fortressforever-scripts/maps/includes/base_soldierarena.lua

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-- base_soldierarena
function startup()
local team = GetTeam(Team.kBlue)
team:SetClassLimit( Player.kScout, -1 )
team:SetClassLimit( Player.kSniper, -1 )
team:SetClassLimit( Player.kSoldier, 0 )
team:SetClassLimit( Player.kDemoman, 0 )
team:SetClassLimit( Player.kMedic, -1 )
team:SetClassLimit( Player.kHwguy, -1 )
team:SetClassLimit( Player.kPyro, -1 )
team:SetClassLimit( Player.kSpy, -1 )
team:SetClassLimit( Player.kEngineer, -1 )
team:SetClassLimit( Player.kCivilian, -1 )
team = GetTeam(Team.kRed)
team:SetClassLimit( Player.kScout, -1 )
team:SetClassLimit( Player.kSniper, -1 )
team:SetClassLimit( Player.kSoldier, 0 )
team:SetClassLimit( Player.kDemoman, 0 )
team:SetClassLimit( Player.kMedic, -1 )
team:SetClassLimit( Player.kHwguy, -1 )
team:SetClassLimit( Player.kPyro, -1 )
team:SetClassLimit( Player.kSpy, -1 )
team:SetClassLimit( Player.kEngineer, -1 )
team:SetClassLimit( Player.kCivilian, -1 )
team = GetTeam(Team.kYellow)
team:SetClassLimit( Player.kScout, -1 )
team:SetClassLimit( Player.kSniper, -1 )
team:SetClassLimit( Player.kSoldier, 0 )
team:SetClassLimit( Player.kDemoman, 0 )
team:SetClassLimit( Player.kMedic, -1 )
team:SetClassLimit( Player.kHwguy, -1 )
team:SetClassLimit( Player.kPyro, -1 )
team:SetClassLimit( Player.kSpy, -1 )
team:SetClassLimit( Player.kEngineer, -1 )
team:SetClassLimit( Player.kCivilian, -1 )
team = GetTeam(Team.kGreen)
team:SetClassLimit( Player.kScout, -1 )
team:SetClassLimit( Player.kSniper, -1 )
team:SetClassLimit( Player.kSoldier, 0 )
team:SetClassLimit( Player.kDemoman, 0 )
team:SetClassLimit( Player.kMedic, -1 )
team:SetClassLimit( Player.kHwguy, -1 )
team:SetClassLimit( Player.kPyro, -1 )
team:SetClassLimit( Player.kSpy, -1 )
team:SetClassLimit( Player.kEngineer, -1 )
team:SetClassLimit( Player.kCivilian, -1 )
end
function player_spawn( player_id )
-- 400 for overkill. of course the values
-- get clamped in game code
local player = GetPlayer(player_id)
player:AddHealth( 400 )
player:AddArmor( 400 )
player:RemoveAmmo( Ammo.kNails, 400 )
player:AddAmmo( Ammo.kShells, 400 )
player:AddAmmo( Ammo.kRockets, 400 )
player:RemoveAmmo( Ammo.kCells, 400 )
player:RemoveAmmo( Ammo.kDetpack, 1 )
player:RemoveAmmo( Ammo.kManCannon, 1 )
player:RemoveAmmo( Ammo.kGren1, 4 )
player:RemoveAmmo( Ammo.kGren2, 4 )
-- Players get 1 gren1
player:AddAmmo( Ammo.kGren1, 1 )
end
function player_ondamage( player, damageinfo )
if not player_entity then return end
if not damageinfo then return end
local attackerPlayer = CastToPlayer(damageinfo:GetAttacker())
if not attackerPlayer then return end
local weapon = damageinfo:GetInflictor():GetClassName()
local player = CastToPlayer(player_entity)
-- Don't take rocket, gl/pl damage from ourselves
if ( player:GetId() == attackerPlayer:GetId() ) then
if ( weapon == "ff_projectile_rocket" ) then
damageinfo:SetDamage(0);
-- green pipes
elseif ( weapon == "ff_projectile_pl" ) then
damageinfo:SetDamage(0);
-- blue pipes
elseif ( weapon == "ff_projectile_gl" ) then
damageinfo:SetDamage(0);
end
end
end
function player_killed( player_id )
-- If you kill someone, give your team a point
local killer = GetPlayer(killer)
local victim = GetPlayer(player_id)
if not (victim:GetTeamId() == killer:GetTeamId()) then
local killersTeam = killer:GetTeam()
killersTeam:AddScore(1)
end
end