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- --[[
- ==========================================Civs==================================================
- -------------------------------------Legal Notices:---------------------------------------------
- Civs is copyright © 2016 by Robert Blackmon; alias Bobbleheadbob.
- Do not sell or distribute Civs without permission. That's not cool.
- ------------------------------------------------------------------------------------------------
- CIVS DOWNLOAD: https://scriptfodder.com/scripts/view/2092
- CONTACT ME: http://steamcommunity.com/id/bobblackmon/ | http://facepunch.com/member.php?u=438603
- ================================================================================================
- Thank you for purchasing Civs Cops!
- To install, place the 'civs_cops' folder in your addons folder.
- If your console says "Physics Issue: 96541701 must be CLAMPED!!", please verify your game cache integrity. IT IS NOT THIS ADDON'S FAULT.
- ]]
- // This is your config file. When updating to a new version, make sure this file is not overwritten unless instructed to.
- -- Ceci est votre fichier de configuration. Lorsque vous mettez à jour l'addon, faîtes attention à ce que ce fichier ne soit pas écrasé.
- Civs.Cops.CopSpawnChance = .50 // How likely a given Civ is to be spawned as a cop
- Civs.Cops.CopHealth = 300 // How much health cops spawn with.
- Civs.Cops.SwingRange = 50 // How far a cop's melee range is
- Civs.Cops.TargetLostDist = 1800 // How far until a cop loses its target
- Civs.Cops.CopRunSpeed = 190 // Should be slower than player sprint speed, so players can get away.
- Civs.Cops.CopAttackRange = 80 // How far a thug's melee swing will reach
- Civs.Cops.CopAttackDelay = 1.2 // Time between thug melee swings.
- Civs.Cops.CopDamage = 50 // How much damage a cop's swing does.
- Civs.Cops.CopViewPunch = true // Whether the thug's attack should shake the screen.
- Civs.Cops.ArrestTime = -1 // How long players arrested by cops are arrested for, in seconds. Use -1 for the default arrest time.
- Civs.Cops.LockpicksIllegal = false // Whether a cop who sees a lockpicking taking place will go arrest the lockpicker.
- Civs.Cops.KeyCracksIllegal = true // Whether a cop who sees a keypad cracking taking place will go arrest the keypad cracker.
- Civs.Wanted.lockpicking = {severity = 3, desc = "Picking a Lock", time=60*1}
- Civs.Wanted.keypad = {severity = 3, desc = "Cracking a Keypad", time=60*1}
- Civs.Cops.AngrySounds = {
- male = {
- "vo/npc/barney/ba_bringiton.wav",
- "vo/npc/barney/ba_downyougo.wav",
- "vo/npc/barney/ba_goingdown.wav",
- "vo/npc/barney/ba_littlehelphere.wav",
- },
- female = {
- "vo/npc/alyx/coverme01.wav",
- "vo/npc/alyx/coverme02.wav",
- "vo/npc/alyx/coverme03.wav",
- "vo/npc/alyx/brutal02.wav",
- }
- }
- Civs.Cops.CallingSounds = {
- male = {
- "npc/combine_soldier/vo/affirmativewegothimnow.wav",
- "npc/combine_soldier/vo/affirmative.wav",
- "npc/combine_soldier/vo/affirmative2.wav",
- "npc/combine_soldier/vo/alert1.wav",
- "npc/combine_soldier/vo/block31mace.wav",
- "npc/combine_soldier/vo/block64jet.wav",
- "npc/combine_soldier/vo/callcontacttarget1.wav",
- "npc/combine_soldier/vo/contact.wav",
- "npc/combine_soldier/vo/contactconfim.wav",
- "npc/combine_soldier/vo/contactconfirmprosecuting.wav",
- "npc/combine_soldier/vo/engaging.wav",
- "npc/combine_soldier/vo/executingfullresponse.wav",
- "npc/combine_soldier/vo/heavyresistance.wav",
- "npc/combine_soldier/vo/movein.wav",
- "npc/combine_soldier/vo/overwatchrequestreserveactivation.wav",
- "npc/combine_soldier/vo/overwatchrequestreinforcement.wav",
- "npc/combine_soldier/vo/overwatchreportspossiblehostiles.wav",
- "npc/combine_soldier/vo/prioritytwoescapee.wav",
- "npc/combine_soldier/vo/readyweapons.wav",
- "npc/combine_soldier/vo/requestmedical.wav",
- "npc/combine_soldier/vo/weaponsoffsafeprepforcontact.wav",
- }
- }
- Civs.Cops.CallingSounds.female = Civs.Cops.CallingSounds.male //This makes the male and female sounds the same. remove it if you add female sounds.
- Civs.Cops.Models = {
- npc_civ_cop = {
- male = {
- {
- mdl = Model("models/player/police.mdl"),
- anims = {
- idle = "idle_all",
- run = ACT_HL2MP_RUN_MELEE,
- hide = "idle_all_cower"
- },
- },
- },
- female = {
- {
- mdl = Model("models/player/police_fem.mdl"),
- anims = {
- idle = "idle_all",
- run = ACT_HL2MP_RUN_MELEE,
- hide = "idle_all_cower"
- },
- },
- },
- },
- }
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