AddCSLuaFile() --Initialize Stuff goes here. ENT.Models = { "models/fallout/dogvicious.mdl", } for k, v in pairs(ENT.Models) do util.PrecacheModel(v) end ENT.PrintName = "Viscous Dog" ENT.Base = "nextbot_bizzclaw_base" -- required ENT.MaxHP = 100 -- HP the entity spawns with ENT.pnrp_xpreward = 1 -- XP received from NPC on it's death (PNRP Only) ENT.MinScale = .95 -- minimum random size of the entity ENT.MaxScale = 1.05 -- maximum random size of entity ENT.StepHeight = 20 -- any step shorter than this can be climbed (may cause issues such as NPCs walking in to ceilings if over 50) ENT.ColStart = Vector(-25,-25, 0) -- start of collision box ENT.ColEnd = Vector(25,25, 64) -- end of colision mesh --Collision boxes are important because they determine the entities "box". also note that only parts of the NPC shot in this box can be hit by guns ENT.NoPlayerCol = true -- use this if our entity is getting stuck in players easily. This will make it so that the NPC can walk through the player and vice versa function ENT:OnInit() -- additional initialize functions go in here like setting skins or bodygroups --stuff self:SetModel("models/fallout/dogvicious.mdl") end --Faction stuff ENT.FearedEnts = { -- things we're afraid of and will run from "ambient/_period.wav", } ENT.Friends = { -- things we won't attack (All other NPCs will be attacked) "npc_fallout_dog", } ENT.LikesPlayers = false -- true if we're not to attack players. ENT.AttackAllAttackers = false -- attack our attacker even if it's a friend? --Sounds ENT.StepSounds = true ENT.FootSoundLevel = 63 -- sound level of foot step... I think this is decibals? ENT.FootSounds = { -- sounds we make when moving "npc/dog_fallout/npc_dog_foot_01.wav", "npc/dog_fallout/npc_dog_foot_02.wav", "npc/dog_fallout/npc_dog_foot_03.wav", "npc/dog_fallout/npc_dog_foot_04.wav", "npc/dog_fallout/npc_dog_foot_05.wav", "npc/dog_fallout/npc_dog_foot_06.wav", "npc/dog_fallout/npc_dog_foot_08.wav", } -- remember we can use "ambient/_period.wav" if we don't want sounds. ENT.AttackSounds = { "npc/dog_fallout/npc_dog_attackmid_01.wav", "npc/dog_fallout/npc_dog_attackmid_02.wav", } ENT.IdleToAlert = { "ambient/_period.wav", } ENT.PowerAttackSounds = { "npc/dog_fallout/npc_dog_attackforward_01.wav", "npc/dog_fallout/npc_dog_attackforward_02.wav", "npc/dog_fallout/npc_dog_attackforward_03.wav", "npc/dog_fallout/npc_dog_attackforward_04.wav", "npc/dog_fallout/npc_dog_attackforward_05.wav", "npc/dog_fallout/npc_dog_attackforward_06.wav", } ENT.NormalToCombat ={ "npc/dog_fallout/npc_dog_growl_01.wav", "npc/dog_fallout/npc_dog_growl_02.wav", "npc/dog_fallout/npc_dog_growl_03.wav", "npc/dog_fallout/npc_dog_growl_04.wav", "npc/dog_fallout/npc_dog_growl_05.wav", "npc/dog_fallout/npc_dog_growl_06.wav", "npc/dog_fallout/npc_dog_growl_07.wav", } ENT.IdleSounds = { -- idle wander sounds "npc/dog_fallout/npc_dog_bark_01.wav", "npc/dog_fallout/npc_dog_bark_02.wav", "npc/dog_fallout/npc_dog_bark_03.wav", "npc/dog_fallout/npc_dog_bark_04.wav", "npc/dog_fallout/npc_dog_bark_05.wav", "npc/dog_fallout/npc_dog_bark_06.wav", "npc/dog_fallout/npc_dog_bark_07.wav", "npc/dog_fallout/npc_dog_bark_08.wav", "npc/dog_fallout/npc_dog_bark_09.wav", } ENT.CombatToNormal = { -- sound palyed when the enemy kills it's prey "ambient/_period.wav", } ENT.LostToCombat = { -- sound palyed when the enemy kills it's prey "ambient/_period.wav", } ENT.CombatToLost = { -- when we've lost our target in combat, "where did he go?!" "ambient/_period.wav", } ENT.LostToNormal = { -- sound we make when we've given up searching for our last target "ambient/_period.wav", } ENT.InjuredSounds = { "npc/dog_fallout/npc_dog_injured_01.wav", "npc/dog_fallout/npc_dog_injured_02.wav", "npc/dog_fallout/npc_dog_injured_03.wav", "npc/dog_fallout/npc_dog_injured_04.wav", "npc/dog_fallout/npc_dog_injured_05.wav", "npc/dog_fallout/npc_dog_injured_06.wav", } ENT.DeathSounds = { "npc/dog_fallout/npc_dog_death_01.wav", "npc/dog_fallout/npc_dog_death_02.wav", "npc/dog_fallout/npc_dog_death_03.wav", "npc/dog_fallout/npc_dog_death_04.wav", } ENT.SearchTime = 30 -- time we'll search for enemy after we've lost him... this can be changed by skills later (maybe) ENT.CanHearFootSteps = true -- can we hear player footsteps? ENT.TargetLostAnim = "mtspecialidle_lookleft" -- used when we've lost our target and we're looking around for them. ENT.RunFootDelay = 0.2 ENT.WalkFootDelay = 0.9 ENT.AttackAct1 = ACT_MELEE_ATTACK1 -- normal attack anim ENT.AttackAct2 = ACT_MELEE_ATTACK2 -- power attack anim ENT.RunAct = ACT_RUN ENT.RunHurtAct = ACT_RUN_HURT ENT.WalkAct = ACT_WALK ENT.WalkHurtAct = ACT_WALK_HURT ENT.WalkSearchAct = ACT_WALK_ANGRY ENT.GrowlAnim = "specialidle_whimper" -- threatening animation - also played RIGHT after attack while npc isn't moving. ENT.DetectRange = 1000 ENT.RunSpeed = 250 ENT.WalkSpeed = 70 --Attack delay related ENT.HitTime = 0.7 -- delay in seconds for the damage to be applied to it's target after it starts the attack animation, tweak this until you're taking damage when the npc looks like it's hitting you ENT.HitEnd = 1.1 -- when the animation for attacking is done and the NPC should start moving again ENT.PowerHitDelay = 0.9 --same as HitTime but with the power (moving) attacks ENT.PowerHitEnd = 1.3 -- same as HitEnd but with power attacks