added Griefing Grigori to CFGs, added Malignant Mossman

This commit is contained in:
Pinsplash 2023-05-26 22:36:18 -05:00
parent ab8e6ca14e
commit 603acbea0d
8 changed files with 39 additions and 3 deletions

View File

@ -257,6 +257,9 @@ chaos_prob_use_spam 100
//Grenade Guns //Grenade Guns
chaos_prob_nade_guns 100 chaos_prob_nade_guns 100
//Griefing Grigori
chaos_prob_evil_grigori 100
//Invert Gravity //Invert Gravity
chaos_prob_invertg 100 chaos_prob_invertg 100
@ -275,6 +278,9 @@ chaos_prob_lock_vehicle 600
//Low Gravity //Low Gravity
chaos_prob_lowg 100 chaos_prob_lowg 100
//Malignant Mossman
chaos_prob_evil_mossman 100
//NPCs Explode on Death //NPCs Explode on Death
chaos_prob_explode_on_death 100 chaos_prob_explode_on_death 100

View File

@ -15,3 +15,7 @@ chaos_group 25 72 //No Looking Left/Right, Bastard Barney
chaos_group 26 72 //No Looking Up/Down, Bastard Barney chaos_group 26 72 //No Looking Up/Down, Bastard Barney
chaos_group 25 74 //No Looking Left/Right, Krazy Kleiner chaos_group 25 74 //No Looking Left/Right, Krazy Kleiner
chaos_group 26 74 //No Looking Up/Down, Krazy Kleiner chaos_group 26 74 //No Looking Up/Down, Krazy Kleiner
chaos_group 25 75 //No Looking Left/Right, Griefing Grigori
chaos_group 26 75 //No Looking Up/Down, Griefing Grigori
chaos_group 25 76 //No Looking Left/Right, Malignant Mossman
chaos_group 26 76 //No Looking Up/Down, Malignant Mossman

View File

@ -257,6 +257,9 @@ chaos_prob_use_spam 100
//Grenade Guns //Grenade Guns
chaos_prob_nade_guns 100 chaos_prob_nade_guns 100
//Griefing Grigori
chaos_prob_evil_grigori 100
//Invert Gravity //Invert Gravity
chaos_prob_invertg 100 chaos_prob_invertg 100
@ -275,6 +278,9 @@ chaos_prob_lock_vehicle 600
//Low Gravity //Low Gravity
chaos_prob_lowg 100 chaos_prob_lowg 100
//Malignant Mossman
chaos_prob_evil_mossman 100
//NPCs Explode on Death //NPCs Explode on Death
chaos_prob_explode_on_death 100 chaos_prob_explode_on_death 100

View File

@ -15,3 +15,7 @@ chaos_group 25 72 //No Looking Left/Right, Bastard Barney
chaos_group 26 72 //No Looking Up/Down, Bastard Barney chaos_group 26 72 //No Looking Up/Down, Bastard Barney
chaos_group 25 74 //No Looking Left/Right, Krazy Kleiner chaos_group 25 74 //No Looking Left/Right, Krazy Kleiner
chaos_group 26 74 //No Looking Up/Down, Krazy Kleiner chaos_group 26 74 //No Looking Up/Down, Krazy Kleiner
chaos_group 25 75 //No Looking Left/Right, Griefing Grigori
chaos_group 26 75 //No Looking Up/Down, Griefing Grigori
chaos_group 25 76 //No Looking Left/Right, Malignant Mossman
chaos_group 26 76 //No Looking Up/Down, Malignant Mossman

View File

@ -257,6 +257,9 @@ chaos_prob_use_spam 100
//Grenade Guns //Grenade Guns
chaos_prob_nade_guns 100 chaos_prob_nade_guns 100
//Griefing Grigori
chaos_prob_evil_grigori 100
//Invert Gravity //Invert Gravity
chaos_prob_invertg 100 chaos_prob_invertg 100
@ -275,6 +278,9 @@ chaos_prob_lock_vehicle 600
//Low Gravity //Low Gravity
chaos_prob_lowg 100 chaos_prob_lowg 100
//Malignant Mossman
chaos_prob_evil_mossman 100
//NPCs Explode on Death //NPCs Explode on Death
chaos_prob_explode_on_death 100 chaos_prob_explode_on_death 100

View File

@ -15,3 +15,7 @@ chaos_group 25 72 //No Looking Left/Right, Bastard Barney
chaos_group 26 72 //No Looking Up/Down, Bastard Barney chaos_group 26 72 //No Looking Up/Down, Bastard Barney
chaos_group 25 74 //No Looking Left/Right, Krazy Kleiner chaos_group 25 74 //No Looking Left/Right, Krazy Kleiner
chaos_group 26 74 //No Looking Up/Down, Krazy Kleiner chaos_group 26 74 //No Looking Up/Down, Krazy Kleiner
chaos_group 25 75 //No Looking Left/Right, Griefing Grigori
chaos_group 26 75 //No Looking Up/Down, Griefing Grigori
chaos_group 25 76 //No Looking Left/Right, Malignant Mossman
chaos_group 26 76 //No Looking Up/Down, Malignant Mossman

View File

@ -90,6 +90,7 @@ enum Effect_T
EFFECT_GOOD_GMAN, EFFECT_GOOD_GMAN,
EFFECT_EVIL_KLEINER, EFFECT_EVIL_KLEINER,
EFFECT_EVIL_GRIGORI, EFFECT_EVIL_GRIGORI,
EFFECT_EVIL_MOSSMAN,
//EFFECT_EVIL_ELI, //EFFECT_EVIL_ELI,
//EFFECT_EVIL_BREEN, //EFFECT_EVIL_BREEN,

View File

@ -5166,6 +5166,7 @@ ConVar chaos_prob_evil_barney("chaos_prob_evil_barney", "100");
ConVar chaos_prob_good_gman("chaos_prob_good_gman", "100"); ConVar chaos_prob_good_gman("chaos_prob_good_gman", "100");
ConVar chaos_prob_evil_kleiner("chaos_prob_evil_kleiner", "100"); ConVar chaos_prob_evil_kleiner("chaos_prob_evil_kleiner", "100");
ConVar chaos_prob_evil_grigori("chaos_prob_evil_grigori", "100"); ConVar chaos_prob_evil_grigori("chaos_prob_evil_grigori", "100");
ConVar chaos_prob_evil_mossman("chaos_prob_evil_mossman", "100");
//ConVar chaos_prob_evil_eli("chaos_prob_evil_eli", "100"); //ConVar chaos_prob_evil_eli("chaos_prob_evil_eli", "100");
//ConVar chaos_prob_evil_breen("chaos_prob_evil_breen", "100"); //ConVar chaos_prob_evil_breen("chaos_prob_evil_breen", "100");
#define ERROR_WEIGHT 1 #define ERROR_WEIGHT 1
@ -5247,6 +5248,7 @@ void CHL2_Player::PopulateEffects()
CreateEffect<>(EFFECT_GOOD_GMAN, MAKE_STRING("Good Man"), EC_NONE, -1, chaos_prob_good_gman.GetInt()); CreateEffect<>(EFFECT_GOOD_GMAN, MAKE_STRING("Good Man"), EC_NONE, -1, chaos_prob_good_gman.GetInt());
CreateEffect<CEEvilNPC>(EFFECT_EVIL_KLEINER, MAKE_STRING("Krazy Kleiner"), EC_HAS_WEAPON, -1, chaos_prob_evil_kleiner.GetInt()); CreateEffect<CEEvilNPC>(EFFECT_EVIL_KLEINER, MAKE_STRING("Krazy Kleiner"), EC_HAS_WEAPON, -1, chaos_prob_evil_kleiner.GetInt());
CreateEffect<CEEvilNPC>(EFFECT_EVIL_GRIGORI, MAKE_STRING("Griefing Grigori"), EC_HAS_WEAPON, -1, chaos_prob_evil_grigori.GetInt()); CreateEffect<CEEvilNPC>(EFFECT_EVIL_GRIGORI, MAKE_STRING("Griefing Grigori"), EC_HAS_WEAPON, -1, chaos_prob_evil_grigori.GetInt());
CreateEffect<CEEvilNPC>(EFFECT_EVIL_MOSSMAN, MAKE_STRING("Malignant Mossman"), EC_HAS_WEAPON, -1, chaos_prob_evil_mossman.GetInt());
//CreateEffect<CEEvilNPC>(EFFECT_EVIL_ELI, MAKE_STRING("Evil Eli"), EC_HAS_WEAPON, -1, chaos_prob_evil_eli.GetInt()); //CreateEffect<CEEvilNPC>(EFFECT_EVIL_ELI, MAKE_STRING("Evil Eli"), EC_HAS_WEAPON, -1, chaos_prob_evil_eli.GetInt());
//CreateEffect<CEEvilNPC>(EFFECT_EVIL_BREEN, MAKE_STRING("Hands-on Dr. Breen"), EC_HAS_WEAPON, -1, chaos_prob_evil_breen.GetInt()); //CreateEffect<CEEvilNPC>(EFFECT_EVIL_BREEN, MAKE_STRING("Hands-on Dr. Breen"), EC_HAS_WEAPON, -1, chaos_prob_evil_breen.GetInt());
} }
@ -7407,6 +7409,9 @@ void CEEvilNPC::StartEffect()
case EFFECT_EVIL_GRIGORI: case EFFECT_EVIL_GRIGORI:
m_iSavedChaosID = ChaosSpawnNPC("npc_monk", MAKE_STRING("Griefing Grigori"), SPAWNTYPE_EYELEVEL_REGULAR, "_", "monk", "weapon_annabelle", CSF_EVIL)->m_iChaosID; m_iSavedChaosID = ChaosSpawnNPC("npc_monk", MAKE_STRING("Griefing Grigori"), SPAWNTYPE_EYELEVEL_REGULAR, "_", "monk", "weapon_annabelle", CSF_EVIL)->m_iChaosID;
break; break;
case EFFECT_EVIL_MOSSMAN:
m_iSavedChaosID = ChaosSpawnNPC("npc_mossman", MAKE_STRING("Malignant Mossman"), SPAWNTYPE_EYELEVEL_REGULAR, "_", "mossman", "weapon_crowbar", CSF_EVIL)->m_iChaosID;
break;
/* /*
case EFFECT_EVIL_ELI: case EFFECT_EVIL_ELI:
m_iSavedChaosID = ChaosSpawnNPC("npc_eli", MAKE_STRING("Evil Eli"), SPAWNTYPE_EYELEVEL_REGULAR, "models/eli.mdl", "eli", "weapon_crossbow", true)->m_iChaosID; m_iSavedChaosID = ChaosSpawnNPC("npc_eli", MAKE_STRING("Evil Eli"), SPAWNTYPE_EYELEVEL_REGULAR, "models/eli.mdl", "eli", "weapon_crossbow", true)->m_iChaosID;