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- fts.NPCS =
- {
- {
- class = "npc_combine_s",
- squad = "combine_hard",
- max = 5,
- health = 500,
- weapon = "weapon_ar2",
- aim = WEAPON_PROFICIENCY_PERFECT,
- keyvalues =
- {
- --spawnflags = "256", -- long shot
- tacticalvariant = "1",
- }
- },
- {
- class = "npc_combine_s",
- squad = "boomer_and_bomette",
- max = 1,
- health = 1000,
- weapon = "weapon_ar2",
- aim = WEAPON_PROFICIENCY_PERFECT,
- keyvalues =
- {
- --spawnflags = "256", -- long shot
- tacticalvariant = "1",
- },
- post_spawn = function(self)
- self:SetNWString("cs_model", "models/infected/boomer.mdl")
- end,
- },
- {
- class = "npc_combine_s",
- squad = "boomer_and_bomette",
- max = 1,
- health = 1000,
- weapon = "weapon_ar2",
- aim = WEAPON_PROFICIENCY_PERFECT,
- keyvalues =
- {
- --spawnflags = "256", -- long shot
- tacticalvariant = "1",
- },
- post_spawn = function(self)
- self:SetNWString("cs_model", "models/infected/boomette.mdl")
- end,
- },
- {
- class = "npc_citizen",
- squad = "citizen_hard",
- max = 3,
- health = 300,
- weapon = "weapon_ar2",
- aim = WEAPON_PROFICIENCY_PERFECT,
- keyvalues =
- {
- --spawnflags = "256", -- long shot
- tacticalvariant = "1",
- },
- post_spawn = function(self)
- self:SetNPCState(NPC_STATE_ALERT)
- for key, ent in pairs(ents.GetAll()) do
- if ent:IsNPC() and ent:GetClass():find("combine") then
- ent:AddEntityRelationship(self, D_HT, 99)
- self:AddEntityRelationship(ent, D_HT, 99)
- end
- end
- end,
- },
- {
- class = "npc_strider",
- squad = "combine_hard",
- max = 1,
- },
- {
- class = "npc_antlionguard",
- squad = "antlions",
- max = 1,
- },
- {
- class = seagulls.ClassName,
- squad = "seagulls",
- max = seagulls.MaxSeagulls,
- pre_spawn = function(self)
- seagulls.Create()
- return false
- end,
- },
- }
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