3 things when i downloaded this addon it was not very descriptive on what this code did but what im seeing is its shooting this entity but i get a unknown entity and it floods my console
1.
[CODE]AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include('shared.lua')
function ENT:Initialize()
math.randomseed(CurTime())
self.exploded = false
self.Entity:SetModel( "models/dav0r/hoverball.mdl" )
self.Entity:PhysicsInit( SOLID_VPHYSICS )
self.Entity:SetMoveType( MOVETYPE_VPHYSICS )
self.Entity:SetSolid( SOLID_VPHYSICS )
self.Entity:SetMaterial("models/props_combine/portalball001_sheet")
self.Entity:SetColor(0,191,255,235)
self.Entity:Ignite( 120, 40 )
self.dietime = CurTime() + 3
local phys = self.Entity:GetPhysicsObject()
if (phys:IsValid()) then
phys:Wake()
phys:EnableGravity(false)
end
self:SetGravity(0.25)
end
function ENT:OnTakeDamage( dmginfo )
self.Entity:TakePhysicsDamage( dmginfo )
end
function ENT:PhysicsCollide()
if ( self.exploded == false) then
util.BlastDamage(self.Entity, self.Entity, self.Entity:GetPos(), 25, 10)
local effectdata = EffectData()
effectdata:SetOrigin(self.Entity:GetPos())
util.Effect( "ImpactGunship", effectdata )
self.exploded = true
end
end
function ENT:Think()
if ( self.dietime < CurTime() ) then
util.BlastDamage(self.Entity, self.Entity, self.Entity:GetPos(), 25, 10)
local effectdata = EffectData()
effectdata:SetOrigin(self.Entity:GetPos())
util.Effect( "ImpactGunship", effectdata )
self.exploded = true
end
if self.exploded == true then self:Remove() end
self:NextThink( CurTime() )
return true
end
[/CODE]
2. he spawns but he will not move regardless of what i do heres his code
[CODE]AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include('shared.lua')
ENT.Model = "models/combine_guard.mdl"
ENT.health = 99999999
ENT.Alerted = false
ENT.Territorial = false
ENT.Bleeds = false
ENT.Leaps = true
ENT.Chasing = false
ENT.Flinches = true
ENT.FriendlyToPlayer = false
ENT.Damage = 100
ENT.AcidBlood = false
ENT.BleedsRed = false
ENT.LeapDamage = 15
ENT.LeapSpeed = 1000
ENT.LeapDistance = 1400
ENT.MinLeapDistance = 200
ENT.MeleeAttacking = false;
ENT.Leaping = false
ENT.alert1 = Sound("npc/synth/advisor/advisor_blast1.wav")
ENT.alert2 = Sound("npc/synth/advisor/advisor_blast6.wav")
ENT.alert3 = Sound("npc/synth/advisor/advisor_blast1.wav")
ENT.alert3 = Sound("npc/synth/advisor/advisor_blast6.wav")
ENT.idle1 = Sound("npc/scanner/scanner_scan2.wav")
ENT.idle2 = Sound("npc/scanner/scanner_scan4.wav")
ENT.idle3 = Sound("npc/scanner/scanner_scan2.wav")
ENT.idle4 = Sound("npc/scanner/scanner_scan4.wav")
ENT.attack1 = Sound("")
ENT.attack2 = Sound("")
ENT.attack3 = Sound("")
ENT.attack4 = Sound("")
ENT.attack5 = Sound("")
ENT.attack6 = Sound("")
ENT.attackmiss1 = Sound("npc/synth/ministrider/body_medium_impact_hard3.wav")
ENT.attackmiss2 = Sound("npc/synth/ministrider/body_medium_impact_hard1.wav")
ENT.attackmiss3 = Sound("npc/synth/ministrider/body_medium_impact_hard5.wav")
ENT.attackmiss4 = Sound("npc/synth/ministrider/body_medium_impact_hard6.wav")
ENT.attackleap = Sound("")
ENT.hurt1 = Sound("")
ENT.hurt2 = Sound("")
ENT.hurt3 = Sound("")
ENT.die1 = Sound("npc/synth/advisor/advisor_scream.wav")
ENT.die2 = Sound("npc/synth/advisor/advisor_scream.wav")
ENT.dead = false
local schedJump = ai_schedule.New( "Jump" )
schedJump:EngTask( "TASK_PLAY_SEQUENCE", ACT_WALK )
function ENT:Initialize()
self:SetModel( self.Model )
self:SetHullType( HULL_MEDIUM_TALL )
self:SetHullSizeNormal()
self:SetSolid( SOLID_BBOX )
self:SetMoveType( MOVETYPE_STEP )
self:CapabilitiesAdd( CAP_MOVE_GROUND , CAP_SQUAD )
self:SetMaxYawSpeed( 5000 )
self:SetHealth(self.health)
end
function ENT:Think()
---------------
local function setmeleefalse()
if self:Health() < 0 then return end
self.MeleeAttacking = false
self.Leaping = false
self:SetSchedule(SCHED_CHASE_ENEMY)
end
---------------
local function fireplasma()
if self:Health() < 0 then return end
local shoot_vector = (self:GetEnemy():GetPos() - self:LocalToWorld(Vector(0,-25,20)))
shoot_vector:Normalize()
local rocket = ents.Create("ent_zvg_zap")
rocket:SetPos(self:GetPos() + self:GetRight() * 25 + self:GetUp() * 80 + shoot_vector * 40)
rocket:SetAngles(shoot_vector:Angle())
rocket:Activate()
rocket:Spawn()
local phy = rocket:GetPhysicsObject()
if phy:IsValid() then
phy:ApplyForceCenter((shoot_vector * 4500))
end
end
---------------
local function Attack_Melee()
if self:Health() < 0 then return end
local entstoattack = ents.FindInSphere(self:GetPos() + self:GetForward()*75,47)
local hit = false
if entstoattack != nil then
for _,v in pairs(entstoattack) do
if ( (v:IsNPC() || ( v:IsPlayer() && v:Alive())) && (v != self) && (v:GetClass() != self:GetClass()) || (v:GetClass() == "prop_physics")) then
v:TakeDamage( self.Damage, self )
if v:IsPlayer() then
v:ViewPunch(Angle(math.random(-1,1)*self.Damage,math.random(-1,1)*self.Damage,math.random(-1,1)*self.Damage))
end
if v:GetClass() == "prop_physics" then
local phys = v:GetPhysicsObject()
if phys != nil && phys != NULL then
phys:ApplyForceOffset(self:GetForward()*1000,Vector(math.random(-1,1),math.random(-1,1),math.random(-1,1)))
end
end
hit = true
end
end
end
local randomsound = math.random(1,4)
if hit == false then
self:StopSound(self.idle1)
self:StopSound(self.idle2)
self:StopSound(self.idle3)
self:StopSound(self.idle4)
if randomsound == 1 then
self:EmitSound( self.attackmiss1,500,math.random(94,106))
elseif randomsound == 2 then
self:EmitSound( self.attackmiss2,500,math.random(94,106))
elseif randomsound == 3 then
self:EmitSound( self.attackmiss3,500,math.random(94,106))
elseif randomsound == 4 then
self:EmitSound( self.attackmiss4,500,math.random(94,106))
end
else
local randomsound = math.random(1,6)
self:StopSound(self.idle1)
self:StopSound(self.idle2)
self:StopSound(self.idle3)
self:StopSound(self.idle4)
if randomsound == 1 then
self:EmitSound( self.attack1,500,math.random(94,106))
elseif randomsound == 2 then
self:EmitSound( self.attack2,500,math.random(94,106))
elseif randomsound == 3 then
self:EmitSound( self.attack3,500,math.random(94,106))
elseif randomsound == 4 then
self:EmitSound( self.attack4,500,math.random(94,106))
elseif randomsound == 5 then
self:EmitSound( self.attack5,500,math.random(94,106))
elseif randomsound == 6 then
self:EmitSound( self.attack6,500,math.random(94,106))
end
self:EmitSound( "",500,math.random(94,106)) ///////////////////////FIXME
end
timer.Create( "melee_done_timer" .. self.Entity:EntIndex( ), 0.6, 1, setmeleefalse )
end
//---------------
//---------------
if GetConVarNumber("ai_disabled") == 0 then
if self:GetEnemy() != nil then
self:UpdateEnemyMemory(self:GetEnemy(),self:GetEnemy():GetPos())
end
//make the sound
local randomsound = math.random(1,120)
if randomsound == 1 then
self:StopSound(self.idle1)
self:StopSound(self.idle2)
self:StopSound(self.idle3)
self:StopSound(self.idle4)
//self:EmitSound( self.idle1,500,math.random(94,106))
elseif randomsound == 2 then
self:StopSound(self.idle1)
self:StopSound(self.idle2)
self:StopSound(self.idle3)
self:StopSound(self.idle4)
self:EmitSound( self.idle2,500,math.random(94,106))
elseif randomsound == 3 then
self:StopSound(self.idle1)
self:StopSound(self.idle2)
self:StopSound(self.idle3)
self:StopSound(self.idle4)
self:EmitSound( self.idle3,500,math.random(94,106))
elseif randomsound == 4 then
self:StopSound(self.idle1)
self:StopSound(self.id
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