for _, ply in ipairs(player.GetAll()) do if not IsValid(ply) or not ply:Alive() then continue end
-- Optional: push the player a little local push = (self.CurrentTarget:GetPos() - self:GetPos()):GetNormalized() * 200 self.CurrentTarget:SetVelocity(push) end
-- ========================================================= -- 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
-- 4️⃣ Attack if close enough and cooldown elapsed if distToTarget <= CONFIG.AttackDistance ^ 2 and CurTime() > self.NextAttack then self:AttackTarget() self.NextAttack = CurTime() + CONFIG.AttackCooldown end end 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)
-- Make sure the physics hull is appropriate for the model self:SetHullSizeNormal() self:SetCollisionBounds(Vector(-16, -16, 0), Vector(16, 16, 72))
local dist = self:GetPos():DistToSqr(ply:GetPos()) if dist < nearestDist ^ 2 then nearest = ply nearestDist = math.sqrt(dist) end end
-- ----------------------------------------------------------------- -- Helper: Find the nearest viable player -- ----------------------------------------------------------------- function ENT:FindClosestPlayer() local nearest = nil local nearestDist = CONFIG.ChaseRadius
-- 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)
return nearest end