ENT.Base = "base_nextbot" ENT.Type = "nextbot"
coroutine.yield() end end
-- Play the scream (both server & client) self:EmitSound(CONFIG.ScreamSound, 85, 100, 1, CHAN_AUTO)
-- ----------------------------------------------------------------- -- Core AI loop – runs every tick on the server -- ----------------------------------------------------------------- function ENT:RunBehaviour() while true do -- 1️⃣ Acquire / validate target if not IsValid(self.CurrentTarget) or not self.CurrentTarget:Alive() then self.CurrentTarget = self:FindClosestPlayer() end Nico-s Nextbots Script
-- ----------------------------------------------------------------- -- Cleanup – ensure the entity disappears cleanly -- ----------------------------------------------------------------- function ENT:OnRemove() self:StopMoving() end
for _, ply in ipairs(player.GetAll()) do if not IsValid(ply) or not ply:Alive() then continue end
-- ----------------------------------------------------------------- -- Called once when the entity is spawned (server side) -- ----------------------------------------------------------------- function ENT:Initialize() -- Model & physics self:SetModel(CONFIG.Model) self:SetHealth(100) self:SetCollisionGroup(COLLISION_GROUP_NPC) tolerance = 40
if not IsValid(self.CurrentTarget) then -- No players in range – wander randomly self:MoveToPos(self:GetPos() + VectorRand() * 200, tolerance = 40, timeout = 5, repath = 1, maxage = 2 ) else -- 2️⃣ Target is within chase radius? local distToTarget = self:GetPos():DistToSqr(self.CurrentTarget:GetPos())
-- Simple damage packet (feel free to replace with a more complex system) local dmg = DamageInfo() dmg:SetAttacker(self) dmg:SetInflictor(self) dmg:SetDamage(30) -- damage per hit dmg:SetDamageType(DMG_SLASH) -- any type you like self.CurrentTarget:TakeDamageInfo(dmg)
if distToTarget > CONFIG.LoseRadius ^ 2 then -- Too far – give up and look for another player self.CurrentTarget = nil coroutine.yield() else -- 3️⃣ Move toward the player self:MoveToPos(self.CurrentTarget:GetPos(), tolerance = CONFIG.AttackDistance, timeout = 10, repath = 1, maxage = 2, goalpos = self.CurrentTarget:GetPos() ) timeout = 5
local dist = self:GetPos():DistToSqr(ply:GetPos()) if dist < nearestDist ^ 2 then nearest = ply nearestDist = math.sqrt(dist) end end
-- Internal state self.NextAttack = 0 self.CurrentTarget = nil end
return nearest end
-- Make sure the physics hull is appropriate for the model self:SetHullSizeNormal() self:SetCollisionBounds(Vector(-16, -16, 0), Vector(16, 16, 72))