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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 (return bool) canattack(ply) = function doattack(ply)}
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:OnStuck with
function NPC:Stuck()
end
--What to replace ENT:RunBehaviour with
function NPC:Behave()
print("Going into antlion's custom behaviour")
while ( true ) do
self:StartActivity( ACT_IDLE ) -- walk anims
self:PlaySequenceAndWait( "Idle01" ) -- Sit on the floor
--Check if there are any players nearby
local players = ents.FindByClass("Player")
local playernearby = false
for k,v in pairs(players) do
local fardist = 800
local closedist = 300
local removedist = 2000
local iscrouched = v:Crouching()
local dist = v:GetPos():Distance(self:GetPos())
--Remove ourselves if there's noone nearby
if(dist > 2000) then
playernearby = true
end
--Keep flying away as long as we're being chased
while((dist < fardist and not iscrouched) or (dist < closedist)) do -- We found a player!
if(dist < 100) then -- We're in attack range!
local target = v;
local targetpos = v:GetPos()
self:StartActivity(ACT_MELEE_ATTACK1)
--Antlion has 6 attack animations
local attackanim = math.Round(math.Rand(1,6))
self:PlaySequenceAndWait("attack" .. attackanim)
--If the player is still in front of us after the animation, they didn't dodge apply dammage!
if(v:GetPos():Distance(targetps) < 100) then
v:TakeDamage(20)
end
else
self:StartActivity(ACT_WALK)
self:PlaySequenceAndWait( "walk_all" )
--Find a position in roughly the oposite direction of the player
local tpos = self:GetPos()
local ppos = v:GetPos()
local direction = Vector(ppos.x - tpos.x, ppos.y - tpos.y, ppos.z - tpos.z)
direction:Normalize()
local addition = direction * 1000
local topos = self:GetPos() + addition
local navarea = navmesh.GetNavArea(self:GetPos(), 100)
if navarea:IsValid() then
self:MoveToPos(topos)
else
self:BecomeRagdoll(DamageInfo())
end
--Check to see if we're being chased
iscrouched = v:Crouching()
dist = v:GetPos():Distance(self:GetPos())
end
end
end
if not playernearby then
self:BecomeRagdoll(DamageInfo())
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
*/
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