fortressforever-scripts/maps/ff_monkey.lua

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-- ff_monkey.lua
-----------------------------------------------------------------------------
-- includes
-----------------------------------------------------------------------------
IncludeScript("base_ctf")
IncludeScript("base_location")
IncludeScript("base_respawnturret")
-----------------------------------------------------------------------------
-- global overrides
-----------------------------------------------------------------------------
POINTS_PER_CAPTURE = 10
FLAG_RETURN_TIME = 60
function startup()
SetGameDescription("Capture the Flag")
-- set up team limits on each team
SetPlayerLimit(Team.kBlue, 0)
SetPlayerLimit(Team.kRed, 0)
SetPlayerLimit(Team.kYellow, -1)
SetPlayerLimit(Team.kGreen, -1)
-- CTF maps generally don't have civilians,
-- so override in map LUA file if you want 'em
local team = GetTeam(Team.kBlue)
team:SetClassLimit(Player.kCivilian, -1)
team = GetTeam(Team.kRed)
team:SetClassLimit(Player.kCivilian, -1)
end
-----------------------------------------------------------------------------
-- Pickups
-----------------------------------------------------------------------------
monkeypackgeneric = genericbackpack:new({
health = 20,
armor = 15,
grenades = 60,
nails = 60,
shells = 60,
rockets = 60,
cells = 60,
mancannons = 1,
gren1 = 1,
gren2 = 1,
respawntime = 35,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
botgoaltype = Bot.kBackPack_Ammo
})
function monkeypackgeneric:dropatspawn() return false end
redmonkeypack = genericbackpack:new({
health = 200,
armor = 200,
grenades = 200,
nails = 200,
shells = 200,
rockets = 200,
cells = 200,
respawntime = 2,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
touchflags = {AllowFlags.kRed},
botgoaltype = Bot.kBackPack_Ammo
})
function redmonkeypack:dropatspawn() return false end
redmonkeypacktoo = genericbackpack:new({
health = 20,
armor = 15,
grenades = 10,
nails = 30,
shells = 30,
rockets = 10,
cells = 30,
respawntime = 20,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
touchflags = {AllowFlags.kRed},
botgoaltype = Bot.kBackPack_Ammo
})
function redmonkeypacktoo:dropatspawn() return false end
bluemonkeypack = genericbackpack:new({
health = 200,
armor = 200,
grenades = 200,
nails = 200,
shells = 200,
rockets = 200,
cells = 200,
respawntime = 2,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
touchflags = {AllowFlags.kBlue},
botgoaltype = Bot.kBackPack_Ammo
})
function bluemonkeypack:dropatspawn() return false end
bluemonkeypacktoo = genericbackpack:new({
health = 20,
armor = 15,
grenades = 10,
nails = 30,
shells = 30,
rockets = 10,
cells = 30,
respawntime = 20,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
touchflags = {AllowFlags.kBlue},
botgoaltype = Bot.kBackPack_Ammo
})
function bluemonkeypacktoo:dropatspawn() return false end
redmonkeygrenades = genericbackpack:new({
detpacks = 1,
mancannons = 1,
gren1 = 4,
gren2 = 4,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
touchflags = {AllowFlags.kRed},
respawntime = 30,
botgoaltype = Bot.kBackPack_Ammo
})
function redmonkeygrenades:dropatspawn() return false end
bluemonkeygrenades = genericbackpack:new({
detpacks = 1,
mancannons = 1,
gren1 = 4,
gren2 = 4,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
touchflags = {AllowFlags.kBlue},
respawntime = 30,
botgoaltype = Bot.kBackPack_Ammo
})
function bluemonkeygrenades:dropatspawn() return false end
-----------------------------------------------------------------------------
-- Locations
-----------------------------------------------------------------------------
location_blue_front_door = location_info:new({ text = "Front Door", team = Team.kBlue })
location_blue_right_front_door = location_info:new({ text = "Right Front Door", team = Team.kBlue })
location_blue_left_front_door = location_info:new({ text = "Left Front Door", team = Team.kBlue })
location_blue_ramp_room = location_info:new({ text = "Great Hall", team = Team.kBlue })
location_blue_T_route = location_info:new({ text = "'T' Route", team = Team.kBlue })
location_blue_upper_spawn = location_info:new({ text = "Upper Spawn", team = Team.kBlue })
location_blue_lower_spawn = location_info:new({ text = "Lower Spawn", team = Team.kBlue })
location_blue_lower_route = location_info:new({ text = "Lower Route", team = Team.kBlue })
location_blue_water_route = location_info:new({ text = "Water Route", team = Team.kBlue })
location_blue_flag_room = location_info:new({ text = "Flag Room", team = Team.kBlue })
location_blue_pit = location_info:new({ text = "Flag Room Pit", team = Team.kBlue })
location_blue_flag_room_catwalk = location_info:new({ text = "Flag Room Catwalks", team = Team.kBlue })
location_blue_water_tunnel = location_info:new({ text = "Water Tunnel", team = Team.kBlue })
location_blue_yard = location_info:new({ text = "Yard", team = Team.kBlue })
location_red_front_door = location_info:new({ text = "Front Door", team = Team.kRed })
location_red_right_front_door = location_info:new({ text = "Right Front Door", team = Team.kRed })
location_red_left_front_door = location_info:new({ text = "Left Front Door", team = Team.kRed })
location_red_ramp_room = location_info:new({ text = "Great Hall", team = Team.kRed })
location_red_T_route = location_info:new({ text = "'T' Route", team = Team.kRed })
location_red_upper_spawn = location_info:new({ text = "Upper Spawn", team = Team.kRed })
location_red_lower_spawn = location_info:new({ text = "Lower Spawn", team = Team.kRed })
location_red_lower_route = location_info:new({ text = "Lower Route", team = Team.kRed })
location_red_water_route = location_info:new({ text = "Water Route", team = Team.kRed })
location_red_flag_room = location_info:new({ text = "Flag Room", team = Team.kRed })
location_red_pit = location_info:new({ text = "Flag Room Pit", team = Team.kRed })
location_red_flag_room_catwalk = location_info:new({ text = "Flag Room Catwalks", team = Team.kRed })
location_red_water_tunnel = location_info:new({ text = "Water Tunnel", team = Team.kRed })
location_red_yard = location_info:new({ text = "Yard", team = Team.kRed })
location_river = location_info:new({ text = "River", team = Team.kUnassigned })
location_midmap = location_info:new({ text = "Midmap", team = Team.kUnassigned })
location_bridge = location_info:new({ text = "Bridge", team = Team.kUnassigned })
-----------------------------------------------------------------------------
-- OFFENSIVE AND DEFENSIVE SPAWNS
-----------------------------------------------------------------------------
red_o_only = function(self,player) return ((player:GetTeamId() == Team.kRed) and ((player:GetClass() == Player.kScout) or (player:GetClass() == Player.kMedic) or (player:GetClass() == Player.kSpy) or (player:GetClass() == Player.kDemoman))) end
red_d_only = function(self,player) return ((player:GetTeamId() == Team.kRed) and (((player:GetClass() == Player.kScout) == false) and ((player:GetClass() == Player.kMedic) == false) and ((player:GetClass() == Player.kSpy) == false))) end
red_ospawn = { validspawn = red_o_only }
red_dspawn = { validspawn = red_d_only }
blue_o_only = function(self,player) return ((player:GetTeamId() == Team.kBlue) and ((player:GetClass() == Player.kScout) or (player:GetClass() == Player.kMedic) or (player:GetClass() == Player.kSpy) or (player:GetClass() == Player.kDemoman))) end
blue_d_only = function(self,player) return ((player:GetTeamId() == Team.kBlue) and (((player:GetClass() == Player.kScout) == false) and ((player:GetClass() == Player.kMedic) == false) and ((player:GetClass() == Player.kSpy) == false))) end
blue_ospawn = { validspawn = blue_o_only }
blue_dspawn = { validspawn = blue_d_only }
-----------------------------------------------------------------------------
-- respawn shields
-----------------------------------------------------------------------------
KILL_KILL_KILL = trigger_ff_script:new({ team = Team.kUnassigned })
function KILL_KILL_KILL:allowed( activator )
local player = CastToPlayer( activator )
if player then
if player:GetTeamId() == self.team then
return EVENT_ALLOWED
end
end
return EVENT_DISALLOWED
end
blue_slayer = KILL_KILL_KILL:new({ team = Team.kBlue })
red_slayer = KILL_KILL_KILL:new({ team = Team.kRed })