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Lancer6134

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Jan 20th, 2018
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  1. AddCSLuaFile("shared.lua")
  2. include('shared.lua')
  3. /*-----------------------------------------------
  4. *** Copyright (c) 2012-2015 by DrVrej, All rights reserved. ***
  5. No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
  6. without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
  7. -----------------------------------------------*/
  8. ENT.Model = "" -- Leave empty if using more than one model
  9. ENT.StartHealth = GetConVarNumber("vj_ukrm_s_h")
  10. ENT.MoveType = MOVETYPE_STEP
  11. ENT.HullType = HULL_HUMAN
  12. ENT.HullSizeNormal = false -- set to false to cancel out the self:SetHullSizeNormal()
  13. ---------------------------------------------------------------------------------------------------------------------------------------------
  14. ENT.VJ_NPC_Class = {"CLASS_UNITED_STATES_FRIENDLY"}
  15. ENT.BloodColor = "Red" -- The blood type, this will determine what it should use (decal, particle, etc.)
  16. ENT.PlayerFriendly = true -- Makes the SNPC friendly to the player and HL2 Resistance
  17.  
  18. ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
  19. ENT.MeleeAttackDamage = GetConVarNumber("vj_bnd_s_d")
  20. ENT.FootStepTimeRun = 0.4 -- Next foot step sound when it is running
  21. ENT.FootStepTimeWalk = 0.5 -- Next foot step sound when it is walking
  22. ENT.HasGrenadeAttack = true -- Should the SNPC have a grenade attack?
  23. ENT.SquadName = "american" -- Squad name, console error will happen if two groups that are enemy and try to squad!
  24.  
  25.  
  26.  
  27. -- ====== Flinching Code ====== --
  28. ENT.Flinches = 0 -- 0 = No Flinch | 1 = Flinches at any damage | 2 = Flinches only from certain damages
  29. ENT.FlinchingChance = 12 -- chance of it flinching from 1 to x | 1 will make it always flinch
  30. ENT.FlinchingSchedules = {SCHED_FLINCH_PHYSICS} -- If self.FlinchUseACT is false the it uses this | Common: SCHED_BIG_FLINCH, SCHED_SMALL_FLINCH, SCHED_FLINCH_PHYSICS
  31. -- ====== Sound File Paths ====== --
  32. -- Leave blank if you don't want any sounds to play
  33. ENT.SoundTbl_FootStep = {"step/step_1.wav","step/step_2.wav","step/step_3.wav","step/step_4.wav"}
  34. ENT.SoundTbl_Idle = {"ukr_soldier/idle_1.wav","ukr_soldier/idle_2.wav","ukr_soldier/idle_3.wav","ukr_soldier/idle_4.wav","ukr_soldier/idle_5.wav","ukr_soldier/idle_6.wav","ukr_soldier/idle_7.wav","ukr_soldier/idle_8.wav","ukr_soldier/idle_9.wav","ukr_soldier/idle_10.wav","ukr_soldier/idle_11.wav","ukr_soldier/idle_12.wav","ukr_soldier/idle_13.wav","ukr_soldier/idle_14.wav","ukr_soldier/idle_15.wav","idle.wav"}
  35. ENT.SoundTbl_Alert = {"ukr_soldier/attack_1.wav","ukr_soldier/attack_2.wav","ukr_soldier/attack_3.wav","ukr_soldier/attack_4.wav","ukr_soldier/attack_5.wav","ukr_soldier/alert1.wav","ukr_soldier/alert2.wav"}
  36. ENT.SoundTbl_Suppressing = {"ukr_soldier/tolls_1.wav","ukr_soldier/tolls_2.wav","ukr_soldier/tolls_3.wav","ukr_soldier/tolls_4.wav"}
  37. ENT.SoundTbl_Pain = {"ukr_soldier/pain1.wav","ukr_soldier/pain2.wav","ukr_soldier/pain3.wav","ukr_soldier/pain4.wav","ukr_soldier/pain5.wav","ukr_soldier/pain6.wav","ukr_soldier/pain7.wav","ukr_soldier/pain8.wav"}
  38. ENT.SoundTbl_Death = {"ukr_soldier/death_1.wav","ukr_soldier/death_2.wav","ukr_soldier/death_3.wav","ukr_soldier/death_4.wav","ukr_soldier/death_5.wav","ukr_soldier/death_6.wav","ukr_soldier/death_7.wav"}
  39.  
  40. ENT.IdleSoundLevel = 85
  41. ---------------------------------------------------------------------------------------------------------------------------------------------
  42. function ENT:CustomInitialize()
  43. local randomstartskin = math.random(1,3)
  44. if randomstartskin == 1 then self:SetModel( Model("models/npc/Ukr_SoldierHeavy.mdl") ) else
  45. if randomstartskin == 2 then self:SetModel( Model("models/npc/Ukr_Soldierstandard.mdl") ) end
  46. if randomstartskin == 3 then self:SetModel( Model("models/npc/Ukr_SoldierLight.mdl") ) end
  47.  
  48.  
  49.  
  50. end
  51.  
  52.  
  53. local randomstartbg_chest = math.random(1,2)
  54. if randomstartbg_chest == 1 then self:SetBodygroup( 1,1 ) else
  55. if randomstartbg_chest == 2 then self:SetBodygroup( 1,2 ) end
  56.  
  57. end
  58.  
  59.  
  60.  
  61. local randomstartbg_chest = math.random(2,2)
  62. if randomstartbg_chest == 1 then self:SetBodygroup( 2,0 ) else
  63. if randomstartbg_chest == 2 then self:SetBodygroup( 2,1 ) end
  64.  
  65. end
  66.  
  67. local randomstartbg_chest = math.random(3,2)
  68. if randomstartbg_chest == 1 then self:SetBodygroup( 3,1 ) else
  69. if randomstartbg_chest == 2 then self:SetBodygroup( 3,2 ) end
  70.  
  71. end
  72.  
  73. local randomstartbg_chest = math.random(4,1)
  74. if randomstartbg_chest == 1 then self:SetBodygroup( 4,2 ) end
  75.  
  76. end
  77.  
  78. local randomstartbg_chest = math.random(5,2)
  79. if randomstartbg_chest == 1 then self:SetBodygroup( 5,1 ) else
  80. if randomstartbg_chest == 2 then self:SetBodygroup( 5,2 ) end
  81.  
  82. end
  83.  
  84. local randomstartbg_chest = math.random(6,2)
  85. if randomstartbg_chest == 1 then self:SetBodygroup( 6,1 ) else
  86. if randomstartbg_chest == 2 then self:SetBodygroup( 6,2 ) end
  87.  
  88. end
  89.  
  90. local randomstartbg_chest = math.random(7,2)
  91. if randomstartbg_chest == 1 then self:SetBodygroup( 7,1 ) else
  92. if randomstartbg_chest == 2 then self:SetBodygroup( 7,2 ) end
  93.  
  94. end
  95.  
  96. local randomstartbg_chest = math.random(8,2)
  97. if randomstartbg_chest == 1 then self:SetBodygroup( 8,1 ) else
  98. if randomstartbg_chest == 2 then self:SetBodygroup( 8,2 ) end
  99.  
  100. end
  101.  
  102. local randomstartbg_chest = math.random(9,2)
  103. if randomstartbg_chest == 1 then self:SetBodygroup( 9,1 ) else
  104. if randomstartbg_chest == 2 then self:SetBodygroup( 9,2 ) end
  105.  
  106. end
  107.  
  108. local randomstartbg_chest = math.random(10,2)
  109. if randomstartbg_chest == 1 then self:SetBodygroup( 10,1 ) else
  110. if randomstartbg_chest == 2 then self:SetBodygroup( 10,2 ) end
  111.  
  112. end
  113.  
  114. local randomstartbg_chest = math.random(11,2)
  115. if randomstartbg_chest == 1 then self:SetBodygroup( 11,1 ) else
  116. if randomstartbg_chest == 2 then self:SetBodygroup( 11,2 ) end
  117.  
  118. end
  119.  
  120. end
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