Advertisement
Guest User

civs cop config

a guest
May 24th, 2017
268
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
Lua 4.38 KB | None | 0 0
  1. --[[
  2. ==========================================Civs==================================================
  3. -------------------------------------Legal Notices:---------------------------------------------
  4. Civs is copyright © 2016 by Robert Blackmon; alias Bobbleheadbob.
  5. Do not sell or distribute Civs without permission. That's not cool.
  6. ------------------------------------------------------------------------------------------------
  7. CIVS DOWNLOAD: https://scriptfodder.com/scripts/view/2092
  8. CONTACT ME: http://steamcommunity.com/id/bobblackmon/ | http://facepunch.com/member.php?u=438603
  9. ================================================================================================
  10.  
  11.  
  12.  
  13. Thank you for purchasing Civs Cops!
  14. To install, place the 'civs_cops' folder in your addons folder.
  15.  
  16. If your console says "Physics Issue: 96541701 must be CLAMPED!!", please verify your game cache integrity. IT IS NOT THIS ADDON'S FAULT.
  17.  
  18. ]]
  19.  
  20. // This is your config file. When updating to a new version, make sure this file is not overwritten unless instructed to.
  21. -- Ceci est votre fichier de configuration. Lorsque vous mettez à jour l'addon, faîtes attention à ce que ce fichier ne soit pas écrasé.
  22.  
  23. Civs.Cops.CopSpawnChance    = .50   // How likely a given Civ is to be spawned as a cop
  24.  
  25. Civs.Cops.CopHealth         = 300   // How much health cops spawn with.
  26.  
  27. Civs.Cops.SwingRange        = 50    // How far a cop's melee range is
  28. Civs.Cops.TargetLostDist    = 1800  // How far until a cop loses its target
  29. Civs.Cops.CopRunSpeed       = 190   // Should be slower than player sprint speed, so players can get away.
  30. Civs.Cops.CopAttackRange    = 80    // How far a thug's melee swing will reach
  31. Civs.Cops.CopAttackDelay    = 1.2   // Time between thug melee swings.
  32. Civs.Cops.CopDamage     = 50    // How much damage a cop's swing does.
  33. Civs.Cops.CopViewPunch      = true  // Whether the thug's attack should shake the screen.
  34. Civs.Cops.ArrestTime        = -1    // How long players arrested by cops are arrested for, in seconds. Use -1 for the default arrest time.
  35.  
  36. Civs.Cops.LockpicksIllegal  = false // Whether a cop who sees a lockpicking taking place will go arrest the lockpicker.
  37. Civs.Cops.KeyCracksIllegal  = true  // Whether a cop who sees a keypad cracking taking place will go arrest the keypad cracker.
  38.  
  39. Civs.Wanted.lockpicking = {severity = 3, desc = "Picking a Lock", time=60*1}
  40. Civs.Wanted.keypad = {severity = 3, desc = "Cracking a Keypad", time=60*1}
  41.  
  42.  
  43. Civs.Cops.AngrySounds = {
  44.     male = {
  45.         "vo/npc/barney/ba_bringiton.wav",
  46.         "vo/npc/barney/ba_downyougo.wav",
  47.         "vo/npc/barney/ba_goingdown.wav",
  48.         "vo/npc/barney/ba_littlehelphere.wav",
  49.     },
  50.     female = {
  51.         "vo/npc/alyx/coverme01.wav",
  52.         "vo/npc/alyx/coverme02.wav",
  53.         "vo/npc/alyx/coverme03.wav",
  54.         "vo/npc/alyx/brutal02.wav",
  55.     }
  56. }
  57.  
  58. Civs.Cops.CallingSounds = {
  59.     male = {
  60.         "npc/combine_soldier/vo/affirmativewegothimnow.wav",
  61.         "npc/combine_soldier/vo/affirmative.wav",
  62.         "npc/combine_soldier/vo/affirmative2.wav",
  63.         "npc/combine_soldier/vo/alert1.wav",
  64.         "npc/combine_soldier/vo/block31mace.wav",
  65.         "npc/combine_soldier/vo/block64jet.wav",
  66.         "npc/combine_soldier/vo/callcontacttarget1.wav",
  67.         "npc/combine_soldier/vo/contact.wav",
  68.         "npc/combine_soldier/vo/contactconfim.wav",
  69.         "npc/combine_soldier/vo/contactconfirmprosecuting.wav",
  70.         "npc/combine_soldier/vo/engaging.wav",
  71.         "npc/combine_soldier/vo/executingfullresponse.wav",
  72.         "npc/combine_soldier/vo/heavyresistance.wav",
  73.         "npc/combine_soldier/vo/movein.wav",
  74.         "npc/combine_soldier/vo/overwatchrequestreserveactivation.wav",
  75.         "npc/combine_soldier/vo/overwatchrequestreinforcement.wav",
  76.         "npc/combine_soldier/vo/overwatchreportspossiblehostiles.wav",
  77.         "npc/combine_soldier/vo/prioritytwoescapee.wav",
  78.         "npc/combine_soldier/vo/readyweapons.wav",
  79.         "npc/combine_soldier/vo/requestmedical.wav",
  80.         "npc/combine_soldier/vo/weaponsoffsafeprepforcontact.wav",
  81.        
  82.     }
  83. }
  84. Civs.Cops.CallingSounds.female = Civs.Cops.CallingSounds.male //This makes the male and female sounds the same. remove it if you add female sounds.
  85.  
  86. Civs.Cops.Models = {
  87.     npc_civ_cop = {
  88.         male = {
  89.             {
  90.                 mdl = Model("models/player/police.mdl"),
  91.                 anims = {
  92.                     idle = "idle_all",
  93.                     run = ACT_HL2MP_RUN_MELEE,
  94.                     hide = "idle_all_cower"
  95.                 },
  96.             },
  97.         },
  98.        
  99.         female = {
  100.             {
  101.                 mdl = Model("models/player/police_fem.mdl"),
  102.                 anims = {
  103.                     idle = "idle_all",
  104.                     run = ACT_HL2MP_RUN_MELEE,
  105.                     hide = "idle_all_cower"
  106.                 },
  107.             },
  108.         },
  109.        
  110.     },
  111. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement