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 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 */