bdf060127e6df6baa72beaf508aa149 /gamemode/npcsystem/npcs/bird.lua
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Initial commit
Diffstat (limited to 'gamemode/npcsystem/npcs/bird.lua')
-rw-r--r--gamemode/npcsystem/npcs/bird.lua101
1 files changed, 101 insertions, 0 deletions
diff --git a/gamemode/npcsystem/npcs/bird.lua b/gamemode/npcsystem/npcs/bird.lua
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+NPC.Name = "Bird"
+NPC.Desc = "A flappy little guy"
+NPC.Class = "Ambient" --Ambient, Agressive, Boss
+NPC.Model = "models/pigeon.mdl"
+NPC.Icon = Material("wintersurvival2/hud/ws1_icons/icon_rock")
+
+NPC.Social = "Pack" --Solo, Pack
+
+NPC.Vitality = 10
+NPC.Speed = 100
+--Drops should be formated as [index]={["item name"], percent_drop} where percent_drop is a number from 0 to 100
+NPC.Drops = {
+ [0] = {"Meat",100},--Birds will drop at least 1 meat, and have a 50% chance of dropping 2
+ [1] = {"Meat",50},
+ [2] = {"Feather",50},
+}
+
+--Attacks should be formated as [i]={function attackpriority() = function doattack()}
+NPC.Attacks = nil
+
+--A function that takes a position and returns true if this is an acceptable place to spawn
+NPC.SpawnLocations = nil
+
+--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 = nil
+
+--What to replace the ENT:BehaveAct with
+function NPC:Act()
+end
+
+--What to replace ENT:RunBehaviour with
+function NPC:Behave()
+ print("Going into bird's custom behaviour")
+ while ( true ) do
+ self:StartActivity( ACT_FLY ) -- walk anims
+ self.loco:SetDesiredSpeed( 100 ) -- walk speeds
+ self:MoveToPos( self:GetPos() + Vector( math.Rand( -1, 1 ), math.Rand( -1, 1 ), 0 ) * 200 ) -- walk to a random place within about 200 units (yielding)
+
+
+ self:StartActivity( ACT_IDLE ) -- revert to idle activity
+
+
+ self:PlaySequenceAndWait( "Idle01" ) -- Sit on the floor
+ --Check if there are any players nearby
+ local players = ents.FindByClass("Player")
+ for k,v in pairs(players) do
+ print(k)
+ print(v)
+ end
+ --self:SetSequence( "sit_ground" ) -- Stay sitting
+ --coroutine.wait( self:PlayScene( "scenes/eli_lab/mo_gowithalyx01.vcd" ) ) -- play a scene and wait for it to finish before progressing
+ self:PlaySequenceAndWait( "Fly01" ) -- Get up
+
+
+ -- find the furthest away hiding spot
+ local pos = self:FindSpot( "random", { type = 'hiding', radius = 5000 } )
+
+
+ -- if the position is valid
+ if ( pos ) then
+ self:StartActivity( ACT_RUN ) -- run anim
+ self.loco:SetDesiredSpeed( 200 ) -- run speed
+ self:PlayScene( "scenes/npc/female01/watchout.vcd" ) -- shout something while we run just for a laugh
+ self:MoveToPos( pos ) -- move to position (yielding)
+ self:PlaySequenceAndWait( "fear_reaction" ) -- play a fear animation
+ self:StartActivity( ACT_IDLE ) -- when we finished, go into the idle anim
+ else
+ --print("Bird could not find anywhere to fly to")
+ -- some activity to signify that we didn't find shit
+ end
+ end
+ coroutine.yield()
+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
+*/