Temp npc sounds
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4c4b6b08e7
commit
7968e9a3cd
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@ -236,8 +236,12 @@ ENT.States = {
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self:DebugChat("Failed to go to last known position of " .. re:Nick() .. " at " .. tostring(self:GetPos()))
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self:DebugChat("Failed to go to last known position of " .. re:Nick() .. " at " .. tostring(self:GetPos()))
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else
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else
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em.GoToLastKnown = true
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em.GoToLastKnown = true
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self:DebugChat("Unkown state " .. result .. " while going to " .. re:Nick() .. " at " .. tostring(self:GetPos()))
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self:DebugChat("Unknown state " .. result .. " while going to " .. re:Nick() .. " at " .. tostring(self:GetPos()))
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end
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end
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elseif em and em.GoToLastKnown == true then
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self:DebugChat("Investigated " .. re:Nick() .. "'s last known position, it's clear." )
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self:SetState("idle")
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self:EmitSound( "benny/dev/lostem.ogg", 90, 100, 1 )
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end
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end
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end
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end
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end
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end
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@ -280,15 +284,17 @@ function ENT:OnEntitySight( ent )
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else
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else
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if self.bEnemyMemory[ent] then
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if self.bEnemyMemory[ent] then
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local em = self.bEnemyMemory[ent]
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local em = self.bEnemyMemory[ent]
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if CurTime()-em.LastSeenTime > 5 then
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if CurTime()-em.LastSeenTime > 3 then
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self:DebugChat( "Been a while " .. ent:Nick() .. "!! " .. string.NiceTime(CurTime()-em.LastSeenTime), Color( 255, 200, 100 ) )
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self:DebugChat( "Been a while " .. ent:Nick() .. "!! " .. string.NiceTime(CurTime()-em.LastSeenTime), Color( 255, 200, 100 ) )
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self.NextFire = CurTime() + 0.5
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self.NextFire = CurTime() + 0.5
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self:EmitSound( "benny/dev/therehis.ogg", 90, 100, 1 )
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else
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else
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self:DebugChat( "There he is " .. ent:Nick() .. "!! " .. string.NiceTime(CurTime()-em.LastSeenTime), Color( 255, 200, 100 ) )
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self:DebugChat( "Resighted " .. ent:Nick() .. "! " .. string.NiceTime(CurTime()-em.LastSeenTime), Color( 255, 200, 100 ) )
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self.NextFire = CurTime() + 0.25
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self.NextFire = CurTime() + 0.25
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end
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end
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else
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else
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self:DebugChat( "New target " .. ent:Nick() .. "!!", Color( 255, 200, 100 ) )
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self:DebugChat( "New target " .. ent:Nick() .. "!!", Color( 255, 200, 100 ) )
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self:EmitSound( "benny/dev/target.ogg", 90, 100, 1 )
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end
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end
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self:SetState("combat")
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self:SetState("combat")
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end
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end
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@ -370,6 +376,7 @@ function ENT:Think()
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if ent.BennyNPC then
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if ent.BennyNPC then
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if !self.Team and !ent.Team and self.Rank >= ent.Rank then
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if !self.Team and !ent.Team and self.Rank >= ent.Rank then
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self:DebugChat( "Duoing with " .. ent:Nick() )
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self:DebugChat( "Duoing with " .. ent:Nick() )
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self:EmitSound( "benny/dev/yourewithme.ogg", 90, 100, 1 )
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self.Team = "ALPHA_Duo_1"
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self.Team = "ALPHA_Duo_1"
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ent.Team = "ALPHA_Duo_1"
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ent.Team = "ALPHA_Duo_1"
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end
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end
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@ -386,6 +393,7 @@ function ENT:Think()
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if self.Faction != ent.Faction and !data.GoToLastKnown and data.LastSeenTime+5 < CurTime() then
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if self.Faction != ent.Faction and !data.GoToLastKnown and data.LastSeenTime+5 < CurTime() then
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data.GoToLastKnown = Vector(data.LastPos)
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data.GoToLastKnown = Vector(data.LastPos)
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self:DebugChat( "Investigating " .. ent:Nick() .. "'s last known position" )
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self:DebugChat( "Investigating " .. ent:Nick() .. "'s last known position" )
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self:EmitSound( "benny/dev/immoving.ogg", 90, 100, 1 )
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--self:SetState("idle")
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--self:SetState("idle")
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end
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end
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end
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end
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