Merge branch 'halloween' of https://github.com/1upD/source-sdk-2013 into halloween

This commit is contained in:
Derek Dik 2018-10-16 16:38:25 -04:00
commit 759328b805
9 changed files with 810 additions and 87 deletions

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// ===========
// NPCs
// ============
// Barnacle
sk_barnacle_health "35"
// Barney
sk_barney_health "35"
// Bullseye
sk_bullseye_health "35"
// Bullsquid
//sk_bullsquid_health "120"
//sk_bullsquid_dmg_bite "15"
//sk_bullsquid_dmg_whip "25"
// Citizen
sk_citizen_health "40"
// Combine Soldier
sk_combine_s_health "50"
sk_combine_s_kick "10"
// Combine Guard
sk_combine_guard_health "70"
sk_combine_guard_kick "15"
// strider
sk_strider_health "350"
sk_strider_num_missiles1 "5"
sk_strider_num_missiles2 "7"
sk_strider_num_missiles3 "7"
// Headcrab
sk_headcrab_health "10"
sk_headcrab_melee_dmg "5"
// Fast Headcrab
sk_headcrab_fast_health "10"
// Poison Headcrab
sk_headcrab_poison_health "35"
// Houndeye
//sk_houndeye_health "80"
//sk_houndeye_dmg_blast "25"
// Manhack
sk_manhack_health "25"
sk_manhack_melee_dmg "20"
// Metropolice
sk_metropolice_health "40"
sk_metropolice_stitch_reaction "1.0"
sk_metropolice_stitch_tight_hitcount "2"
sk_metropolice_stitch_at_hitcount "1"
sk_metropolice_stitch_behind_hitcount "3"
sk_metropolice_stitch_along_hitcount "2"
// Rollermine
sk_rollermine_shock "10"
sk_rollermine_stun_delay "3"
sk_rollermine_vehicle_intercept "1"
// Scanner (City)
sk_scanner_health "30"
sk_scanner_dmg_dive "25"
// Stalker
sk_stalker_health "50"
sk_stalker_melee_dmg "5"
// Vortigaunt
sk_vortigaunt_health "100"
sk_vortigaunt_dmg_claw "10"
sk_vortigaunt_dmg_rake "25"
sk_vortigaunt_dmg_zap "50"
sk_vortigaunt_armor_charge "30"
// Zombie
sk_zombie_health "50"
sk_zombie_dmg_one_slash "10"
sk_zombie_dmg_both_slash "25"
// Poison Zombie
sk_zombie_poison_health "175"
sk_zombie_poison_dmg_spit "20"
//Antlion
sk_antlion_health "30"
sk_antlion_swipe_damage "5"
sk_antlion_jump_damage "5"
//Antlion Guard
sk_antlionguard_health "500"
sk_antlionguard_dmg_charge "20"
sk_antlionguard_dmg_shove "10"
//Antlion Grub
//sk_antliongrub_health "5"
//Ichthyosaur
sk_ichthyosaur_health "200"
sk_ichthyosaur_melee_dmg "8"
// Combine Gunship
sk_gunship_burst_size "15"
sk_gunship_health_increments "5"
sk_npc_dmg_gunship "40"
sk_npc_dmg_gunship_to_plr "3"
// Combine Helicopter
sk_npc_dmg_helicopter "6"
sk_npc_dmg_helicopter_to_plr "3"
sk_helicopter_grenadedamage "30"
sk_helicopter_grenaderadius "275"
sk_helicopter_grenadeforce "55000"
// Combine Dropship
sk_npc_dmg_dropship "2"
// Combine APC
sk_apc_health "750"
// =================
// WEAPONS
// =================
sk_plr_dmg_ar2 "8"
sk_npc_dmg_ar2 "3"
sk_max_ar2 "60"
sk_max_ar2_altfire "3"
sk_plr_dmg_alyxgun "5"
sk_npc_dmg_alyxgun "3"
sk_max_alyxgun "150"
sk_plr_dmg_pistol "5"
sk_npc_dmg_pistol "3"
sk_max_pistol "150"
sk_plr_dmg_smg1 "4"
sk_npc_dmg_smg1 "3"
sk_max_smg1 "225"
sk_plr_dmg_buckshot "8"
sk_npc_dmg_buckshot "3"
sk_max_buckshot "30"
sk_plr_dmg_rpg_round "100"
sk_npc_dmg_rpg_round "50"
sk_max_rpg_round "3"
sk_plr_dmg_smg1_grenade "100"
sk_npc_dmg_smg1_grenade "50"
sk_max_smg1_grenade "3"
sk_smg1_grenade_radius "250"
//sk_plr_dmg_gauss "25"
//sk_plr_max_dmg_gauss "30"
sk_plr_dmg_sniper_round "20"
sk_npc_dmg_sniper_round "100"
sk_max_sniper_round "30"
sk_plr_dmg_357 "40"
sk_npc_dmg_357 "30"
sk_max_357 "12"
sk_plr_dmg_crossbow "100"
sk_npc_dmg_crossbow "10"
sk_max_crossbow "10"
sk_plr_dmg_airboat "3"
sk_npc_dmg_airboat "3"
//sk_dmg_sniper_penetrate_plr "10"
//sk_dmg_sniper_penetrate_npc "100"
sk_plr_dmg_grenade "150"
sk_npc_dmg_grenade "75"
sk_max_grenade "5"
sk_plr_dmg_crowbar "10"
sk_npc_dmg_crowbar "5"
sk_plr_dmg_stunstick "10"
sk_npc_dmg_stunstick "40" // Kill a citizen in one hit
//sk_plr_dmg_satchel "150"
//sk_npc_dmg_satchel "75"
//sk_satchel_radius "150"
// Mortar Synth projectile
//sk_dmg_energy_grenade "2"
//sk_energy_grenade_radius "100"
sk_dmg_homer_grenade "20"
sk_homer_grenade_radius "100"
// Bullsquid spit
//sk_dmg_spit_grenade "5"
//sk_spit_grenade_radius "50"
//sk_plr_dmg_tripmine "150"
//sk_npc_dmg_tripmine "125"
//sk_tripmine_radius "200"
sk_plr_dmg_fraggrenade "125"
sk_npc_dmg_fraggrenade "75"
sk_fraggrenade_radius "250"
// HEALTH/SUIT CHARGE DISTRIBUTION
sk_suitcharger "75"
sk_suitcharger_citadel "500"
sk_suitcharger_citadel_maxarmor "200"
sk_battery "15"
sk_healthcharger "50"
sk_healthkit "25"
sk_healthvial "10"
// Combine balls
sk_combineball_seek_angle "15"
sk_combineball_guidefactor "1.0"
// NPC damage adjusters
sk_npc_head "3"
sk_npc_chest "1"
sk_npc_stomach "1"
sk_npc_arm "1"
sk_npc_leg "1"
// player damage adjusters
sk_player_head "3"
sk_player_chest "1"
sk_player_stomach "1"
sk_player_arm "1"
sk_player_leg "1"
// Allies
sk_ally_regen_time "0.2"
// Jeep
sk_max_gauss_round "30"
// =================
// RTSL
// =================
//Max health
sk_mechacrab_health "40"
//Damage inflicted by the mechacrab
sk_mechacrab_melee_dmg "10"
//Damage taken by crowbar hits
sk_mechacrab_crowbar_dmg "20"

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@ -7,3 +7,5 @@ sk_apc_missile_damage "50"
// Antlion air attack // Antlion air attack
sk_antlion_air_attack_dmg "10" sk_antlion_air_attack_dmg "10"
sk_lostsoul_health "25"
sk_lostsoul_melee_dmg "5"

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//=============================================================================
//
// Purpose: Half-Life 2 mod game definition file (.fgd)
// Defines new entities for Halloween themed mods
//
//=============================================================================
@include "base.fgd"
@include "halflife2"
//-------------------------------------------------------------------------
//
// NPCs
//
//-------------------------------------------------------------------------
@NPCClass base(BaseNPC) studioprop() = npc_shadow_walker : "Shadow Walker"
[
additionalequipment(choices) : "Weapons" : "0" : "It is recommended that the Shadow Walker be equipped with a melee weapon such as the crowbar or stunstick. The shotgun and Annabelle also work surprisingly well, but firing patterns have not been set up for automatic weapons." =
[
"0" : "Custom Melee Weapon"
"weapon_crowbar" : "Crow Bar"
"weapon_stunstick" : "Stun Stick"
"weapon_shotgun" : "Shotgun"
"weapon_annabelle" : "Annabelle"
"weapon_pistol" : "Pistol"
"weapon_ar2" : "AR2"
"weapon_smg1" : "SMG1"
"weapon_alyxgun" : "Alyx Gun"
]
model(studio) : "World Model" : "models/monster/subject.mdl" : "You may specify any model for this NPC. However, the NPC was written with standard human animations in mind. Missing animations may cause errors. Be aware the animations of the model you choose will affect the NPC's behavior."
WeaponModel(studio) : "Weapon Model Override" : "models/props_canal/mattpipe.mdl" : "If the Shadow Walker is set to use 'Custom Melee Weapon', you may supply a world model to use. I would recommend using the pipe model, the crowbar model, or the stunstick model."
Health(integer) : "Health" : 75 : "Starting health of the NPC."
FearSound(sound) : "Fear Sound" : "NPC_ShadowWalker.Fear" : "The NPC will play this sound when retreating."
DeathSound(sound) : "Death Sound" : "NPC_ShadowWalker.Death" : "The NPC will play this sound on death."
IdleSound(sound) : "Idle Sound" : "NPC_ShadowWalker.Idle" : "The NPC will play this sound while wandering idly."
PainSound(sound) : "Pain Sound" : "NPC_ShadowWalker.Pain" : "The NPC will play this sound when damaged."
AlertSound(sound) : "Alert Sound" : "NPC_ShadowWalker.Alert" : "The NPC will play this sound while in an alert state."
LostEnemySound(sound) : "Lost Enemy Sound" : "NPC_ShadowWalker.LostEnemy" : "The NPC will play this sound if it loses sight of its enemy."
FoundEnemySound(sound) : "Found Enemy Sound" : "NPC_ShadowWalker.FoundEnemy" : "The NPC will play this sound if it finds an enemy again after previously losing it."
UseBothSquadSlots(choices) : "Use Both Squad Slots" : 0 : "When in a squad, how many shadow walkers should be able to chase the player at one time? Additional squadmates will run away from the player in the hopes of setting up an ambush." =
[
0 : "Use One Squad Slot"
1 : "Use Both Squad Slots"
]
]
@NPCClass base(npc_manhack) studio("models/skeleton/skeleton_torso3.mdl") = npc_lost_soul : "Lost Soul"
[
]

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game_sounds_manifest
{
"precache_file" "scripts/game_sounds.txt"
"precache_file" "scripts/game_sounds_ui.txt"
"precache_file" "scripts/game_sounds_player.txt"
// Weapon sounds
"precache_file" "scripts/game_sounds_weapons.txt"
"precache_file" "scripts/game_sounds_weapons_ep2.txt"
// HL2 World, Ambient Generic, Items, Physics, Vehicles
"precache_file" "scripts/game_sounds_world.txt"
"precache_file" "scripts/game_sounds_ambient_generic.txt"
"precache_file" "scripts/game_sounds_items.txt"
"precache_file" "scripts/game_sounds_physics.txt"
"precache_file" "scripts/game_sounds_vehicles.txt"
// E3 level sounds
"precache_file" "scripts/level_sounds_e3_c17.txt"
"precache_file" "scripts/level_sounds_e3_town.txt"
"precache_file" "scripts/level_sounds_e3_bugbait.txt"
// Episodic content sounds
"precache_file" "scripts/npc_sounds_alyx_episodic.txt"
"precache_file" "scripts/npc_sounds_strider_episodic.txt"
"precache_file" "scripts/npc_sounds_strider_episodic2.txt"
"precache_file" "scripts/npc_sounds_turret_episodic.txt"
"precache_file" "scripts/npc_sounds_soldier_episodic.txt"
"precache_file" "scripts/npc_sounds_ministrider_episodic.txt"
"precache_file" "scripts/npc_sounds_roller_episodic.txt"
"precache_file" "scripts/npc_sounds_combine_ball_episodic.txt"
"precache_file" "scripts/npc_sounds_citizen_episodic.txt"
"precache_file" "scripts/npc_sounds_citizen_episodic2.txt"
"precache_file" "scripts/npc_sounds_citizen_ep1.txt"
"precache_file" "scripts/npc_sounds_zombine.txt"
"precache_file" "scripts/npc_sounds_dog_episodic.txt"
"precache_file" "scripts/npc_sounds_antlion_episodic.txt"
"precache_file" "scripts/npc_sounds_antlionguard_episodic.txt"
"precache_file" "scripts/npc_sounds_antlionguard_episodic2.txt"
"precache_file" "scripts/npc_sounds_advisor.txt"
"precache_file" "scripts/npc_sounds_advisor_episodic2.txt"
"precache_file" "scripts/npc_sounds_hunter.txt"
"precache_file" "scripts/npc_sounds_antlion_grub_episodic.txt"
"precache_file" "scripts/npc_sounds_attackheli_episodic2.txt"
"precache_file" "scripts/npc_sounds_fastzombie_episodic2.txt"
"precache_file" "scripts/game_sounds_addendum_ep2.txt"
"precache_file" "scripts/level_sounds_music_episodic.txt"
"precache_file" "scripts/level_sounds_music_episodic2.txt"
"precache_file" "scripts/game_sounds_weapons_episodic.txt"
"precache_file" "scripts/level_voices_episode_01.txt"
"precache_file" "scripts/level_sounds_aftermath_episodic.txt"
"precache_file" "scripts/level_sounds_outland_episodic.txt"
"precache_file" "scripts/level_sounds_c17_02a.txt"
"precache_file" "scripts/level_voices_episode_02.txt"
"precache_file" "scripts/game_sounds_vehicles_ep2.txt"
// EP2 content sounds
"precache_file" "scripts/game_sounds_physics_ep2.txt"
// Game level sounds
"precache_file" "scripts/level_sounds_eli_lab.txt"
"precache_file" "scripts/level_sounds_trainyard.txt"
"precache_file" "scripts/level_sounds_k_lab.txt"
"precache_file" "scripts/level_sounds_k_lab2.txt"
"precache_file" "scripts/level_sounds_coast.txt"
"precache_file" "scripts/level_sounds_novaprospekt.txt"
"precache_file" "scripts/level_sounds_streetwar.txt"
"precache_file" "scripts/level_sounds_streetwar2.txt"
"precache_file" "scripts/level_sounds_breencast.txt"
"precache_file" "scripts/level_sounds_citadel.txt"
"precache_file" "scripts/level_sounds_canals.txt"
"precache_file" "scripts/level_sounds_ravenholm.txt"
"precache_file" "scripts/level_sounds_ravenholm2.txt"
"precache_file" "scripts/level_sounds_canals2.txt"
//Music Tracks
"precache_file" "scripts/level_sounds_music.txt"
// NPC Sounds
"precache_file" "scripts/npc_sounds_eli.txt"
"precache_file" "scripts/npc_sounds_alyx.txt"
"precache_file" "scripts/npc_sounds_dog.txt"
"precache_file" "scripts/npc_sounds_citizen.txt"
"precache_file" "scripts/npc_sounds_barney.txt"
"precache_file" "scripts/npc_sounds_soldier.txt"
"precache_file" "scripts/npc_sounds_strider.txt"
"precache_file" "scripts/npc_sounds_zombie.txt"
"precache_file" "scripts/npc_sounds_vortigaunt.txt"
"precache_file" "scripts/npc_sounds_turret.txt"
"precache_file" "scripts/npc_sounds_scanner.txt"
"precache_file" "scripts/npc_sounds_rollermine.txt"
"precache_file" "scripts/npc_sounds_poisonzombie.txt"
"precache_file" "scripts/npc_sounds_metropolice.txt"
"precache_file" "scripts/npc_sounds_combinecamera.txt"
"precache_file" "scripts/npc_sounds_manhack.txt"
"precache_file" "scripts/npc_sounds_ichthyosaur.txt"
"precache_file" "scripts/npc_sounds_blackheadcrab.txt"
"precache_file" "scripts/npc_sounds_fastheadcrab.txt"
"precache_file" "scripts/npc_sounds_headcrab.txt"
"precache_file" "scripts/npc_sounds_fastzombie.txt"
"precache_file" "scripts/npc_sounds_birds.txt"
"precache_file" "scripts/npc_sounds_gunship.txt"
"precache_file" "scripts/npc_sounds_dropship.txt"
"precache_file" "scripts/npc_sounds_barnacle.txt"
"precache_file" "scripts/npc_sounds_attackheli.txt"
"precache_file" "scripts/npc_sounds_antlionguard.txt"
"precache_file" "scripts/npc_sounds_antlion.txt"
"precache_file" "scripts/npc_sounds_env_headcrabcanister.txt"
"precache_file" "scripts/npc_sounds_combine_ball.txt"
"precache_file" "scripts/npc_sounds_combine_mine.txt"
"precache_file" "scripts/npc_sounds_sniper.txt"
"precache_file" "scripts/npc_sounds_stalker.txt"
"precache_file" "scripts/npc_sounds_gman.txt"
"precache_file" "scripts/npc_sounds_combine_cannon.txt"
"precache_file" "scripts/npc_sounds_alyx_episodic2.txt"
"precache_file" "scripts/npc_sounds_turret_episodic2.txt"
// 1upD's Halloween NPCs
"precache_file" "scripts/npc_sounds_shadow_walker.txt"
"precache_file" "scripts/npc_sounds_lost_soul.txt"
}

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// Default sound scripts for npc_lost_soul
// Author: 1upD
"NPC_LostSoul.Die"
{
"channel" "CHAN_BODY"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "physics/flesh/flesh_bloody_break.wav"
}
"NPC_LostSoul.Burn"
{
"channel" "CHAN_ITEM"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_70dB"
"rndwave"
{
"wave" "player/pl_burnpain1.wav"
"wave" "player/pl_burnpain2.wav"
"wave" "player/pl_burnpain3.wav"
}
}
"NPC_LostSoul.Float"
{
"channel" "CHAN_ITEM"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "ambient\levels\citadel\datatransfmalevx01.wav"
"wave" "ambient\levels\citadel\datatransmalevx01.wav"
"wave" "ambient\levels\citadel\datatransmalevx02.wav"
"wave" "ambient\levels\citadel\datatransmalevx02.wav"
"wave" "ambient\levels\citadel\datatransrandom03.wav"
}
}
"NPC_LostSoul.ChargeAnnounce"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"pitch" "120, 125"
"soundlevel" "SNDLVL_70dB"
"rndwave"
{
"wave" "npc/zombie_poison/pz_alert1.wav"
"wave" "npc/zombie_poison/pz_alert1.wav"
}
}
"NPC_LostSoul.ChargeEnd"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"pitch" "120, 125"
"soundlevel" "SNDLVL_70dB"
"rndwave"
{
"wave" "npc/zombie_poison/pz_warn1.wav"
"wave" "npc/zombie_poison/pz_warn1.wav"
}
}
"NPC_LostSoul.Stunned"
{
"channel" "CHAN_VOICE"
"volume" "0.80"
"pitch" "145,150"
"soundlevel" "SNDLVL_70dB"
"wave" "npc/scanner/scanner_siren2.wav"
}

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// Default sound scripts for npc_shadow_walker
// Author: 1upD
"NPC_ShadowWalker.Pain"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "65, 70"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc\stalker\stalker_pain1.wav"
"wave" "npc\stalker\stalker_pain2.wav"
"wave" "npc\stalker\stalker_pain3.wav"
}
}
"NPC_ShadowWalker.Idle"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "80, 90"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc\stalker\stalker_scream1.wav"
"wave" "npc\stalker\stalker_scream2.wav"
"wave" "npc\stalker\stalker_scream3.wav"
"wave" "npc\stalker\stalker_scream4.wav"
}
}
"NPC_ShadowWalker.Vocal.Idle"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "62, 62"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "vo\episode_1\citadel\al_stalk_pleasestopscreaming01.wav"
"wave" "vo\episode_1\citadel\al_stalk_pleasestopscreaming02.wav"
"wave" "vo\episode_1\citadel\al_stalk_pleasestopscreaming03.wav"
"wave" "vo\episode_1\citadel\al_stalk_pleasestopscreaming04.wav"
"wave" "vo\episode_1\citadel\al_stalk_pleasestopscreaming05.wav"
"wave" "vo\k_lab2\al_optimism.wav"
"wave" "vo\episode_1\c17\al_elev_whereselev.wav"
"wave" "vo\episode_1\intro\al_wheredoeshethink.wav"
"wave" "vo\outland_02\griggs_everywhere.wav"
"wave" "vo\outland_11a\silo\kl_silo_wheredata01.wav"
"wave" "vo\episode_1\intro\al_cantbelieveit.wav"
"wave" "vo\episode_1\npc\alyx\al_deaf_canthearanything.wav"
"wave" "vo\episode_1\npc\alyx\al_deaf_canthearyou.wav"
"wave" "vo\k_lab\ba_cantlook.wav"
}
}
"NPC_ShadowWalker.Fear"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "62, 62"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
// Replace these
"wave" "npc\stalker\stalker_die2.wav"
"wave" "npc\stalker\stalker_pain1.wav"
"wave" "npc\stalker\stalker_pain2.wav"
"wave" "npc\stalker\stalker_pain3.wav"
}
}
"NPC_ShadowWalker.Alert"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "80, 90"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc\stalker\stalker_alert1b.wav"
"wave" "npc\stalker\stalker_alert2b.wav"
"wave" "npc\stalker\stalker_alert3b.wav"
}
}
"NPC_ShadowWalker.Vocal.Alert"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "62, 62"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "vo\citadel\al_bitofit.wav"
"wave" "vo\outland_01\intro\al_rbed_notalone.wav"
}
}
"NPC_ShadowWalker.LostEnemy"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "80, 90"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc\zombie_poison\pz_alert2.wav"
"wave" "npc\stalker\stalker_die2.wav"
"wave" "npc\stalker\stalker_scream4.wav"
}
}
"NPC_ShadowWalker.Vocal.LostEnemy"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "62, 62"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "vo\citadel\al_notagain02.wav"
"wave" "vo\episode_1\npc\alyx\al_light_lost05.wav"
"wave" "vo\episode_1\npc\alyx\al_light_lost11.wav"
"wave" "vo\citadel\al_wonderwhere.wav"
"wave" "vo\outland_12a\launch\al_launch_damnit.wav"
"wave" "vo\streetwar\alyx_gate\al_no.wav"
"wave" "vo\k_lab\kl_thenwhere.wav"
}
}
"NPC_ShadowWalker.FoundEnemy"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "75, 85"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc\stalker\go_alert2.wav"
"wave" "npc\stalker\go_alert2a.wav"
}
}
"NPC_ShadowWalker.Vocal.FoundEnemy"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "62, 62"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc\stalker\stalker_scream1.wav"
"wave" "vo\citadel\al_thatshim.wav"
"wave" "vo\citadel\al_thereheis.wav"
"wave" "vo\episode_1\npc\alyx\al_rejoin02.wav"
"wave" "vo\episode_1\npc\alyx\al_seemanyfoe03.wav"
"wave" "vo\episode_1\npc\alyx\al_zombie_liveone02.wav"
}
}
"NPC_ShadowWalker.Death"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "60, 65"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "ambient\creatures\town_child_scream1.wav"
}
}

View File

@ -1,25 +1,12 @@
//========= Copyright Valve Corporation, All rights reserved. ============// //=//=============================================================================//
// This is a skeleton file for use when creating a new
// NPC. Copy and rename this file for the new
// NPC and add the copy to the build.
// //
// Leave this file in the build until we ship! Allowing // Purpose: A frightening flying creature with the appearance of a burning skull.
// this file to be rebuilt with the rest of the game ensures // May be familiar to first person shooter fans.
// that it stays up to date with the rest of the NPC code.
// //
// Replace occurances of CNPC_ShadowWalker with the new NPC's // npc_lost_soul is a modified version of a manhack inspired by Mallikas'
// classname. Don't forget the lower-case occurance in // HalloweenVilleFour entry, Satanophobia, as well as Doom.
// LINK_ENTITY_TO_CLASS()
// //
// // Author: 1upD
// ASSUMPTIONS MADE:
//
// You're making a character based on CAI_BaseNPC. If this
// is not true, make sure you replace all occurances
// of 'CAI_BaseNPC' in this file with the appropriate
// parent class.
//
// You're making a human-sized NPC that walks.
// //
//=============================================================================// //=============================================================================//
#include "cbase.h" #include "cbase.h"
@ -61,37 +48,6 @@
// memdbgon must be the last include file in a .cpp file!!! // memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h" #include "tier0/memdbgon.h"
//=========================================================
// Private activities
//=========================================================
//int ACT_MYCUSTOMACTIVITY = -1;
//=========================================================
// Custom schedules
//=========================================================
//enum
//{
// SCHED_MYCUSTOMSCHEDULE = LAST_SHARED_SCHEDULE,
//};
//=========================================================
// Custom tasks
//=========================================================
//enum
//{
// TASK_MYCUSTOMTASK = LAST_SHARED_TASK,
//};
//=========================================================
// Custom Conditions
//=========================================================
//enum
//{
// COND_MYCUSTOMCONDITION = LAST_SHARED_CONDITION,
//};
ConVar sk_lostsoul_health("sk_lostsoul_health", "0"); ConVar sk_lostsoul_health("sk_lostsoul_health", "0");
ConVar sk_lostsoul_melee_dmg("sk_lostsoul_melee_dmg", "0"); ConVar sk_lostsoul_melee_dmg("sk_lostsoul_melee_dmg", "0");
@ -290,9 +246,8 @@ int CNPC_LostSoul::OnTakeDamage_Alive(const CTakeDamageInfo &info)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void CNPC_LostSoul::DeathSound(const CTakeDamageInfo &info) void CNPC_LostSoul::DeathSound(const CTakeDamageInfo &info)
{ {
StopSound("NPC_Lost_Soul.Stunned"); CPASAttenuationFilter filter2(this, "NPC_LostSoul.Die");
CPASAttenuationFilter filter2(this, "NPC_Lost_Soul.Die"); EmitSound(filter2, entindex(), "NPC_LostSoul.Die");
EmitSound(filter2, entindex(), "NPC_Lost_Soul.Die");
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -337,7 +292,7 @@ void CNPC_LostSoul::PlayFlySound(void)
// Play special engine every once in a while // Play special engine every once in a while
if (gpGlobals->curtime > m_flNextEngineSoundTime && flEnemyDist < 48) if (gpGlobals->curtime > m_flNextEngineSoundTime && flEnemyDist < 48)
{ {
m_flNextEngineSoundTime = gpGlobals->curtime + random->RandomFloat(3.0, 10.0); m_flNextEngineSoundTime = gpGlobals->curtime + random->RandomFloat(0.5, 2.0);
EmitSound("NPC_LostSoul.Float"); EmitSound("NPC_LostSoul.Float");
} }
@ -479,34 +434,17 @@ void CNPC_LostSoul::MoveToTarget(float flInterval, const Vector &vMoveTarget)
myAccel = flDist / flInterval; myAccel = flDist / flInterval;
} }
/*
// Boost vertical movement
if ( targetDir.z > 0 )
{
// Z acceleration is faster when we thrust upwards.
// This is to help keep manhacks out of water.
myZAccel *= 5.0;
}
*/
// Clamp vertical movement // Clamp vertical movement
if (myZAccel > flDist / flInterval) if (myZAccel > flDist / flInterval)
{ {
myZAccel = flDist / flInterval; myZAccel = flDist / flInterval;
} }
// Scale by our engine force
//myAccel *= m_fEnginePowerScale;
//myZAccel *= m_fEnginePowerScale;
MoveInDirection(flInterval, targetDir, myAccel, myZAccel, myDecay); MoveInDirection(flInterval, targetDir, myAccel, myZAccel, myDecay);
// calc relative banking targets // calc relative banking targets
Vector forward, right; Vector forward, right;
GetVectors(&forward, &right, NULL); GetVectors(&forward, &right, NULL);
//m_vTargetBanking.x = 40 * DotProduct(forward, targetDir);
//m_vTargetBanking.z = 40 * DotProduct(right, targetDir);
//m_vTargetBanking.y = 0.0;
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

View File

@ -24,6 +24,7 @@
#include "engine/IEngineSound.h" #include "engine/IEngineSound.h"
#include "basehlcombatweapon_shared.h" #include "basehlcombatweapon_shared.h"
#include "ai_squadslot.h" #include "ai_squadslot.h"
#include "weapon_crowbar.h"
// memdbgon must be the last include file in a .cpp file!!! // memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h" #include "tier0/memdbgon.h"
@ -45,7 +46,7 @@ public:
virtual int SelectAlertSchedule(); virtual int SelectAlertSchedule();
virtual int SelectCombatSchedule(); virtual int SelectCombatSchedule();
virtual bool CanPickkUpWeapons() { return true; } virtual bool CanPickkUpWeapons() { return true; }
Activity NPC_TranslateActivity(Activity eNewActivity); Activity NPC_TranslateActivity(Activity eNewActivity);
// Sounds // Sounds
virtual void PlaySound(string_t soundname, bool optional); virtual void PlaySound(string_t soundname, bool optional);
@ -57,8 +58,13 @@ public:
virtual void LostEnemySound(void) { PlaySound(m_iszLostEnemySound, false); }; virtual void LostEnemySound(void) { PlaySound(m_iszLostEnemySound, false); };
virtual void FoundEnemySound(void) { PlaySound(m_iszFoundEnemySound, false); }; virtual void FoundEnemySound(void) { PlaySound(m_iszFoundEnemySound, false); };
void Activate();
void FixupWeapon();
DECLARE_DATADESC(); DECLARE_DATADESC();
string_t m_iszWeaponModelName; // Path/filename of model to override weapon model.
string_t m_iszFearSound; // Path/filename of WAV file to play. string_t m_iszFearSound; // Path/filename of WAV file to play.
string_t m_iszDeathSound; // Path/filename of WAV file to play. string_t m_iszDeathSound; // Path/filename of WAV file to play.
string_t m_iszIdleSound; // Path/filename of WAV file to play. string_t m_iszIdleSound; // Path/filename of WAV file to play.
@ -87,7 +93,8 @@ IMPLEMENT_CUSTOM_AI( npc_citizen,CNPC_ShadowWalker );
//--------------------------------------------------------- //---------------------------------------------------------
// Save/Restore // Save/Restore
//--------------------------------------------------------- //---------------------------------------------------------
BEGIN_DATADESC( CNPC_ShadowWalker ) BEGIN_DATADESC(CNPC_ShadowWalker)
DEFINE_KEYFIELD(m_iszWeaponModelName, FIELD_STRING, "WeaponModel"),
DEFINE_KEYFIELD(m_iHealth, FIELD_INTEGER, "Health"), DEFINE_KEYFIELD(m_iHealth, FIELD_INTEGER, "Health"),
DEFINE_KEYFIELD(m_iszFearSound, FIELD_SOUNDNAME, "FearSound"), DEFINE_KEYFIELD(m_iszFearSound, FIELD_SOUNDNAME, "FearSound"),
DEFINE_KEYFIELD(m_iszDeathSound, FIELD_SOUNDNAME, "DeathSound"), DEFINE_KEYFIELD(m_iszDeathSound, FIELD_SOUNDNAME, "DeathSound"),
@ -112,6 +119,18 @@ void CNPC_ShadowWalker::InitCustomSchedules(void)
INIT_CUSTOM_AI(CNPC_ShadowWalker); INIT_CUSTOM_AI(CNPC_ShadowWalker);
} }
//-----------------------------------------------------------------------------
// Purpose: Inner class for default weapon
// TODO: Merge this with the Matt weapon in npc_citizen
//-----------------------------------------------------------------------------
class CWeaponCustomMelee : public CWeaponCrowbar
{
DECLARE_CLASS(CWeaponCustomMelee, CWeaponCrowbar);
const char *GetWorldModel() const { return GetModelName().ToCStr(); }
void SetPickupTouch(void) { /* do nothing */ }
};
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Purpose: // Purpose:
// //
@ -125,14 +144,21 @@ void CNPC_ShadowWalker::Precache( void )
SetModelName(MAKE_STRING("models/monster/subject.mdl")); SetModelName(MAKE_STRING("models/monster/subject.mdl"));
} }
if (&m_iszWeaponModelName && m_iszWeaponModelName != MAKE_STRING("")) {
PrecacheModel(STRING(m_iszWeaponModelName));
}
else {
PrecacheModel("models/props_canal/mattpipe.mdl");
}
PrecacheModel(STRING(GetModelName())); PrecacheModel(STRING(GetModelName()));
PrecacheNPCSoundScript(&m_iszFearSound, MAKE_STRING("NPC_Shadow_Walker.Fear")); PrecacheNPCSoundScript(&m_iszFearSound, MAKE_STRING("NPC_ShadowWalker.Fear"));
PrecacheNPCSoundScript(&m_iszIdleSound, MAKE_STRING("NPC_Shadow_Walker.Idle")); PrecacheNPCSoundScript(&m_iszIdleSound, MAKE_STRING("NPC_ShadowWalker.Idle"));
PrecacheNPCSoundScript(&m_iszAlertSound, MAKE_STRING("NPC_Shadow_Walker.Alert")); PrecacheNPCSoundScript(&m_iszAlertSound, MAKE_STRING("NPC_ShadowWalker.Alert"));
PrecacheNPCSoundScript(&m_iszPainSound, MAKE_STRING("NPC_Shadow_Walker.Pain")); PrecacheNPCSoundScript(&m_iszPainSound, MAKE_STRING("NPC_ShadowWalker.Pain"));
PrecacheNPCSoundScript(&m_iszLostEnemySound, MAKE_STRING("NPC_Shadow_Walker.LostEnemy")); PrecacheNPCSoundScript(&m_iszLostEnemySound, MAKE_STRING("NPC_ShadowWalker.LostEnemy"));
PrecacheNPCSoundScript(&m_iszFoundEnemySound, MAKE_STRING("NPC_Shadow_Walker.FoundEnemy")); PrecacheNPCSoundScript(&m_iszFoundEnemySound, MAKE_STRING("NPC_ShadowWalker.FoundEnemy"));
PrecacheNPCSoundScript(&m_iszDeathSound, MAKE_STRING("NPC_Shadow_Walker.Death")); PrecacheNPCSoundScript(&m_iszDeathSound, MAKE_STRING("NPC_ShadowWalker.Death"));
m_bWanderToggle = false; m_bWanderToggle = false;
@ -158,10 +184,10 @@ void CNPC_ShadowWalker::Spawn( void )
SetMoveType( MOVETYPE_STEP ); SetMoveType( MOVETYPE_STEP );
SetBloodColor( BLOOD_COLOR_RED ); SetBloodColor( BLOOD_COLOR_RED );
// If the health has not been set through Hammer, use a default health value of 50 // If the health has not been set through Hammer, use a default health value of 75
if (m_iHealth < 1) if (m_iHealth < 1)
{ {
m_iHealth = 50; m_iHealth = 75;
} }
m_flFieldOfView = 0.5; m_flFieldOfView = 0.5;
@ -187,6 +213,40 @@ void CNPC_ShadowWalker::Spawn( void )
NPCInit(); NPCInit();
} }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_ShadowWalker::FixupWeapon()
{
// If no weapons supplied, give a crowbar
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if (pWeapon == NULL) {
pWeapon = (CBaseCombatWeapon *)CREATE_UNSAVED_ENTITY(CWeaponCustomMelee, "weapon_crowbar");
// Apply weapon model override
if (&m_iszWeaponModelName && m_iszWeaponModelName != MAKE_STRING("")) {
pWeapon->SetModel(STRING(m_iszWeaponModelName));
}
else {
pWeapon->SetModel("models/props_canal/mattpipe.mdl");
}
DispatchSpawn(pWeapon);
Weapon_Equip(pWeapon);
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_ShadowWalker::Activate()
{
BaseClass::Activate();
FixupWeapon();
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Purpose: Choose a schedule after schedule failed // Purpose: Choose a schedule after schedule failed
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -464,8 +524,6 @@ bool CNPC_ShadowWalker::HasRangedWeapon()
Activity CNPC_ShadowWalker::NPC_TranslateActivity(Activity activity) Activity CNPC_ShadowWalker::NPC_TranslateActivity(Activity activity)
{ {
switch (activity) { switch (activity) {
case ACT_MELEE_ATTACK1:
return ACT_MELEE_ATTACK_SWING;
case ACT_RUN_AIM_SHOTGUN: case ACT_RUN_AIM_SHOTGUN:
return ACT_RUN_AIM_RIFLE; return ACT_RUN_AIM_RIFLE;
case ACT_WALK_AIM_SHOTGUN: case ACT_WALK_AIM_SHOTGUN:
@ -486,9 +544,9 @@ void CNPC_ShadowWalker::PlaySound(string_t soundname, bool required /*= false */
{ {
if (required || gpGlobals->curtime > m_flNextSoundTime) if (required || gpGlobals->curtime > m_flNextSoundTime)
{ {
m_flNextSoundTime = gpGlobals->curtime + random->RandomFloat(1.0, 2.0); m_flNextSoundTime = gpGlobals->curtime + random->RandomFloat(0.5, 1.0);
CPASAttenuationFilter filter2(this, STRING(soundname)); //CPASAttenuationFilter filter2(this, STRING(soundname));
EmitSound(filter2, entindex(), STRING(soundname)); EmitSound(STRING(soundname));
} }
} }

View File

@ -50,6 +50,11 @@ $Project "Server (Episodic)"
$Folder "HL2 DLL" $Folder "HL2 DLL"
{ {
$Folder "Mod"
{
$File "mod\npc_lost_soul.cpp"
$File "mod\npc_shadow_walker.cpp"
}
$File "$SRCDIR\game\shared\episodic\achievements_ep1.cpp" $File "$SRCDIR\game\shared\episodic\achievements_ep1.cpp"
$File "$SRCDIR\game\shared\episodic\achievements_ep2.cpp" $File "$SRCDIR\game\shared\episodic\achievements_ep2.cpp"
$File "$SRCDIR\game\shared\episodic\achievements_epx.cpp" $File "$SRCDIR\game\shared\episodic\achievements_epx.cpp"