fortressforever-scripts/maps/includes/base_cp.lua

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-- base_cp.lua
-- if you want base cp with the default setup,
-- include base_cp_default.lua in your map's lua file
-- and then include base_cp.lua
function startup()
SetGameDescription( "Control Points" )
-- disable certain teams
for i,v in pairs(disabled_teams) do
SetPlayerLimit( v, -1 )
end
-- set up team limits
for i1,v1 in pairs(teams) do
local team = GetTeam(v1)
for i2,v2 in ipairs(team_info[team:GetTeamId()].class_limits) do
team:SetClassLimit( i2, v2 )
end
end
RemoveAllCPAmmoAndArmor()
for i,v in ipairs(command_points) do
RemoveSchedule( "cp" .. v.cp_number .. "_cap_timer" )
ResetCPCapping( v )
AddScheduleRepeating( "cp" .. v.cp_number .. "_cap_zone_timer", CAP_ZONE_TIMER_INTERVAL, cap_zone_timer, v )
end
end
function precache()
-- precache the cap sounds
for i in pairs(good_cap_sounds) do
PrecacheSound(good_cap_sounds[i])
PrecacheSound(bad_cap_sounds[i])
end
PrecacheSound("misc.thunder")
PrecacheSound("Buttons.snd9")
PrecacheSound("Buttons.snd45")
PrecacheSound("ff_cz2.teleport_exit")
PrecacheSound("k_lab.teleport_post_winddown")
PrecacheSound("novaprospekt.teleport_post_thunder")
PrecacheSound("NPC_Ichthyosaur.AttackGrowl")
PrecacheSound("Streetwar.d3_c17_11_die")
PrecacheSound("streetwar.Ba_UseConsoleSounds")
PrecacheSound( "yourteam.flagcap" )
PrecacheSound( "otherteam.flagcap" )
end
function PlayerStartTouchingCapZone( touch_entity, cp )
local player = CastToPlayer(touch_entity)
if PLAYER_TOUCHING_CP_ZONE[player:GetId()] == cp then return end
local team_number = player:GetTeamId()
PLAYER_TOUCHING_CP_ZONE[player:GetId()] = cp
cp.touching_players[team_number]:AddItem( player )
cp.former_touching_players[team_number]:RemoveItem( player )
cp.cap_speed[team_number] = cp.cap_speed[team_number] + ( player:MaxSpeed() / 10 )
if team_number ~= cp.defending_team then
player:SetCloakable( false )
end
local cp_zone_hudicon = cp_zone_icons[team_number]
AddHudIcon( player, cp_zone_hudicon.hudicon, cp_zone_hudicon.hudicon, cp_zone_hudicon.hudx, cp_zone_hudicon.hudy, cp_zone_hudicon.hudwidth, cp_zone_hudicon.hudheight, cp_zone_hudicon.hudalign )
end
function PlayerStopTouchingCapZone( touch_entity, cp )
local player = CastToPlayer(touch_entity)
if PLAYER_TOUCHING_CP_ZONE[player:GetId()] == nil then return end
local team_number = player:GetTeamId()
PLAYER_TOUCHING_CP_ZONE[player:GetId()] = nil
cp.touching_players[team_number]:RemoveItem( player )
cp.former_touching_players[team_number]:AddItem( player )
cp.cap_speed[team_number] = cp.cap_speed[team_number] - ( player:MaxSpeed() / 10 )
-- clamp
if cp.cap_speed[team_number] < 0 then
cp.cap_speed[team_number] = 0
end
player:SetCloakable( true )
RemoveHudItem( player, cp_zone_icons[team_number].hudicon )
end
function DrawCCAlarmIcon( cc_team_number )
-- check whether command centers are enabled
if not ENABLE_CC then return end
-- turn on alarm
if team_info[cc_team_number].cc_touch_count > 0 then
RemoveHudItemFromAll( cc_team_number .. "-ccalarmicon_neutral" )
AddHudIconToAll( team_info[cc_team_number].ccalarmicon, cc_team_number .. "-ccalarmicon", team_info[cc_team_number].ccalarmiconx, team_info[cc_team_number].ccalarmicony, team_info[cc_team_number].ccalarmiconwidth, team_info[cc_team_number].ccalarmiconheight, team_info[cc_team_number].ccalarmiconalign )
-- turn off alarm
else
RemoveHudItemFromAll( cc_team_number .. "-ccalarmicon" )
AddHudIconToAll( team_info[Team.kUnassigned].ccalarmicon, cc_team_number .. "-ccalarmicon_neutral", team_info[cc_team_number].ccalarmiconx, team_info[cc_team_number].ccalarmicony, team_info[cc_team_number].ccalarmiconwidth, team_info[cc_team_number].ccalarmiconheight, team_info[cc_team_number].ccalarmiconalign )
end
end
function EntityStartTouchingCC( touch_entity, cc_team_number )
if ENTITY_TOUCHING_CC[touch_entity:GetId()] ~= nil then return end
ENTITY_TOUCHING_CC[touch_entity:GetId()] = cc_team_number
team_info[cc_team_number].cc_touch_count = team_info[cc_team_number].cc_touch_count + 1
-- turn on alarm
if team_info[cc_team_number].cc_touch_count > 0 then
OutputEvent( team_info[cc_team_number].team_name .. "_cc_alarm_sound", "PlaySound" )
OutputEvent( team_info[cc_team_number].team_name .. "_cc_alarm_light", "TurnOn" )
OutputEvent( team_info[cc_team_number].team_name .. "_cc_alarm_beam", "Color", team_info[touch_entity:GetTeamId()].skybeam_color )
end
DrawCCAlarmIcon( cc_team_number )
end
function EntityStopTouchingCC( touch_entity, cc_team_number )
if ENTITY_TOUCHING_CC[touch_entity:GetId()] == nil then return end
ENTITY_TOUCHING_CC[touch_entity:GetId()] = nil
team_info[cc_team_number].cc_touch_count = team_info[cc_team_number].cc_touch_count - 1
-- turn off alarm
if team_info[cc_team_number].cc_touch_count <= 0 then
team_info[cc_team_number].cc_touch_count = 0
OutputEvent( team_info[cc_team_number].team_name .. "_cc_alarm_sound", "StopSound" )
OutputEvent( team_info[cc_team_number].team_name .. "_cc_alarm_light", "TurnOff" )
OutputEvent( team_info[cc_team_number].team_name .. "_cc_alarm_beam", "Color", team_info[Team.kUnassigned].skybeam_color )
end
DrawCCAlarmIcon( cc_team_number )
end
function player_disconnected( player )
if PLAYER_TOUCHING_CP_ZONE[player:GetId()] ~= nil then
PlayerStopTouchingCapZone( player, PLAYER_TOUCHING_CP_ZONE[player:GetId()] )
end
if ENTITY_TOUCHING_CC[player:GetId()] ~= nil then
EntityStopTouchingCC( player, ENTITY_TOUCHING_CC[player:GetId()] )
end
end
function player_switchteam( player, currentteam, desiredteam )
if PLAYER_TOUCHING_CP_ZONE[player:GetId()] ~= nil then
PlayerStopTouchingCapZone( player, PLAYER_TOUCHING_CP_ZONE[player:GetId()] )
end
if ENTITY_TOUCHING_CC[player:GetId()] ~= nil then
EntityStopTouchingCC( player, ENTITY_TOUCHING_CC[player:GetId()] )
end
return true
end
-----------------------------------------------------------------------------
-- timed scoring
-----------------------------------------------------------------------------
function cp_score_timer( cp_number, team_number )
local team = GetTeam(team_number)
team:AddScore(command_points[cp_number].point_value[team_number])
end
-----------------------------------------------------------------------------
-- notify the players of the total cap.
-- Also, create a logic_relay in your map named fullcap_trigger to pass outputs to your entities.
-----------------------------------------------------------------------------
function complete_control_notification ( team_number )
local team = GetTeam(team_number)
SmartTeamSound(team, "yourteam.flagcap", "otherteam.flagcap")
SmartTeamSpeak(team, "CZ_GOTALL", "CZ_THEYGOTALL")
SmartTeamMessage(team, "#FF_CZ2_YOURTEAM_COMPLETE", "#FF_CZ2_OTHERTEAM_COMPLETE", Color.kGreen, Color.kRed)
OutputEvent( "fullcap_trigger", "Trigger" )
end
-----------------------------------------------------------------------------
-- reset everything after the total cap.
-----------------------------------------------------------------------------
function complete_control_respawn ()
ApplyToAll( { AT.kRemovePacks, AT.kRemoveProjectiles, AT.kRespawnPlayers, AT.kRemoveBuildables, AT.kRemoveRagdolls, kReloadClips } )
end
-----------------------------------------------------------------------------
-- emit a sound from an entity
-----------------------------------------------------------------------------
function EmitSound( entity, sound )
entity:EmitSound(sound)
end
-----------------------------------------------------------------------------
-- remove all the ammo and armor from the entire map
-----------------------------------------------------------------------------
function RemoveAllCPAmmoAndArmor()
-- Remove all ammo and armor from CPs
local c = Collection()
c:GetByName(cp_ammo_and_armor_names, { CF.kNone })
for item in c.items do
item = CastToInfoScript(item)
item:Remove()
end
end
-----------------------------------------------------------------------------
-- does the player have a flag?
-----------------------------------------------------------------------------
function PlayerHasFlag( player )
-- check if the player has a flag
for i,v in ipairs(flags) do
if player:HasItem(v) then
-- player has a flag
return true
end
end
-- player doesn't have a flag
return false
end
-----------------------------------------------------------------------------
-- return carried flags
-----------------------------------------------------------------------------
function ReturnFlagFromPlayer( player )
-- Get all carried flags and ...
local c = Collection()
c:GetByName(flags, { CF.kInfoScript_Carried, })
-- ... return the flag that the player is carrying.
for item in c.items do
item = CastToInfoScript(item)
carrier = item:GetCarrier()
if player:GetId() == carrier:GetId() then
item:Return()
end
end
end
-----------------------------------------------------------------------------
-- resupply a player when a cp is capped
-----------------------------------------------------------------------------
function CapResupply( player, scale, givethegoodshit )
-- give the player health and armor
if cap_resupply.health ~= nil and cap_resupply.health ~= 0 then player:AddHealth( cap_resupply.health * scale ) end
if cap_resupply.armor ~= nil and cap_resupply.armor ~= 0 then player:AddArmor( cap_resupply.armor * scale ) end
-- give the player ammo
if cap_resupply.nails ~= nil and cap_resupply.nails ~= 0 then player:AddAmmo( Ammo.kNails, cap_resupply.nails * scale ) end
if cap_resupply.shells ~= nil and cap_resupply.shells ~= 0 then player:AddAmmo( Ammo.kShells, cap_resupply.shells * scale ) end
if cap_resupply.rockets ~= nil and cap_resupply.rockets ~= 0 then player:AddAmmo( Ammo.kRockets, cap_resupply.rockets * scale ) end
if cap_resupply.cells ~= nil and cap_resupply.cells ~= 0 then player:AddAmmo( Ammo.kCells, cap_resupply.cells * scale ) end
if givethegoodshit then
-- give the player the good shit
if cap_resupply.detpacks ~= nil and cap_resupply.detpacks ~= 0 then player:AddAmmo( Ammo.kDetpack, cap_resupply.detpacks * scale ) end
if cap_resupply.mancannons ~= nil and cap_resupply.mancannons ~= 0 then player:AddAmmo( Ammo.kManCannon, cap_resupply.mancannons * scale ) end
if cap_resupply.gren1 ~= nil and cap_resupply.gren1 ~= 0 then player:AddAmmo( Ammo.kGren1, cap_resupply.gren1 * scale ) end
if cap_resupply.gren2 ~= nil and cap_resupply.gren2 ~= 0 then player:AddAmmo( Ammo.kGren2, cap_resupply.gren2 * scale ) end
end
end
function player_killed ( player_victim, damageinfo )
-- if no damageinfo do nothing
if not damageinfo then return end
-- Entity that is attacking
local attacker = damageinfo:GetAttacker()
-- If no attacker do nothing
if not attacker then return end
local player_attacker = nil
-- get the attacking player
if IsPlayer(attacker) then
attacker = CastToPlayer(attacker)
player_attacker = attacker
elseif IsSentrygun(attacker) then
attacker = CastToSentrygun(attacker)
player_attacker = attacker:GetOwner()
elseif IsDetpack(attacker) then
attacker = CastToDetpack(attacker)
player_attacker = attacker:GetOwner()
elseif IsDispenser(attacker) then
attacker = CastToDispenser(attacker)
player_attacker = attacker:GetOwner()
end
-- if still no attacking player after all that, try the inflictor
if not player_attacker then
-- Entity that is attacking
local inflictor = damageinfo:GetInflictor()
if inflictor then
if IsSentrygun(inflictor) then
inflictor = CastToSentrygun(inflictor)
player_attacker = inflictor:GetOwner()
elseif IsDetpack(inflictor) then
inflictor = CastToDetpack(inflictor)
player_attacker = inflictor:GetOwner()
elseif IsDispenser(inflictor) then
inflictor = CastToDispenser(inflictor)
player_attacker = inflictor:GetOwner()
end
end
end
-- if still no attacking player after all that, forget about it
if not player_attacker then return end
-- if victim killed self or teammate do nothing
if (player_victim:GetId() == player_attacker:GetId()) or (player_victim:GetTeamId() == player_attacker:GetTeamId()) then return end
local player_victim_touching_cp = PLAYER_TOUCHING_CP_ZONE[player_victim:GetId()]
local player_attacker_touching_cp = PLAYER_TOUCHING_CP_ZONE[player_attacker:GetId()]
-- the victim is standing in a zone
if player_victim_touching_cp ~= nil then
-- the victim is defending a cp or trying to capture a neutral cp
if player_victim:GetTeamId() == player_victim_touching_cp.defending_team or player_victim_touching_cp.defending_team == Team.kUnassigned then
CapResupply( player_attacker, 0.25, false )
player_attacker:AddFortPoints((player_victim_touching_cp.point_value[player_attacker:GetTeamId()]) * 50, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST")
-- the victim is trying to capture the attacker's cp
else
CapResupply( player_attacker, 0.25, false )
player_attacker:AddFortPoints((player_victim_touching_cp.point_value[player_attacker:GetTeamId()]) * 50, "#FF_FORTPOINTS_DEFENDPOINT")
end
end
-- the attacker is standing in a zone
if player_attacker_touching_cp ~= nil then
-- the attacker is defending a cp
if player_attacker:GetTeamId() == player_attacker_touching_cp.defending_team then
CapResupply( player_attacker, 0.25, false )
player_attacker:AddFortPoints((player_attacker_touching_cp.point_value[player_attacker:GetTeamId()]) * 50, "#FF_FORTPOINTS_DEFENDPOINT")
-- the attacker is trying to capture a cp
else
CapResupply( player_attacker, 0.25, false )
player_attacker:AddFortPoints((player_attacker_touching_cp.point_value[player_attacker:GetTeamId()]) * 50, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST")
end
end
-- loop through all former players of each command point
for k,v in ipairs(command_points) do
-- victim's team
for i in v.former_touching_players[player_victim:GetTeamId()].items do
i = CastToPlayer( i )
-- the victim was in an active zone
if i:GetId() == player_victim:GetId() then
-- the victim is defending a cp or trying to capture a neutral cp
if player_victim:GetTeamId() == v.defending_team or v.defending_team == Team.kUnassigned then
CapResupply( player_attacker, 0.25, false )
player_attacker:AddFortPoints((v.point_value[player_attacker:GetTeamId()]) * 25, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST")
-- the victim is trying to capture the attacker's cp
else
CapResupply( player_attacker, 0.25, false )
player_attacker:AddFortPoints((v.point_value[player_attacker:GetTeamId()]) * 25, "#FF_FORTPOINTS_DEFENDPOINT_ASSIST")
end
end
end
-- attacker's team
for i in v.former_touching_players[player_attacker:GetTeamId()].items do
i = CastToPlayer( i )
-- the attacker was in an active zone
if i:GetId() == player_attacker:GetId() then
-- the attacker is defending a cp
if player_attacker:GetTeamId() == v.defending_team then
CapResupply( player_attacker, 0.25, false )
player_attacker:AddFortPoints((v.point_value[player_attacker:GetTeamId()]) * 25, "#FF_FORTPOINTS_DEFENDPOINT_ASSIST")
-- the attacker is trying to capture a cp
else
CapResupply( player_attacker, 0.25, false )
player_attacker:AddFortPoints((v.point_value[player_attacker:GetTeamId()]) * 25, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST")
end
end
end
end
end
-----------------------------------------------------------------------------
-- change the cp's defending team, its related visuals, and its scoring
-----------------------------------------------------------------------------
function ChangeCPDefendingTeam( cp_number, new_defending_team )
local cp = command_points[cp_number]
-- Change the skybeam color
OutputEvent( "cp" .. cp_number .. "_skybeam", "Color", team_info[new_defending_team].skybeam_color )
-- Change the light color
for i in pairs(team_info) do
-- turn off all other lights as well
local input_name = "TurnOff"
local input2_name = "LightOff"
if i == new_defending_team then
input_name = "TurnOn"
input2_name = "LightOn"
end
OutputEvent( "cp" .. cp_number .. "_light_" .. team_info[i].team_name, input_name )
OutputEvent( "cp" .. cp_number .. "_spotlight_" .. team_info[i].team_name, input2_name )
end
-- Change the rotating flag around
OutputEvent( "cp" .. cp_number .. "_flag_rotator", "Reverse")
OutputEvent( "cp" .. cp_number .. "_flag", "Skin", team_info[new_defending_team].skin )
OutputEvent( "cp" .. cp_number .. "_flag", team_info[new_defending_team].flag_visibility)
-- remove old flaginfo icons and add new ones
RemoveHudItemFromAll( cp_number .. "-background-" .. cp.defending_team )
RemoveHudItemFromAll( cp_number .. "-foreground-" .. cp.defending_team )
AddHudIconToAll( icons[ new_defending_team ].teamicon, cp_number .. "-background-" .. new_defending_team, cp.hudposx, cp.hudposy, cp.hudwidth, cp.hudheight, cp.hudalign)
AddHudIconToAll( cp.hudstatusicon, cp_number .. "-foreground-" .. new_defending_team, cp.hudposx, cp.hudposy, cp.hudwidth, cp.hudheight, cp.hudalign)
local schedule_name = "cp" .. cp_number .. "_score_timer"
-- stop an existing timer
if cp.defending_team ~= Team.kUnassigned then
RemoveSchedule( schedule_name )
end
-- only worry with score timer for TEAM1 and TEAM2
if new_defending_team ~= Team.kUnassigned then
-- start the score timer
AddScheduleRepeating( schedule_name, cp.score_timer_interval[new_defending_team], cp_score_timer, cp_number, new_defending_team )
end
cp.defending_team = new_defending_team
end
-----------------------------------------------------------------------------
-- restore all items in a CP
-----------------------------------------------------------------------------
function RestoreCPItems( cp_number, old_defending_team, new_defending_team )
local c = Collection()
c:GetByName( { "cp_cp" .. cp_number .. "_ammo", "cz2_cp" .. cp_number .. "_ammo", "cp_cp" .. cp_number .. "_armor", "cz2_cp" .. cp_number .. "_armor" }, { CF.kNone } )
for item in c.items do
item = CastToInfoScript(item)
-- restore this CP's ammo and armor
item:Restore()
-- Also set the touchflags so only the defending team can use the packs
item:SetTouchFlags(team_info[new_defending_team].touchflags)
end
end
-----------------------------------------------------------------------------
-- reset team cp capping stuff
-----------------------------------------------------------------------------
function ResetTeamCPCapping( cp, team_number, do_total_reset, set_next_cap_zone_timer )
cp.cap_status[team_number] = 0
cp.next_cap_zone_timer[team_number] = set_next_cap_zone_timer
RemoveHudItemFromAll( cp.cp_number .. "-capstatusicon-" .. team_number )
RemoveHudItemFromAll( cp.cp_number .. "-caplockicon-" .. team_number )
OutputEvent( "cp" .. cp.cp_number .. "_" .. team_info[team_number].team_name .. "_capsprites", "HideSprite" )
OutputEvent( "cp" .. cp.cp_number .. "_" .. team_info[team_number].team_name .. "_capsound", "StopSound" )
if cp.former_touching_players[team_number]:Count() > 0 then
cp.former_touching_players[team_number]:RemoveAllItems()
end
if do_total_reset then
if cp.touching_players[team_number]:Count() > 0 then
cp.touching_players[team_number]:RemoveAllItems()
end
cp.cap_speed[team_number] = 0
end
end
-----------------------------------------------------------------------------
-- reset all cp capping stuff
-----------------------------------------------------------------------------
function ResetCPCapping( cp )
for i,v in pairs(teams) do
ResetTeamCPCapping( cp, v, true, 0 )
end
end
-----------------------------------------------------------------------------
-- the cp has definitely been captured
-----------------------------------------------------------------------------
function CaptureCP( cp_number, new_defending_team )
local cp = command_points[cp_number]
local old_defending_team = cp.defending_team
RestoreCPItems(cp_number, old_defending_team, new_defending_team)
-- Give points to team and player
local team = GetTeam(new_defending_team)
team:AddScore(cp.point_value[new_defending_team])
-- Find out if any team has complete control
local team_with_complete_control = Team.kUnassigned
local control_count = { [TEAM1] = 0, [TEAM2] = 0 }
control_count[new_defending_team] = 1
for i,v in ipairs(command_points) do
if v.defending_team ~= Team.kUnassigned and v.cp_number ~= cp_number then
control_count[v.defending_team] = control_count[v.defending_team] + 1
end
if control_count[v.defending_team] == CP_COUNT then
team_with_complete_control = v.defending_team
break
end
end
if team_with_complete_control ~= Team.kUnassigned then
if ENABLE_COMPLETE_CONTROL_POINTS then
-- Bonus points for complete control
team:AddScore(POINTS_FOR_COMPLETE_CONTROL)
end
if ENABLE_COMPLETE_CONTROL_RESET then
AddSchedule("complete_control_notification", 0.1, complete_control_notification, team_with_complete_control)
-- Reset all command points
for i,v in ipairs(command_points) do
ChangeCPDefendingTeam(v.cp_number, Team.kUnassigned)
ResetCPCapping( v )
end
-- reset colors of respawn beams
--OutputEvent( team_info[TEAM1].team_name .. "_respawn_beam", "Color", team_info[Team.kUnassigned].respawnbeam_color[0] .. " " .. team_info[Team.kUnassigned].respawnbeam_color[1] .. " " .. team_info[Team.kUnassigned].respawnbeam_color[2] )
--OutputEvent( team_info[TEAM2].team_name .. "_respawn_beam", "Color", team_info[Team.kUnassigned].respawnbeam_color[0] .. " " .. team_info[Team.kUnassigned].respawnbeam_color[1] .. " " .. team_info[Team.kUnassigned].respawnbeam_color[2] )
if ENABLE_FLAGS then
-- Return all flags
local c = Collection()
c:GetByName(flags, { CF.kNone })
for item in c.items do
item = CastToInfoScript(item)
item:Return()
end
end
RemoveAllCPAmmoAndArmor()
if ENABLE_COMPLETE_CONTROL_RESPAWN then
AddSchedule("complete_control_respawn", 1.0, complete_control_respawn)
end
-- get out now if resetting
return
end
end
ChangeCPDefendingTeam(cp_number, new_defending_team)
-- change the colors this team's respawn beams
--local beam_team = team_info[new_defending_team]
--beam_team.respawnbeam_color[beam_team.color_index] = beam_team.respawnbeam_color[Team.kUnassigned] + (control_count[new_defending_team] * 35)
--OutputEvent( beam_team.team_name .. "_respawn_beam", "Color", beam_team.respawnbeam_color[0] .. " " .. beam_team.respawnbeam_color[1] .. " " .. beam_team.respawnbeam_color[2] )
SmartTeamMessage( team, "#FF_CZ2_YOURTEAM_CP" .. cp_number, "#FF_CZ2_OTHERTEAM_CP" .. cp_number, Color.kGreen, Color.kRed )
-- sounds will get more and more crazy
--SmartTeamSound( team, good_cap_sounds[control_count[new_defending_team]], bad_cap_sounds[control_count[new_defending_team]] )
-- caes: changed it to announce the cp number captured/lost
SmartTeamSpeak( team, good_cap_sounds[cp_number], bad_cap_sounds[cp_number] )
end
-----------------------------------------------------------------------------
-- a cp's defending team successfully defended or capped
-----------------------------------------------------------------------------
function SuccessfulCPDefense( cp, team_number, is_a_cap )
-- reward the touching players
for i in cp.touching_players[team_number].items do
i = CastToPlayer( i )
if is_a_cap then
CapResupply( i, 1.00, is_a_cap )
i:AddFortPoints((cp.point_value[team_number]) * 100, "#FF_FORTPOINTS_CAPTUREPOINT")
i:SetCloakable( true )
else
CapResupply( i, 0.50, is_a_cap )
i:AddFortPoints((cp.point_value[team_number]) * 50, "#FF_FORTPOINTS_DEFENDPOINT")
end
end
-- reward the former touching players
for i in cp.former_touching_players[team_number].items do
i = CastToPlayer( i )
if is_a_cap then
CapResupply( i, 0.50, is_a_cap )
i:AddFortPoints((cp.point_value[team_number]) * 50, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST")
else
CapResupply( i, 0.25, is_a_cap )
i:AddFortPoints((cp.point_value[team_number]) * 25, "#FF_FORTPOINTS_DEFENDPOINT_ASSIST")
end
end
-- no need to keep them around for future rewards
cp.former_touching_players[team_number]:RemoveAllItems()
end
-----------------------------------------------------------------------------
-- timed cp capping
-----------------------------------------------------------------------------
function cap_zone_timer( cp )
local new_defending_team = Team.kUnassigned
local other_team = Team.kUnassigned
local last_cap_status = {}
local total_cap_speed = 0
local total_cap_status = 0
for i,v in pairs(teams) do
total_cap_speed = total_cap_speed + cp.cap_speed[v]
total_cap_status = total_cap_status + cp.cap_status[v]
end
for i,v in pairs(teams) do
-- don't bother doing some stuff if nothing has changed
last_cap_status[v] = cp.cap_status[v]
-- after one team caps a cp, the other team can't touch that cp for X seconds
if cp.next_cap_zone_timer[v] > 0 then
cp.next_cap_zone_timer[v] = cp.next_cap_zone_timer[v] - CAP_ZONE_TIMER_INTERVAL
local lock_percent = math.min( 1.0, cp.next_cap_zone_timer[v] / cp.delay_before_retouch[v] )
local minlockhudwidth = cp.hudwidth * 0.333
local minlockhudheight = cp.hudheight * 0.333
AddHudIconToAll( icons[v].lockicon, cp.cp_number .. "-caplockicon-" .. v, cp.hudposx, cp.hudposy + cp_zone_icons[v].hudposy_offset, minlockhudwidth + ( (cp.hudwidth - minlockhudwidth) * lock_percent ), minlockhudheight + ( (cp.hudheight - minlockhudheight) * lock_percent ), cp.hudalign)
-- clamp
if cp.next_cap_zone_timer[v] <= 0 then
cp.next_cap_zone_timer[v] = 0
RemoveHudItemFromAll( cp.cp_number .. "-caplockicon-" .. v )
end
-- this team is standing in the zone
elseif cp.cap_speed[v] > 0 then
-- don't bother with cap_status calculations for the defending team
if v == cp.defending_team then
cp.cap_status[v] = cp.cap_requirement[v]
-- calculate cap status
else
-- every vote counts
local affected_cap_speed = cp.cap_speed[v] - ( total_cap_speed - cp.cap_speed[v] )
cp.cap_status[v] = cp.cap_status[v] + affected_cap_speed
-- clamp
if cp.cap_status[v] < 0 then
cp.cap_status[v] = 0
-- potential capping team
elseif cp.cap_status[v] >= cp.cap_requirement[v] then
new_defending_team = v
-- clamp
cp.cap_status[v] = cp.cap_requirement[v]
end
end
-- this team is not standing in the zone
else
if v == cp.defending_team then
-- don't bother with cap_status calculations for the defending team
cp.cap_status[v] = 0
else
-- decrease cap status
cp.cap_status[v] = cp.cap_status[v] - ( CAP_ZONE_NOTOUCH_SPEED + total_cap_speed )
-- clamp
if cp.cap_status[v] < 0 then
cp.cap_status[v] = 0
end
end
end
-- don't bother doing some stuff if nothing has changed
if cp.cap_status[v] ~= last_cap_status[v] then
-- draw the cap status icon
if cp.cap_status[v] > 0 then
local cap_percent = cp.cap_status[v] / cp.cap_requirement[v]
local minhudwidth = cp.hudwidth * 0.333
local minhudheight = cp.hudheight * 0.333
AddHudIconToAll( cp_zone_icons[v].hudicon, cp.cp_number .. "-capstatusicon-" .. v, cp.hudposx, cp.hudposy + cp_zone_icons[v].hudposy_offset, minhudwidth + ( (cp.hudwidth - minhudwidth) * cap_percent ), minhudheight + ( (cp.hudheight - minhudheight) * cap_percent ), cp.hudalign)
OutputEvent( "cp" .. cp.cp_number .. "_" .. team_info[v].team_name .. "_capsprites", "ShowSprite" )
OutputEvent( "cp" .. cp.cp_number .. "_" .. team_info[v].team_name .. "_capsound", "PlaySound" )
-- remove the cap status icon, remove former touching players, and reward defenders
else
-- reward the defenders
if v ~= cp.defending_team and cp.defending_team ~= Team.kUnassigned then
SuccessfulCPDefense( cp, cp.defending_team, false )
end
-- reset the other team's cp capping stuff
ResetTeamCPCapping( cp, v, false, 0 )
end
end
if new_defending_team ~= v then
other_team = v
end
end
-- someone capped this cp
if new_defending_team ~= Team.kUnassigned then
-- cap the cp
SuccessfulCPDefense( cp, new_defending_team, true )
CaptureCP( cp.cp_number, new_defending_team )
-- reset the other team's cp capping stuff
ResetTeamCPCapping( cp, other_team, false, cp.delay_before_retouch[other_team] )
end
end
-----------------------------------------------------------------------------
-- triggers
-----------------------------------------------------------------------------
cp_base_trigger = trigger_ff_script:new({ team = Team.kUnassigned, failtouch_message = "" })
function cp_base_trigger:allowed( allowed_entity )
if IsPlayer( allowed_entity ) then
local player = CastToPlayer( allowed_entity )
if player:GetTeamId() == self.team then
return EVENT_ALLOWED
end
end
return EVENT_DISALLOWED
end
function cp_base_trigger:onfailtouch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
BroadCastMessageToPlayer( player, failtouch_message )
end
end
cp_team1_door_trigger = cp_base_trigger:new({ team = TEAM1 , failtouch_message = "#FF_NOTALLOWEDDOOR" })
cp_team2_door_trigger = cp_base_trigger:new({ team = TEAM2 , failtouch_message = "#FF_NOTALLOWEDDOOR" })
-----------------------------------------------------------------------------
-- packs
-----------------------------------------------------------------------------
cp_base_pack = genericbackpack:new({
health = 100,
armor = 300,
nails = 200,
shells = 200,
rockets = 200,
cells = 200,
detpacks = 0,
mancannons = 0,
gren1 = 0,
gren2 = 0,
respawntime = 1,
touchflags = team_info[Team.kUnassigned].touchflags,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
cp_number = 0,
botgoaltype = Bot.kBackPack_Ammo,
})
function cp_base_pack:dropatspawn() return false end
cp_team1_respawn_pack = cp_base_pack:new( { touchflags = team_info[TEAM1].touchflags } )
cp_team2_respawn_pack = cp_base_pack:new( { touchflags = team_info[TEAM2].touchflags } )
cp_cp1_ammo = ammobackpack:new({cp_number = 1})
cp_cp2_ammo = ammobackpack:new({cp_number = 2})
cp_cp3_ammo = ammobackpack:new({cp_number = 3})
cp_cp4_ammo = ammobackpack:new({cp_number = 4})
cp_cp5_ammo = ammobackpack:new({cp_number = 5})
cp_cp1_armor = armorkit:new({cp_number = 1})
cp_cp2_armor = armorkit:new({cp_number = 2})
cp_cp3_armor = armorkit:new({cp_number = 3})
cp_cp4_armor = armorkit:new({cp_number = 4})
cp_cp5_armor = armorkit:new({cp_number = 5})
-----------------------------------------------------------------------------
-- grenade packs
-----------------------------------------------------------------------------
cp_base_grenade_pack = cp_base_pack:new({
detpacks = 1,
mancannons = 1,
gren1 = 4,
gren2 = 4,
respawntime = 15,
touchflags = team_info[Team.kUnassigned].touchflags,
botgoaltype = Bot.kBackPack_Grenades,
})
cp_team1_grenade_pack = cp_base_grenade_pack:new( { touchflags = team_info[TEAM1].touchflags } )
cp_team2_grenade_pack = cp_base_grenade_pack:new( { touchflags = team_info[TEAM2].touchflags } )
-----------------------------------------------------------------------------
-- cp zones
-----------------------------------------------------------------------------
cp_base_cp_zone = trigger_ff_script:new({
item = "",
team = 0,
botgoaltype = Bot.kFlagCap,
cp_number = 0,
})
function cp_base_cp_zone:ontrigger( trigger_entity )
-- check whether flags are used, and in turn wheter these triggers are used
if ENABLE_FLAGS or not ENABLE_CP_TELEPORTERS then return end
if IsPlayer( trigger_entity ) then
local player = CastToPlayer( trigger_entity )
-- Allow players on defending team to teleport back to base
if player:GetTeamId() == command_points[self.cp_number].defending_team then
if player:IsInUse() then
-- respawn the player
ApplyToPlayer( player, { AT.kRespawnPlayers, kReloadClips } )
OutputEvent( "cp" .. self.cp_number .. "_respawn_enter_sound", "PlaySound" )
AddSchedule("cp" .. self.cp_number .. "_respawn_" .. player:GetId(), 0.1, EmitSound, player, "ff_cz2.teleport_exit")
else
BroadCastMessageToPlayer(player, "#FF_CZ2_USE_RESPAWN")
end
end
end
end
function cp_base_cp_zone:ontouch( trigger_entity )
-- check whether flags are used, and in turn wheter these zones are used
if ENABLE_FLAGS then return end
if IsPlayer( trigger_entity ) then
local player = CastToPlayer( trigger_entity )
local cp = command_points[self.cp_number]
PlayerStartTouchingCapZone( player, cp )
end
end
function cp_base_cp_zone:onendtouch( trigger_entity )
-- check whether flags are used, and in turn wheter these zones are used
if ENABLE_FLAGS then return end
if IsPlayer( trigger_entity ) then
local player = CastToPlayer( trigger_entity )
local cp = command_points[self.cp_number]
PlayerStopTouchingCapZone( player, cp )
end
end
cp_cp1_cp_zone = cp_base_cp_zone:new({ cp_number = 1 })
cp_cp2_cp_zone = cp_base_cp_zone:new({ cp_number = 2 })
cp_cp3_cp_zone = cp_base_cp_zone:new({ cp_number = 3 })
cp_cp4_cp_zone = cp_base_cp_zone:new({ cp_number = 4 })
cp_cp5_cp_zone = cp_base_cp_zone:new({ cp_number = 5 })
-----------------------------------------------------------------------------
-- cp triggers
-----------------------------------------------------------------------------
cp_base_cp_trigger = trigger_ff_script:new({
item = "",
team = 0,
botgoaltype = Bot.kFlagCap,
cp_number = 0,
})
function cp_base_cp_trigger:ontrigger( trigger_entity )
-- check whether flags are used, and in turn wheter these triggers are used
if not ENABLE_FLAGS or not ENABLE_CP_TELEPORTERS then return end
if IsPlayer( trigger_entity ) then
local player = CastToPlayer( trigger_entity )
-- Allow players on defending team to teleport back to base
if player:GetTeamId() == command_points[self.cp_number].defending_team then
if player:IsInUse() then
-- check if the player has a flag
for i,v in ipairs(flags) do
-- return the flag
if player:HasItem(v) then ReturnFlagFromPlayer(player) end
end
-- respawn the player
ApplyToPlayer( player, { AT.kRespawnPlayers, kReloadClips } )
OutputEvent( "cp" .. self.cp_number .. "_respawn_enter_sound", "PlaySound" )
AddSchedule("cp" .. self.cp_number .. "_respawn_" .. player:GetId(), 0.1, EmitSound, player, "ff_cz2.teleport_exit")
else
BroadCastMessageToPlayer(player, "#FF_CZ2_USE_RESPAWN")
end
end
end
end
function cp_base_cp_trigger:ontouch( trigger_entity )
-- check whether flags are used, and in turn wheter these triggers are used
if not ENABLE_FLAGS then return end
if IsPlayer( trigger_entity ) then
local player = CastToPlayer( trigger_entity )
local cp = command_points[self.cp_number]
-- No capping if player's team already defends this CP
if player:GetTeamId() == cp.defending_team then return end
-- get out if player doesn't have flag
if not PlayerHasFlag(player) then return end
ReturnFlagFromPlayer(player)
CaptureCP(self.cp_number, player:GetTeamId())
player:AddFortPoints((cp.point_value[player:GetTeamId()]) * 100, "#FF_FORTPOINTS_CAPTUREPOINT")
end
end
cp_cp1_cp_trigger = cp_base_cp_trigger:new({ cp_number = 1 })
cp_cp2_cp_trigger = cp_base_cp_trigger:new({ cp_number = 2 })
cp_cp3_cp_trigger = cp_base_cp_trigger:new({ cp_number = 3 })
cp_cp4_cp_trigger = cp_base_cp_trigger:new({ cp_number = 4 })
cp_cp5_cp_trigger = cp_base_cp_trigger:new({ cp_number = 5 })
-----------------------------------------------------------------------------
-- flags
-----------------------------------------------------------------------------
cp_base_flag = info_ff_script:new({
name = "Base Flag",
team = 0,
model = "models/flag/flag.mdl",
tosssound = "Flag.Toss",
modelskin = 0,
dropnotouchtime = 2,
capnotouchtime = 2,
botgoaltype = Bot.kFlag,
hudicon = "",
hudx = 5,
hudy = 180,
hudalign = 1,
touchflags = team_info[Team.kUnassigned].touchflags
})
function cp_base_flag:precache()
PrecacheSound(self.tosssound)
info_ff_script.precache(self)
end
function cp_base_flag:spawn()
self.notouch = { }
info_ff_script.spawn(self)
end
function cp_base_flag:addnotouch(player_id, duration)
self.notouch[player_id] = duration
AddSchedule(self.name .. "-" .. player_id, duration, self.removenotouch, self, player_id)
end
function cp_base_flag.removenotouch(self, player_id)
self.notouch[player_id] = nil
end
function cp_base_flag:touch( touch_entity )
local player = CastToPlayer( touch_entity )
if player:GetTeamId() ~= self.team then return end
-- pickup if they can
if self.notouch[player:GetId()] then return end
-- make sure they don't have any flags already
for i,v in ipairs(flags) do
if player:HasItem(v) then return end
end
-- if the player is a spy, then force him to lose his disguise
player:SetDisguisable( false )
player:SetCloakable( false )
-- note: this seems a bit backwards (Pickup verb fits Player better)
local flag = CastToInfoScript(entity)
flag:Pickup(player)
player:AddEffect( EF.kSpeedlua1, -1, 0, FLAG_CARRIER_SPEED )
AddHudIcon( player, self.hudicon, flag:GetName(), self.hudx, self.hudy, self.hudwidth, self.hudheight, self.hudalign )
end
function cp_base_flag:onownerdie( owner_entity )
-- drop the flag
local flag = CastToInfoScript(entity)
flag:Drop(FLAG_RETURN_TIME, 0.0)
end
function cp_base_flag:onownerfeign( owner_entity )
-- drop the flag
local flag = CastToInfoScript(entity)
flag:Drop(FLAG_RETURN_TIME, 0.0)
end
function cp_base_flag:onownercloak( owner_entity )
-- drop the flag
local flag = CastToInfoScript(entity)
flag:Drop(FLAG_RETURN_TIME, 0.0)
end
function cp_base_flag:dropitemcmd( owner_entity )
-- throw the flag
local flag = CastToInfoScript(entity)
flag:Drop(FLAG_RETURN_TIME, FLAG_THROW_SPEED)
end
function cp_base_flag:ondrop( owner_entity )
local flag = CastToInfoScript(entity)
flag:EmitSound(self.tosssound)
end
function cp_base_flag:onloseitem( owner_entity )
-- let the player that lost the flag put on a disguise
local player = CastToPlayer( owner_entity )
player:SetDisguisable(true)
player:SetCloakable(true)
self:addnotouch(player:GetId(), self.capnotouchtime)
--player:RemoveEffect( EF.kSpeedlua1 )
-- remove flag icon from hud
local flag = CastToInfoScript(entity)
RemoveHudItem( player, flag:GetName() )
end
function cp_base_flag:onreturn( )
end
cp_team1_flag = cp_base_flag:new({
team = TEAM1,
modelskin = 0,
name = team_info[TEAM1].team_name .. " flag",
hudicon = "hud_flag_" .. team_info[TEAM1].team_name .. ".vtf",
hudx = 5,
hudy = 180,
hudwidth = 48,
hudheight = 48,
touchflags = team_info[TEAM1].touchflags
})
cp_team2_flag = cp_base_flag:new({
team = TEAM2,
modelskin = 1,
name = team_info[TEAM2].team_name .. " flag",
hudicon = "hud_flag_" .. team_info[TEAM2].team_name .. ".vtf",
hudx = 5,
hudy = 180,
hudwidth = 48,
hudheight = 48,
touchflags = team_info[TEAM2].touchflags
})
-----------------------------------------------------------------------------
-- flag dispensers
-----------------------------------------------------------------------------
cp_base_flag_dispenser = trigger_ff_script:new({
name = "Base Flag Dispenser",
team = Team.kUnassigned,
dropnotouchtime = 2,
botgoaltype = Bot.kFlag,
hudicon = "",
hudx = 5,
hudy = 180,
hudwidth = 48,
hudheight = 48,
hudalign = 1,
flags = {"flag"}
})
function cp_base_flag_dispenser:allowed ( allowed_entity )
-- check whether flags are used, and in turn wheter these triggers are used
if not ENABLE_FLAGS then return EVENT_DISALLOWED end
if IsPlayer( allowed_entity ) then
local player = CastToPlayer( allowed_entity )
if player:GetTeamId() == self.team then
-- Player can't have a flag
local playerhasflag = false
for i,v in ipairs(self.flags) do
if player:HasItem(v) then
playerhasflag = true
break
end
end
-- get out if player doesn't have flag
if not playerhasflag then
return EVENT_ALLOWED
end
end
end
return EVENT_DISALLOWED
end
function cp_base_flag_dispenser:ontouch( trigger_entity )
-- check whether flags are used, and in turn wheter these triggers are used
if not ENABLE_FLAGS then return end
if IsPlayer( trigger_entity ) then
local player = CastToPlayer( trigger_entity )
local c = Collection()
c:GetByName( self.flags, { CF.kNone } )
-- give the player an inactive flag
for item in c.items do
item = CastToInfoScript(item)
if item:IsInactive() then
-- if the player is a spy, then force him to lose his disguise
player:SetDisguisable( false )
player:SetCloakable( false )
-- note: this seems a bit backwards (Pickup verb fits Player better)
item:Pickup(player)
player:AddEffect( EF.kSpeedlua1, -1, 0, FLAG_CARRIER_SPEED )
AddHudIcon( player, self.hudicon, item:GetName(), self.hudx, self.hudy, self.hudwidth, self.hudheight, self.hudalign )
player:EmitSound("Buttons.snd9")
-- all done
break
end
end
end
end
cp_team1_flag_dispenser = cp_base_flag_dispenser:new({
name = team_info[TEAM1].team_name .. " flag dispenser",
team = TEAM1,
hudicon = "hud_flag_" .. team_info[TEAM1].team_name .. ".vtf",
flags = { team_info[TEAM1].team_name .. "_flag" }
})
cp_team2_flag_dispenser = cp_base_flag_dispenser:new({
name = team_info[TEAM2].team_name .. " flag dispenser",
team = TEAM2,
hudicon = "hud_flag_" .. team_info[TEAM2].team_name .. ".vtf",
flags = { team_info[TEAM2].team_name .. "_flag" }
})
-----------------------------------------------------------------------------
-- command centers
-----------------------------------------------------------------------------
cp_base_command_center = trigger_ff_script:new({ team = Team.kUnassigned, enemy_team = Team.kUnassigned })
function cp_base_command_center:onexplode( explosion_entity )
-- check whether command centers are enabled
if not ENABLE_CC then return EVENT_ALLOWED end
if IsDetpack( explosion_entity ) then
local detpack = CastToDetpack(explosion_entity)
-- don't let assholes destroy their own team's command center
if detpack:GetTeamId() == self.team then return EVENT_ALLOWED end
local points = CC_DESTROY_POINTS
for i,v in ipairs(command_points) do
if v.defending_team == self.team then
-- taking CP 1 away from team2 is worth more than taking CP 5 away from them
points = points + v.point_value[self.team]
-- Remove all ammo and armor from CPs
local c = Collection()
c:GetByName({"cp_cp" .. v.cp_number .. "_ammo", "cz2_cp" .. v.cp_number .. "_ammo", "cp_cp" .. v.cp_number .. "_armor", "cz2_cp" .. v.cp_number .. "_armor"}, { CF.kNone })
for item in c.items do
item = CastToInfoScript(item)
item:Remove()
end
-- reset the CP
ChangeCPDefendingTeam(v.cp_number, Team.kUnassigned)
end
-- reset the other team's cp capping stuff
ResetTeamCPCapping( v, self.team, false, v.delay_before_retouch[self.team] * 2.0 )
end
local team = detpack:GetTeam()
team:AddScore(points)
local player = detpack:GetOwner()
player:AddFortPoints(points * 100, "#FF_FORTPOINTS_DESTROY_CC" )
SmartSound(player, "misc.thunder", "misc.thunder", "misc.thunder")
SmartMessage(player, "#FF_CZ2_YOU_CC", "#FF_CZ2_YOURTEAM_CC", "#FF_CZ2_OTHERTEAM_CC", Color.kGreen, Color.kGreen, Color.kRed)
SpeakAll( team_info[self.team].detcc_sentence )
-- EntityStopTouchingCC( detpack, self.team )
end
return EVENT_ALLOWED
end
function cp_base_command_center:ontouch( trigger_entity )
-- check whether command centers are enabled
if not ENABLE_CC then return end
-- if IsDetpack( trigger_entity ) then
-- local detpack = CastToDetpack( trigger_entity )
-- if detpack:GetTeamId() ~= self.team then
-- EntityStartTouchingCC( detpack, self.team )
-- end
-- end
if IsPlayer( trigger_entity ) then
local player = CastToPlayer( trigger_entity )
if player:GetTeamId() ~= self.team then
EntityStartTouchingCC( player, self.team )
end
end
end
function cp_base_command_center:onendtouch( trigger_entity )
-- check whether command centers are enabled
if not ENABLE_CC then return end
-- if IsDetpack( trigger_entity ) then
-- local detpack = CastToDetpack( trigger_entity )
-- if detpack:GetTeamId() ~= self.team then
-- EntityStopTouchingCC( detpack, self.team )
-- end
-- end
if IsPlayer( trigger_entity ) then
local player = CastToPlayer( trigger_entity )
if player:GetTeamId() ~= self.team then
EntityStopTouchingCC( player, self.team )
end
end
end
cp_team1_command_center = cp_base_command_center:new({ team = TEAM1, enemy_team = TEAM2 })
cp_team2_command_center = cp_base_command_center:new({ team = TEAM2, enemy_team = TEAM1 })
-------------------------------------------
-- cc computers
-------------------------------------------
cp_base_cc_computer = trigger_ff_script:new({ prefix = "unassigned", enemy_team = Team.kUnassigned })
function cp_base_cc_computer:ontrigger( trigger_entity )
-- check whether command centers are enabled
if not ENABLE_CC then return end
if IsPlayer( trigger_entity ) then
local player = CastToPlayer( trigger_entity )
-- Allow spies to open the enemy doors
if player:GetTeamId() == self.enemy_team and player:GetClass() == Player.kSpy then
if player:IsInUse() then
for i,v in ipairs(doors) do
-- open each enemy door
OutputEvent( self.prefix .. v, "Open" )
end
else
-- tell the player they can open the enemy doors
BroadCastMessageToPlayer(player, "#FF_CZ2_USE_DOORS")
end
end
end
end
cp_team1_cc_computer = cp_base_cc_computer:new({ prefix = team_info[TEAM1].team_name, enemy_team = TEAM2 })
cp_team2_cc_computer = cp_base_cc_computer:new({ prefix = team_info[TEAM2].team_name, enemy_team = TEAM1 })
-------------------------------------------
-- cp flaginfo
-------------------------------------------
function flaginfo( player_entity )
local player = CastToPlayer( player_entity )
for i,v in ipairs(command_points) do
AddHudIcon( player, icons[ v.defending_team ].teamicon , v.cp_number .. "-background-" .. v.defending_team , command_points[v.cp_number].hudposx, command_points[v.cp_number].hudposy, command_points[v.cp_number].hudwidth, command_points[v.cp_number].hudheight, command_points[v.cp_number].hudalign)
AddHudIcon( player, command_points[v.cp_number].hudstatusicon, v.cp_number .. "-foreground-" .. v.defending_team , command_points[v.cp_number].hudposx, command_points[v.cp_number].hudposy, command_points[v.cp_number].hudwidth, command_points[v.cp_number].hudheight, command_points[v.cp_number].hudalign)
end
DrawCCAlarmIcon( TEAM1 )
DrawCCAlarmIcon( TEAM2 )
end
-------------------------------------------
-- cp teleporters
-------------------------------------------
trigger_teleport = trigger_ff_script:new({})
cp_base_teleporter = trigger_teleport:new({ cp_number = 0, next_teleport_tick = 0 })
function cp_base_teleporter:allowed( allowed_entity )
-- check whether cc-to-cp teleporters are enabled
if not ENABLE_CC or not ENABLE_CC_TELEPORTERS then return EVENT_DISALLOWED end
local stime = GetServerTime()
if self.next_teleport_tick > stime then return end
if IsPlayer( allowed_entity ) then
local player = CastToPlayer( allowed_entity )
-- Allow players on defending team to teleport to cp
if player:GetTeamId() == command_points[self.cp_number].defending_team then
if player:IsInUse() then
-- teleport the player
local team_name = team_info[player:GetTeamId()].team_name
if ENTITY_TOUCHING_CC[player:GetId()] ~= nil then
team_name = team_info[ENTITY_TOUCHING_CC[player:GetId()]].team_name
end
OutputEvent( team_name .. "_cp" .. self.cp_number .. "_teleport_enter_sound", "PlaySound" )
--OutputEvent( team_name .. "_cp" .. self.cp_number .. "_teleport_exit_sound", "PlaySound", "", 0.1 )
OutputEvent( team_name .. "_cp" .. self.cp_number .. "_teleport_tesla", "DoSpark", "", 0.1 )
--self.next_teleport_tick = stime + 1.0
ApplyToPlayer( player, { AT.kStopPrimedGrens, kReloadClips } )
return EVENT_ALLOWED
else
-- tell the player they can teleport
BroadCastMessageToPlayer(player, "#FF_CZ2_USE_TELEPORT")
end
end
end
return EVENT_DISALLOWED
end
-- team1 teleporters
cp_team1_teleporter_cp1 = cp_base_teleporter:new({ cp_number = 1 })
cp_team1_teleporter_cp2 = cp_base_teleporter:new({ cp_number = 2 })
cp_team1_teleporter_cp3 = cp_base_teleporter:new({ cp_number = 3 })
cp_team1_teleporter_cp4 = cp_base_teleporter:new({ cp_number = 4 })
cp_team1_teleporter_cp5 = cp_base_teleporter:new({ cp_number = 5 })
-- team2 teleporters
cp_team2_teleporter_cp1 = cp_base_teleporter:new({ cp_number = 1 })
cp_team2_teleporter_cp2 = cp_base_teleporter:new({ cp_number = 2 })
cp_team2_teleporter_cp3 = cp_base_teleporter:new({ cp_number = 3 })
cp_team2_teleporter_cp4 = cp_base_teleporter:new({ cp_number = 4 })
cp_team2_teleporter_cp5 = cp_base_teleporter:new({ cp_number = 5 })
-----------------------------------------------------------------------------
-- locations
-----------------------------------------------------------------------------
location_cp1 = location_info:new({ text = "#FF_LOCATION_COMMAND_POINT_ONE", team = NO_TEAM })
location_cp2 = location_info:new({ text = "#FF_LOCATION_COMMAND_POINT_TWO", team = NO_TEAM })
location_cp3 = location_info:new({ text = "#FF_LOCATION_COMMAND_POINT_THREE", team = NO_TEAM })
location_cp4 = location_info:new({ text = "#FF_LOCATION_COMMAND_POINT_FOUR", team = NO_TEAM })
location_cp5 = location_info:new({ text = "#FF_LOCATION_COMMAND_POINT_FIVE", team = NO_TEAM })
location_cp1_path = location_info:new({ text = "#FF_LOCATION_CP1_PATH", team = TEAM1 })
location_cp2_path = location_info:new({ text = "#FF_LOCATION_CP2_PATH", team = TEAM1 })
location_cp3_path = location_info:new({ text = "#FF_LOCATION_CP3_PATH", team = NO_TEAM })
location_cp4_path = location_info:new({ text = "#FF_LOCATION_CP4_PATH", team = TEAM2 })
location_cp5_path = location_info:new({ text = "#FF_LOCATION_CP5_PATH", team = TEAM2 })
location_catacombs = location_info:new({ text = "#FF_LOCATION_CATACOMBS", team = NO_TEAM })
location_blue_base = location_info:new({ text = "#FF_LOCATION_BASE", team = TEAM1 })
location_blue_cc = location_info:new({ text = "#FF_LOCATION_COMMAND_CENTER", team = TEAM1 })
location_blue_outside_base = location_info:new({ text = "#FF_LOCATION_OUTSIDE_BASE", team = TEAM1 })
location_blue_canal = location_info:new({ text = "#FF_LOCATION_CANAL", team = TEAM1 })
location_blue_catacombs = location_info:new({ text = "#FF_LOCATION_CATACOMBS", team = TEAM1 })
location_red_base = location_info:new({ text = "#FF_LOCATION_BASE", team = TEAM2 })
location_red_cc = location_info:new({ text = "#FF_LOCATION_COMMAND_CENTER", team = TEAM2 })
location_red_outside_base = location_info:new({ text = "#FF_LOCATION_OUTSIDE_BASE", team = TEAM2 })
location_red_canal = location_info:new({ text = "#FF_LOCATION_CANAL", team = TEAM2 })
location_red_catacombs = location_info:new({ text = "#FF_LOCATION_CATACOMBS", team = TEAM2 })
-----------------------------------------------------------------------------
-- backwards compatiblity - use "cp_*" names in your map instead!
-----------------------------------------------------------------------------
base_team_trigger = cp_base_trigger
blue_door_trigger = cp_team1_door_trigger
red_door_trigger = cp_team2_door_trigger
cz2_base_pack = cp_base_pack
cz2_blue_respawn_pack = cp_team1_respawn_pack
cz2_red_respawn_pack = cp_team2_respawn_pack
cz2_cp1_ammo = cp_cp1_ammo
cz2_cp2_ammo = cp_cp2_ammo
cz2_cp3_ammo = cp_cp3_ammo
cz2_cp4_ammo = cp_cp4_ammo
cz2_cp5_ammo = cp_cp5_ammo
cz2_cp1_armor = cp_cp1_armor
cz2_cp2_armor = cp_cp2_armor
cz2_cp3_armor = cp_cp3_armor
cz2_cp4_armor = cp_cp4_armor
cz2_cp5_armor = cp_cp5_armor
cz2_base_grenade_pack = cp_base_grenade_pack
cz2_blue_grenade_pack = cp_team1_grenade_pack
cz2_red_grenade_pack = cp_team2_grenade_pack
base_cp_zone = cp_base_cp_zone
cp1_zone = cp_cp1_cp_zone
cp2_zone = cp_cp2_cp_zone
cp3_zone = cp_cp3_cp_zone
cp4_zone = cp_cp4_cp_zone
cp5_zone = cp_cp5_cp_zone
base_cp_trigger = cp_base_cp_trigger
cp1_trigger = cp_cp1_cp_trigger
cp2_trigger = cp_cp2_cp_trigger
cp3_trigger = cp_cp3_cp_trigger
cp4_trigger = cp_cp4_cp_trigger
cp5_trigger = cp_cp5_cp_trigger
base_cp_flag = cp_base_flag
blue_flag = cp_team1_flag
red_flag = cp_team2_flag
cp_base_flag_dispenser = base_cp_flag_dispenser
blue_flag_dispenser = cp_team1_flag_dispenser
red_flag_dispenser = cp_team2_flag_dispenser
base_command_center = cp_base_command_center
blue_command_center = cp_team1_command_center
red_command_center = cp_team2_command_center
base_cp_cc_computer = cp_base_cc_computer
blue_cc_computer = cp_team1_cc_computer
red_cc_computer = cp_team2_cc_computer
base_cp_teleporter = cp_base_teleporter
blue_teleporter_cp1 = cp_team1_teleporter_cp1
blue_teleporter_cp2 = cp_team1_teleporter_cp2
blue_teleporter_cp3 = cp_team1_teleporter_cp3
blue_teleporter_cp4 = cp_team1_teleporter_cp4
blue_teleporter_cp5 = cp_team1_teleporter_cp5
red_teleporter_cp1 = cp_team2_teleporter_cp1
red_teleporter_cp2 = cp_team2_teleporter_cp2
red_teleporter_cp3 = cp_team2_teleporter_cp3
red_teleporter_cp4 = cp_team2_teleporter_cp4
red_teleporter_cp5 = cp_team2_teleporter_cp5