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NPC.Name = "Antlion Pouncer"
NPC.Desc = "A fearsome monster!"
NPC.Class = "Agressive" --Ambient, Agressive, Boss
NPC.Model = "models/antlion.mdl"
NPC.Icon = Material("wintersurvival2/hud/ws1_icons/icon_rock")
NPC.Social = "Solo" --Solo, Pack
NPC.Stats = {
["Vitality"] = 150,
["Speed"] = 200,
["AwareDist"] = 1000,
["Accel"] = 400,
["Decel"] = 400,
["Step"] = 20, --Step height
["Hull"] = HULL_LARGE
}
--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},
[1] = {"Meat",100},
[2] = {"Meat",80},
[3] = {"Meat",50},
[4] = {"Chitin",80},
[5] = {"Chitin",50},
}
--Some npc's like birds have diffent names for their idle sequences
NPC.IdleSequences = {
[0] = "Idle",
}
--Distance to be made aware of players
--Attacks should be formated as [i]={function (return int dammage) canattack(ply) = function doattack(ply)}
--NPC will do the most dammage possible per attack
local checkmele = function(self, ply)
if self == nil then
print("In antlion2, checkmele called with null self")
end
if ply == nil then
print("In antlion2, checkmele called with null ply")
end
if(ply:GetPos():Distance(self:GetPos()) < 100) then return 20 end
return -1
end
local domele = function(self, ply)
self:StartActivity(ACT_MELEE_ATTACK1)
--Antlion has 6 attack animations
local attackanim = math.Round(math.Rand(1,6))
coroutine.wait(0.5)
--If the player is still in front of us after the animation, they didn't dodge! apply dammage!
if(ply:GetPos():Distance(self:GetPos()) < 100) then
ply:TakeDamage(20)
end
--Finish up the animation
coroutine.wait(0.25)
end
local checkpounce = function(self, ply)
if(ply:GetPos():Distance(self:GetPos())) < 200 then return 15 end
return -1
end
local dopounce = function(self,ply)
local randanim = math.Round(math.Rand(0,1))
if(randanim) then
self:SetSequence("pounce")
else
self:SetSequence("pounce2")
end
coroutine.wait(0.23)
if(ply:GetPos():Distance(self:GetPos()) < 200) then
ply:TakeDamage(15)
end
coroutine.wait(0.15)
end
local checkrun = function(self, ply) return 0 end
local dorun = function(self, ply)
local navarea = navmesh.GetNavArea(self:GetPos(), 100)
self.loco:SetDesiredSpeed(self.Stats["Speed"])
if navarea:IsValid() then
local moveop = {}
moveop.tolerance = 50
moveop.repath = 2
moveop.lookahead = 3
moveop.draw = true
self:StartActivity(ACT_WALK)
self:MoveToPos(ply:GetPos(),moveop)
else
--print("Could not find valid navmesh, suicideing to prevent server crash!")
self:BecomeRagdoll(DamageInfo())
end
end
NPC.Attacks = {
[1] = { --A mele attack
[checkmele] = domele
},
[2] = {--Move to the player
[checkrun] = dorun
},
[3] = {
[checkpounce] = dopounce
},
}
--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 or not ply:IsValid() then return 0 end
local plypos = ply:GetPos()
local mypos = self:GetPos()
if not plypos then return 0 end
local dist = plypos:Distance(mypos)
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. Nil otherwise
NPC.Target = nil
--All enemies that this NPC is aware of
NPC.AwareEnemies = {}
--What to replace the ENT:BehaveAct with
function NPC:Act()
end
--What to replace ENT:OnStuck with
function NPC:Stuck()
--If we're stuck, jump backwards
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()
self:SetSkin(2)
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
*/
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