Nico-s Nextbots Script Access
for _, ply in ipairs(player.GetAll()) do if not IsValid(ply) or not ply:Alive() then continue 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)
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() ) Nico-s Nextbots Script
if SERVER then self:SetMoveType(MOVETYPE_STEP) self:SetSolid(SOLID_BBOX) self:SetHealth(100)
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()) for _, ply in ipairs(player
-- ========================================================= -- BASIC NEXTBOT SETUP -- ========================================================= AddCSLuaFile() -- make the file sent to clients (for the model & sounds)
-- Play the scream (both server & client) self:EmitSound(CONFIG.ScreamSound, 85, 100, 1, CHAN_AUTO) tolerance = CONFIG.AttackDistance
coroutine.yield() end end
-- Internal state self.NextAttack = 0 self.CurrentTarget = nil 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)
-- ----------------------------------------------------------------- -- Cleanup – ensure the entity disappears cleanly -- ----------------------------------------------------------------- function ENT:OnRemove() self:StopMoving() end