AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "shared.lua" ) include('shared.lua') ENT.Model = "models/skeleton_warrior.mdl" ENT.health = 65 ENT.Alerted = false ENT.Territorial = false ENT.Bleeds = false ENT.Leaps = false ENT.Chasing = false ENT.Flinches = true ENT.FriendlyToPlayer = false ENT.Damage = 16 ENT.AcidBlood = false ENT.BleedsRed = true //ENT.LeapDamage = 15 ENT.LeapSpeed = 1000 ENT.LeapDistance = 300 ENT.MinLeapDistance = 200 ENT.MeleeAttacking = false; ENT.Leaping = false ENT.alert1 = Sound("") ENT.alert2 = Sound("") ENT.alert3 = Sound("") ENT.idle1 = Sound("") ENT.idle2 = Sound("") ENT.idle3 = Sound("") ENT.idle4 = Sound("") ENT.angryidle1 = Sound("") ENT.angryidle2 = Sound("") ENT.angryidle3 = Sound("") ENT.angryidle4 = Sound("") ENT.attack1 = Sound("skeleton/hit1.wav") ENT.attack2 = Sound("skeleton/hit2.wav") ENT.attack3 = Sound("skeleton/hit3.wav") ENT.attack4 = Sound("skeleton/hit4.wav") ENT.attack5 = Sound("skeleton/hit5.wav") ENT.attack6 = Sound("skeleton/hit1.wav") ENT.attackmiss1 = Sound("skeleton/woosh1.wav") ENT.attackmiss2 = Sound("skeleton/woosh2.wav") ENT.attackmiss3 = Sound("skeleton/woosh1.wav") ENT.attackmiss4 = Sound("skeleton/woosh2.wav") ENT.attackleap = Sound("") ENT.hurt1 = Sound("") ENT.hurt2 = Sound("") ENT.hurt3 = Sound("") ENT.die1 = Sound("") ENT.die2 = Sound("") ENT.die3 = Sound("") 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_MEDIUM ) self:SetHullSizeNormal() self:SetSolid( SOLID_BBOX ) self:SetMoveType( MOVETYPE_STEP ) self:CapabilitiesAdd( CAP_MOVE_GROUND | CAP_SQUAD ) self:SetMaxYawSpeed( 5000 ) self:SetHealth(self.health) self:Fire("setsquad","DEADITES",0) 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 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 v:TakeDamage( self.Damage, self ) if v:IsPlayer() then v:ViewPunch(Angle(math.random(-1,1)*self.Damage*2,math.random(-1,1)*self.Damage*2,math.random(-1,1)*self.Damage*2)) end if v:GetClass() == "prop_physics" then local phys = v:GetPhysicsObject() if phys != nil && phys != NULL then phys:ApplyForceOffset(self:GetForward()*1000,Vector(math.random(-1,1),math.random(-1,1),math.random(-1,1))) end end hit = true end end end local randomsound = math.random(1,4) if hit == false then self:StopSound(self.idle1) self:StopSound(self.idle2) self:StopSound(self.idle3) self:StopSound(self.idle4) if randomsound == 1 then self:EmitSound( self.attackmiss1,350,math.random(80,100)) elseif randomsound == 2 then self:EmitSound( self.attackmiss2,350,math.random(80,100)) elseif randomsound == 3 then self:EmitSound( self.attackmiss3,350,math.random(80,100)) elseif randomsound == 4 then self:EmitSound( self.attackmiss4,350,math.random(80,100)) end else local randomsound = math.random(1,6) //make the sound self:StopSound(self.idle1) self:StopSound(self.idle2) self:StopSound(self.idle3) self:StopSound(self.idle4) if randomsound == 1 then self:EmitSound( self.attack1,500,math.random(80,100)) elseif randomsound == 2 then self:EmitSound( self.attack2,500,math.random(80,100)) elseif randomsound == 3 then self:EmitSound( self.attack3,500,math.random(80,100)) elseif randomsound == 4 then self:EmitSound( self.attack4,500,math.random(80,100)) elseif randomsound == 5 then self:EmitSound( self.attack5,500,math.random(80,100)) elseif randomsound == 6 then self:EmitSound( self.attack6,500,math.random(80,100)) end end timer.Create( "melee_done_timer" .. self.Entity:EntIndex( ), 0.2, 1, setmeleefalse ) end //--------------- //--------------- if GetConVarNumber("ai_disabled") == 0 then if math.random(1,5) == 1 then if self:GetEnemy() != nil then self:UpdateEnemyMemory(self:GetEnemy(),self:GetEnemy():GetPos()) end end //make the sound if self.Alerted == true then local randomsound = math.random(1,120) if randomsound == 1 then self:StopSound(self.angryidle1) self:StopSound(self.angryidle2) self:StopSound(self.angryidle3) self:StopSound(self.angryidle4) self:EmitSound( self.angryidle1,370,math.random(94,106)) elseif randomsound == 2 then self:StopSound(self.angryidle1) self:StopSound(self.angryidle2) self:StopSound(self.angryidle3) self:StopSound(self.angryidle4) self:EmitSound( self.angryidle2,370,math.random(94,106)) elseif randomsound == 3 then self:StopSound(self.angryidle1) self:StopSound(self.angryidle2) self:StopSound(self.angryidle3) self:StopSound(self.angryidle4) self:EmitSound( self.angryidle3,370,math.random(94,106)) elseif randomsound == 4 then self:StopSound(self.angryidle1) self:StopSound(self.angryidle2) self:StopSound(self.angryidle3) self:StopSound(self.angryidle4) self:EmitSound( self.angryidle4,370,math.random(94,106)) end else local randomsound = math.random(1,120) if randomsound == 1 then self:StopSound(self.idle1) self:StopSound(self.idle2) self:StopSound(self.idle3) self:StopSound(self.idle4) self:EmitSound( self.idle1,350,math.random(94,106)) elseif randomsound == 2 then self:StopSound(self.idle1) self:StopSound(self.idle2) self:StopSound(self.idle3) self:StopSound(self.idle4) self:EmitSound( self.idle2,350,math.random(94,106)) elseif randomsound == 3 then self:StopSound(self.idle1) self:StopSound(self.idle2) self:StopSound(self.idle3) self:StopSound(self.idle4) self:EmitSound( self.idle3,350,math.random(94,106)) elseif randomsound == 4 then self:StopSound(self.idle1) self:StopSound(self.idle2) self:StopSound(self.idle3) self:StopSound(self.idle4) self:EmitSound( self.idle4,350,math.random(94,106)) end end if math.random(1,10) == 1 then //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 local friends = ents.FindByClass("npc_dan_zombie") for _, x in pairs(friends) do x:AddEntityRelationship( self, 3, 10 ) end end if self.TakingCover == false then if(math.random(1,6) == 1) then self:FindCloseEnemies()//get guys close to me end end//Hit them. if self:GetEnemy() != nil then if math.random(1,15) == 1 && 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(schedJump) self.Leaping = true self:SetVelocity( (self:GetEnemy():GetPos()-self:GetPos() + Vector(0,0,50)):Normalize() * self.LeapSpeed ) timer.Simple(0.25,setmeleefalse) end if (self:GetEnemy():GetPos():Distance(self:GetPos()) < 70) || self:HasPropInFrontOfMe() then if self.MeleeAttacking == false then if self.Leaping == false then self:SetSchedule( SCHED_MELEE_ATTACK1 ) else self:EmitSound( self.attackleap) self:SetLocalVelocity( Vector( 0, 0, 0 ) ) end timer.Create( "melee_attack_timer" .. self.Entity:EntIndex( ), 0.6, 1, Attack_Melee ) self.MeleeAttacking = true; end end else self:FindEnemyDan() self.MeleeAttacking = false end end //--------------- //print(self:GetEnemy()) //print(self.Alerted) //print(self.Chasing) end function ENT:HasPropInFrontOfMe() local entstoattack = ents.FindInSphere(self:GetPos() + self:GetForward()*75,47) for _,v in pairs(entstoattack) do if v:GetClass() == "prop_physics" then return true end end return false end function ENT:SelectSchedule() if self:GetEnemy() != nil then if self:GetEnemy():GetPos():Distance(self:GetPos()) > 2600 then self:SetSchedule(SCHED_CHASE_ENEMY ) self:SetEnemy(NULL) alerted = true end end local function setleapfalse() self.Leaping = true end if self:GetEnemy() != nil then if self:GetEnemy():GetPos():Distance(self:GetPos()) < 2000 then self:UpdateEnemyMemory(self:GetEnemy(),self:GetEnemy():GetPos()) self:SetSchedule(SCHED_CHASE_ENEMY) self.Chasing = true else self:SetSchedule(SCHED_IDLE_WANDER) end elseif self.Alerted == true then self:SetSchedule(SCHED_IDLE_WANDER) self.Alerted = false self.Chasing = false else self:SetSchedule(SCHED_RUN_RANDOM) self.Alerted = false self.Chasing = false 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 self:StopSound(self.idle1) self:StopSound(self.idle2) self:StopSound(self.idle3) self:StopSound(self.idle4) local sound_seed = math.random(1,7) if sound_seed == 1 then self:EmitSound( self.hurt1,500,math.random(80,100)) elseif sound_seed == 2 then self:EmitSound( self.hurt2,500,math.random(80,100)) elseif sound_seed == 3 then self:EmitSound( self.hurt3,500,math.random(80,100)) 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 self.Alerted = true end if self:Health() <= 0 && self.dead == false then //run on death self.dead = true; //print("DIED!!!") 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")) then v:TakeDamage( 3, self ) end self:EmitSound( "alien/alien_acid.wav" ) 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 self:StopSound(self.idle1) self:StopSound(self.idle2) self:StopSound(self.idle3) self:StopSound(self.idle4) local deathseed = math.random(1,3) if deathseed == 1 then self:EmitSound( self.die1,350,math.random(80,100)) elseif deathseed == 2 then self:EmitSound( self.die2,350,math.random(80,100)) elseif deathseed == 3 then self:EmitSound( self.die3,350,math.random(80,100)) 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 if( GetConVarNumber("ai_keepragdolls") == 0 ) then ragdoll:SetCollisionGroup( 1 )//COLLISION_GROUP_DEBRIS ) ragdoll:Fire( "FadeAndRemove", "", 7 ) end self:Remove() end