AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "shared.lua" ) include('shared.lua') ENT.Model = "models/facehugr.mdl" ENT.health = 15 ENT.Alerted = false ENT.Territorial = false ENT.Bleeds = true ENT.Leaps = true ENT.Chasing = false ENT.Flinches = false ENT.FriendlyToPlayer = false ENT.Damage = 300 ENT.AcidBlood = true ENT.BleedsRed = false //ENT.LeapDamage = 15 ENT.LeapSpeed = 600 ENT.LeapDistance = 200 ENT.MinLeapDistance = 0 ENT.MeleeAttacking = false; ENT.Leaping = false ENT.alert1 = "" ENT.alert2 = "" ENT.alert3 = "" ENT.idle1 = "" ENT.idle2 = "" ENT.idle3 = "" ENT.idle4 = "" ENT.attack1 = "" ENT.attack2 = "" ENT.attack3 = "" ENT.attackmiss1 = "" ENT.attackmiss2 = "" ENT.attackmiss3 = "" ENT.attackleap = "npc/headcrab/attack1.wav" ENT.hurt1 = "" ENT.hurt2 = "" ENT.hurt3 = "" ENT.die1 = "" ENT.die2 = "" ENT.die3 = "" ENT.dead = false; local schedJump = ai_schedule.New( "Jump" ) schedJump:EngTask( "TASK_PLAY_SEQUENCE", ACT_JUMP ) function ENT:Initialize() self:SetModel( self.Model ) self:SetHullType( HULL_TINY ) self:SetHullSizeNormal() self:SetSolid( SOLID_BBOX ) self:SetMoveType( MOVETYPE_STEP ) self:CapabilitiesAdd( CAP_MOVE_GROUND | CAP_SQUAD | CAP_MOVE_JUMP ) self:SetMaxYawSpeed( 5000 ) self:SetHealth(self.health) end function ENT:Think() //--------------- local function setmeleefalse() if self:Health() < 0 then return end self.MeleeAttacking = false self.Leaping = false self:SetSchedule(SCHED_CHASE_ENEMY) end //--------------- local function Attack_Melee() if self:Health() < 0 then return end local entstoattack = ents.FindInSphere(self:GetPos() + self:GetForward()*75,47) local randomsound = math.random(1,3) local hit = false if entstoattack != nil then for _,v in pairs(entstoattack) do if ( (v:IsNPC() || ( v:IsPlayer() && v:Alive())) && (v != self) && (v:GetClass() != self:GetClass()) || (v:GetClass() == "prop_physics")) then //if v:Health() < self.Damage && v:IsNPC() then //self:SetEnemy(v) //self:PregnateTarget() //else v:TakeDamage( self.Damage, self ) //end hit = true end end end if hit == false then if randomsound == 1 then self:EmitSound( self.attackmiss1) elseif randomsound == 2 then self:EmitSound( self.attackmiss2) elseif randomsound == 3 then self:EmitSound( self.attackmiss3) end else //make the sound if randomsound == 1 then self:EmitSound( self.attack1,430,math.random(80,120)) elseif randomsound == 2 then self:EmitSound( self.attack2,430,math.random(80,120)) elseif randomsound == 3 then self:EmitSound( self.attack3,430,math.random(80,120)) end end timer.Create( "melee_done_timer" .. self.Entity:EntIndex( ), 1.7, 1, setmeleefalse ) end //--------------- //--------------- if GetConVarNumber("ai_disabled") == 0 then if self:GetEnemy() != nil then self:UpdateEnemyMemory(self:GetEnemy(),self:GetEnemy():GetPos()) end //make the sound local randomsound = math.random(1,120) if randomsound == 1 then self:EmitSound( self.idle1) elseif randomsound == 2 then self:EmitSound( self.idle2) elseif randomsound == 3 then self:EmitSound( self.idle3) elseif randomsound == 4 then self:EmitSound( self.idle4) end //print( "Think start" ); //Get all the npc's and other entities. local enttable = ents.FindByClass("npc_*") local monstertable = ents.FindByClass("monster_*") table.Add(monstertable,enttable)//merge //sort through each ent. for _, x in pairs(monstertable) do if (!ents) then print( "No Entities!" ); return end if (x:GetClass() != self:GetClass() && x:GetClass() != "npc_grenade_frag" && x:IsNPC()) then x:AddEntityRelationship( self, 1, 10 ) end end if self.TakingCover == false then //if(math.random(1,10) == 1) then self:FindCloseEnemies()//get guys close to me //end end//Hit them. if self:GetEnemy() != nil then if self:GetPos():Distance(self:GetEnemy():GetPos()) < self.LeapDistance && self:GetPos():Distance(self:GetEnemy():GetPos()) > self.MinLeapDistance && self.Leaps == true && self.Leaping == false then self:SetSchedule(SCHED_RANGE_ATTACK1 ) self:EmitSound( self.attackleap) self.Leaping = true self:SetVelocity( (self:GetEnemy():GetPos()-self:GetPos() + Vector(0,0,64)):Normalize() * self.LeapSpeed ) timer.Simple(2,setmeleefalse) end if (self:GetEnemy():GetPos():Distance(self:GetPos()) < 70) then if self.MeleeAttacking == false then if self.Leaping == false then //self:SetSchedule( SCHED_MELEE_ATTACK1 ) else timer.Create( "melee_attack_timer" .. self.Entity:EntIndex( ), 0.25, 1, Attack_Melee ) self.MeleeAttacking = true; self:SetLocalVelocity( Vector( 0, 0, 0 ) ) end end end else self.MeleeAttacking = false self:FindEnemyDan() end end //--------------- print(self:GetEnemy()) print(self.Alerted) print(self.Chasing) end function ENT:SelectSchedule() if self:GetEnemy() != nil then if self:GetEnemy():GetPos():Distance(self:GetPos()) > 1750 then self:SetEnemy(NULL) alerted = true end end local function setleapfalse() self.Leaping = true end if self.Alerted == true && self:GetEnemy() != nil then self:UpdateEnemyMemory(self:GetEnemy(),self:GetEnemy():GetPos()) self:SetSchedule(SCHED_CHASE_ENEMY) self.Chasing = true elseif self.Alerted == true then alerted = false self:SetSchedule(SCHED_IDLE_STAND) else self:SetSchedule(SCHED_RUN_RANDOM) end end function ENT:OnTakeDamage(dmg) if (self.TakingCover == false) && self.Flinches == true then self:SetSchedule(SCHED_SMALL_FLINCH)// end if self.Bleeds == true then self:SpawnBlood(dmg) end self:SetHealth(self:Health() - dmg:GetDamage()) if math.random(4) == 1 then local sound_seed = math.random(1,7) if sound_seed == 1 then self:EmitSound( self.hurt1) elseif sound_seed == 2 then self:EmitSound( self.hurt2) elseif sound_seed == 3 then self:EmitSound( self.hurt3) end end if dmg:GetAttacker():GetClass() != self:GetClass() && math.random(1,7) == 1 then self:ResetEnemy() self:AddEntityRelationship( dmg:GetAttacker(), 1, 10 ) self:SetEnemy(dmg:GetAttacker()) self:SetSchedule(SCHED_CHASE_ENEMY) self.Chasing = true end if self:Health() <= 0 && !self.dead then //run on death self.dead = true; self:KilledDan() end end function ENT:FindEnemyDan() local MyNearbyTargets = ents.FindInCone(self:GetPos(),self:GetForward(),4000,45) if (!MyNearbyTargets) then print( "No Targets!" ); return end for k,v in pairs(MyNearbyTargets) do if v:Disposition(self) == 1 || v:IsPlayer() then self:ResetEnemy() self:AddEntityRelationship( v, 1, 10 ) self:SetEnemy(v) self:UpdateEnemyMemory(v,v:GetPos()) local distance = self:GetPos():Distance(v:GetPos()) local randomsound = math.random(1,5) if self.Alerted == false then if randomsound == 1 then self:EmitSound( self.alert1) elseif randomsound == 2 then self:EmitSound( self.alert2) elseif randomsound == 3 then self:EmitSound( self.alert3) end end self.Alerted = true return end end //if ClosestDistance == 4000 then //self:SetEnemy(NULL) //end end function ENT:ResetEnemy() local enttable = ents.FindByClass("npc_*") local monstertable = ents.FindByClass("monster_*") table.Add(monstertable,enttable)//merge //sort through each ent. for _, x in pairs(monstertable) do //print(x) if (!ents) then print( "No Entities!" ); return end if (x:GetClass() != self:GetClass()) then self:AddEntityRelationship( x, 2, 10 ) end end self:AddRelationship("player D_NU 10") end function ENT:FindCloseEnemies() local MyNearbyTargets = ents.FindInCone(self:GetPos(),self:GetForward(),250,45) //local ClosestDistance = 3000 if (!MyNearbyTargets) then print( "No Targets!" ); return end for k,v in pairs(MyNearbyTargets) do if v:Disposition(self) == 1 || v:IsPlayer() then print(v:GetClass()) self:ResetEnemy() self:AddEntityRelationship( v, 1, 10 ) self:SetEnemy(v) self.Alerted = true return end end end function ENT:HasLOS() if self:GetEnemy() != nil then //local shootpos = self:GetAimVector()*(self:GetPos():Distance(self:GetEnemy():GetPos())) + self:GetPos() //local shootpos = self:GetEnemy():GetPos() local tracedata = {} tracedata.start = self:GetPos() tracedata.endpos = self:GetEnemy():GetPos() tracedata.filter = self local trace = util.TraceLine(tracedata) if trace.HitWorld == false then print("returned true!") return true else return false end end print ("no enemy!") return false end function ENT:SpawnBlood(dmg) if self.AcidBlood then local entstoattack = ents.FindInSphere(self:GetPos(),75) for _,v in pairs(entstoattack) do if ( (v:IsNPC() || ( v:IsPlayer() && v:Alive())) && (v != self) && (v:GetClass() != self:GetClass()) || (v:GetClass() == "prop_physics")) && v.AcidBlood != true then v:TakeDamage( 3, self ) end self:EmitSound( "alien/alien_acid.wav" ,430,math.random(80,120)) end end if (self.Bleeds == true) then local bloodeffect = ents.Create( "info_particle_system" ) if self.BleedsRed == true then bloodeffect:SetKeyValue( "effect_name", "blood_impact_red_01" ) else bloodeffect:SetKeyValue( "effect_name", "blood_impact_yellow_01") end bloodeffect:SetPos( dmg:GetDamagePosition() ) bloodeffect:Spawn() bloodeffect:Activate() bloodeffect:Fire( "Start", "", 0 ) bloodeffect:Fire( "Kill", "", 0.1 ) end end function ENT:KilledDan() /*I Took some of silverlan's code for ragdolling, cause I didn't want to recode it :P*/ //emit cry of death local deathseed = math.random(1,3) if deathseed == 1 then self:EmitSound( self.die1) elseif deathseed == 2 then self:EmitSound( self.die2) elseif deathseed == 3 then self:EmitSound( self.die3) end //create ragdoll local ragdoll = ents.Create( "prop_ragdoll" ) ragdoll:SetModel( self:GetModel() ) ragdoll:SetPos( self:GetPos() ) ragdoll:SetAngles( self:GetAngles() ) ragdoll:Spawn() ragdoll:SetSkin( self:GetSkin() ) ragdoll:SetColor( self:GetColor() ) ragdoll:SetMaterial( self:GetMaterial() ) //my code undo.ReplaceEntity(self,ragdoll) cleanup.ReplaceEntity(self,ragdoll) //ignight ragdoll if on fire. if self:IsOnFire() then ragdoll:Ignite( math.Rand( 8, 10 ), 0 ) end //position bones the same way. for i=1,128 do local bone = ragdoll:GetPhysicsObjectNum( i ) if ValidEntity( bone ) then local bonepos, boneang = self:GetBonePosition( ragdoll:TranslatePhysBoneToBone( i ) ) bone:SetPos( bonepos ) bone:SetAngle( boneang ) end end self:Remove() end function ENT:PregnateTarget() local target = self:GetEnemy() local targetragdoll = nil if target != nil && target != NULL && target != player && target:IsNPC() then //create ragdoll local position = Vector(0,0,0) local targetragdoll = ents.Create( "prop_ragdoll" ) targetragdoll:SetModel( target:GetModel() ) targetragdoll:SetPos( target:GetPos() ) targetragdoll:SetAngles( target:GetAngles() ) targetragdoll:Spawn() targetragdoll:SetSkin( target:GetSkin() ) targetragdoll:SetColor( target:GetColor() ) targetragdoll:SetMaterial( target:GetMaterial() ) //my code undo.ReplaceEntity(target,targetragdoll) cleanup.ReplaceEntity(target,targetragdoll) //position bones the same way. for i=1,128 do local bone = targetragdoll:GetPhysicsObjectNum( i ) if ValidEntity( bone ) then local bonepos, boneang = target:GetBonePosition( targetragdoll:TranslatePhysBoneToBone( i ) ) if i == 1 then position = bonepos end bone:SetPos( bonepos ) bone:SetAngle( boneang ) end end target:Remove() local chestburster_embryo = ents.Create("npc_chestburster_dormant") chestburster_embryo:SetPos(position) //constraint.Weld( chestburster_embryo, targetragdoll, 0, 1, 0, true ) chestburster_embryo:Spawn() chestburster_embryo:Activate() print("created a npc_chestburster_dormant") else return end local attachmentID=target:LookupAttachment("eyes"); local attachment = target:GetAttachment(attachmentID) /*I Took some of silverlan's code for ragdolling, cause I didn't want to recode it :P*/ //emit cry of death local deathseed = math.random(1,3) if deathseed == 1 then self:EmitSound( self.die1) elseif deathseed == 2 then self:EmitSound( self.die2) elseif deathseed == 3 then self:EmitSound( self.die3) end //create ragdoll local ragdoll = ents.Create( "prop_ragdoll" ) ragdoll:SetModel( self:GetModel() ) ragdoll:SetPos( attachment.Pos ) ragdoll:SetAngles( attachment.Ang + Angle(90,0,0) ) ragdoll:Spawn() ragdoll:SetSkin( self:GetSkin() ) ragdoll:SetColor( self:GetColor() ) ragdoll:SetMaterial( self:GetMaterial() ) //my code undo.ReplaceEntity(self,ragdoll) cleanup.ReplaceEntity(self,ragdoll) //ignight ragdoll if on fire. if self:IsOnFire() then ragdoll:Ignite( math.Rand( 8, 10 ), 0 ) end //position bones the same way. for i=1,128 do local bone = ragdoll:GetPhysicsObjectNum( i ) if ValidEntity( bone ) then local bonepos, boneang = self:GetBonePosition( ragdoll:TranslatePhysBoneToBone( i ) ) bone:SetPos( bonepos ) bone:SetAngle( boneang ) end end if( GetConVarNumber("ai_keepragdolls") == 0 ) then ragdoll:SetCollisionGroup( 1 )//COLLISION_GROUP_DEBRIS ) ragdoll:Fire( "FadeAndRemove", "", 7 ) end self:Remove() end