Garry's Mod

Garry's Mod

[VJ] Crack Life Npc's
I suggest that you put this code in the addon, it will make the SNPC's sound have the correct pitch
-- ====== Sound Pitch ====== --
-- Higher number = Higher pitch | Lower number = Lower pitch
-- Highest number is 254
-- !!! Important variables !!! --
ENT.UseTheSameGeneralSoundPitch = true
-- If set to true, it will make the game decide a number when the SNPC is created and use it for all sound pitches set to "UseGeneralPitch"
-- It picks the number between the two variables below:
ENT.GeneralSoundPitch1 = 100
ENT.GeneralSoundPitch2 = 100
-- This two variables control any sound pitch variable that is set to "UseGeneralPitch"
-- To not use these variables for a certain sound pitch, just put the desired number in the specific sound pitch
ENT.FootStepPitch1 = 100
ENT.FootStepPitch2 = 100
ENT.BreathSoundPitch1 = 100
ENT.BreathSoundPitch2 = 100
ENT.IdleSoundPitch1 = "UseGeneralPitch"
ENT.IdleSoundPitch2 = "UseGeneralPitch"
ENT.CombatIdleSoundPitch1 = "UseGeneralPitch"
ENT.CombatIdleSoundPitch2 = "UseGeneralPitch"
ENT.OnReceiveOrderSoundPitch1 = "UseGeneralPitch"
ENT.OnReceiveOrderSoundPitch2 = "UseGeneralPitch"
ENT.FollowPlayerPitch1 = "UseGeneralPitch"
ENT.FollowPlayerPitch2 = "UseGeneralPitch"
ENT.UnFollowPlayerPitch1 = "UseGeneralPitch"
ENT.UnFollowPlayerPitch2 = "UseGeneralPitch"
ENT.BeforeHealSoundPitch1 = "UseGeneralPitch"
ENT.BeforeHealSoundPitch2 = "UseGeneralPitch"
ENT.AfterHealSoundPitch1 = 100
ENT.AfterHealSoundPitch2 = 100
ENT.OnPlayerSightSoundPitch1 = "UseGeneralPitch"
ENT.OnPlayerSightSoundPitch2 = "UseGeneralPitch"
ENT.AlertSoundPitch1 = "UseGeneralPitch"
ENT.AlertSoundPitch2 = "UseGeneralPitch"
ENT.CallForHelpSoundPitch1 = "UseGeneralPitch"
ENT.CallForHelpSoundPitch2 = "UseGeneralPitch"
ENT.BecomeEnemyToPlayerPitch1 = "UseGeneralPitch"
ENT.BecomeEnemyToPlayerPitch2 = "UseGeneralPitch"
ENT.BeforeMeleeAttackSoundPitch1 = "UseGeneralPitch"
ENT.BeforeMeleeAttackSoundPitch2 = "UseGeneralPitch"
ENT.MeleeAttackSoundPitch1 = 100
ENT.MeleeAttackSoundPitch2 = 100
ENT.ExtraMeleeSoundPitch1 = 100
ENT.ExtraMeleeSoundPitch2 = 100
ENT.MeleeAttackMissSoundPitch1 = 100
ENT.MeleeAttackMissSoundPitch2 = 100
ENT.SuppressingPitch1 = "UseGeneralPitch"
ENT.SuppressingPitch2 = "UseGeneralPitch"
ENT.WeaponReloadSoundPitch1 = "UseGeneralPitch"
ENT.WeaponReloadSoundPitch2 = "UseGeneralPitch"
ENT.GrenadeAttackSoundPitch1 = "UseGeneralPitch"
ENT.GrenadeAttackSoundPitch2 = "UseGeneralPitch"
ENT.OnGrenadeSightSoundPitch1 = "UseGeneralPitch"
ENT.OnGrenadeSightSoundPitch2 = "UseGeneralPitch"
ENT.PainSoundPitch1 = "UseGeneralPitch"
ENT.PainSoundPitch2 = "UseGeneralPitch"
ENT.ImpactSoundPitch1 = 100
ENT.ImpactSoundPitch2 = 100
ENT.DamageByPlayerPitch1 = "UseGeneralPitch"
ENT.DamageByPlayerPitch2 = "UseGeneralPitch"
ENT.DeathSoundPitch1 = "UseGeneralPitch"
ENT.DeathSoundPitch2 = "UseGeneralPitch"
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Showing 1-4 of 4 comments
Helghast Loyalist 16 Mar, 2017 @ 11:06am 
I also suggest you put in this blood code:


ENT.Bleeds = true -- Does the SNPC bleed? (Blood decal, particle, etc.)
ENT.BloodColor = "Red" -- The blood type, this will determine what it should use (decal, particle, etc.)
ENT.HasBloodParticle = true -- Does it spawn a particle when damaged?
ENT.HasBloodDecal = true -- Does it spawn a decal when damaged?
ENT.HasBloodPool = false -- Does it have a blood pool?
🐈КотЭ🐈  [developer] 17 Mar, 2017 @ 7:00am 
Ok
🐈КотЭ🐈  [developer] 17 Mar, 2017 @ 7:00am 
Thanks
Helghast Loyalist 17 Mar, 2017 @ 7:05am 
Originally posted by ☻КотЭ™:
Thanks
No problem.

I also suggest you make skrillex use the Half-Life 2 Vortigaunt beam effect when he fires his lazer, similar to how Half-Life Renaissance made the Half-Life 1 Vortigaunt use his Half-Life 2 effects (You should also do that for the nazi from the first Crack-Life if you add him) and make Big Smoke's gun use the 9mm Pistol effect for his weapon because right now it looks like it shoots invisible bullets and make his weapon use the Glock sound effect from Half Life 1.
Last edited by Helghast Loyalist; 17 Mar, 2017 @ 7:07am
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Showing 1-4 of 4 comments
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