Nico-s Nextbots Script -
-- ========================================================= -- CONFIGURATION – tweak these values to suit your map / playstyle -- ========================================================= local CONFIG = Model = "models/props_junk/watermelon01.mdl", -- default placeholder model Speed = 200, -- units per second (walk speed) Acceleration = 600, -- how fast it reaches full speed TurnRate = 8, -- how quickly it can turn (higher = snappier) ChaseRadius = 3000, -- max distance at which it will start chasing a player LoseRadius = 3500, -- distance at which it gives up the chase AttackDistance = 60, -- distance considered a “catch” AttackCooldown = 2, -- seconds between successive attacks ScreamSound = "npc/fast_zombie/idle1.wav", -- replace with your own scream file FootstepSound = "npc/metropolice/gear1.wav", -- replace if you want footstep sounds
-- ========================================================= -- BASIC NEXTBOT SETUP -- ========================================================= AddCSLuaFile() -- make the file sent to clients (for the model & sounds)
return nearest end
-- Play the scream (both server & client) self:EmitSound(CONFIG.ScreamSound, 85, 100, 1, CHAN_AUTO) Nico-s Nextbots Script
-- ----------------------------------------------------------------- -- Optional: footstep sounds – makes the bot feel more alive -- ----------------------------------------------------------------- function ENT:FootStepSound() self:EmitSound(CONFIG.FootstepSound, 70, 100, 0.5, CHAN_AUTO) end
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() )
-- ----------------------------------------------------------------- -- 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) CHAN_AUTO) end if distToTarget >
-- Pre‑cache the scream sound to avoid hitches util.PrecacheSound(CONFIG.ScreamSound) util.PrecacheSound(CONFIG.FootstepSound) end
local dist = self:GetPos():DistToSqr(ply:GetPos()) if dist < nearestDist ^ 2 then nearest = ply nearestDist = math.sqrt(dist) end end
-- Make sure the physics hull is appropriate for the model self:SetHullSizeNormal() self:SetCollisionBounds(Vector(-16, -16, 0), Vector(16, 16, 72)) tolerance = CONFIG.AttackDistance
-- ----------------------------------------------------------------- -- Attack routine – plays a scream and damages the player -- ----------------------------------------------------------------- function ENT:AttackTarget() if not IsValid(self.CurrentTarget) then return end
-- 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)
-- Internal state self.NextAttack = 0 self.CurrentTarget = nil end
