fortressforever-scripts/maps/ff_openfire.lua

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-- ff_openfire.lua
-- based on aardvark 15/09/07
-----------------------------------------------------------------------------
-- includes
-----------------------------------------------------------------------------
IncludeScript("base");
IncludeScript("base_ctf");
IncludeScript("base_location");
-----------------------------------------------------------------------------
-- global overrides
-----------------------------------------------------------------------------
POINTS_PER_CAPTURE = 10;
FLAG_RETURN_TIME = 60;
-----------------------------------------------------------------------------
-- unique openfire locations
-----------------------------------------------------------------------------
location_redspawn = location_info:new({ text = "Respawn", team = Team.kRed })
location_redsec = location_info:new({ text = "Fire Control", team = Team.kRed })
location_redfr = location_info:new({ text = "Flag Room", team = Team.kRed })
location_redwater = location_info:new({ text = "Perilous Passage", team = Team.kRed })
location_redfrontdoor = location_info:new({ text = "Front Door Corridor", team = Team.kRed })
location_redbalcony = location_info:new({ text = "Balcony", team = Team.kRed })
location_bluespawn = location_info:new({ text = "Respawn", team = Team.kBlue })
location_bluesec = location_info:new({ text = "Fire Control", team = Team.kBlue })
location_bluefr = location_info:new({ text = "Flag Room", team = Team.kBlue })
location_bluewater = location_info:new({ text = "Perilous Passage", team = Team.kBlue })
location_bluefrontdoor = location_info:new({ text = "Front Door Corridor", team = Team.kBlue })
location_bluebalcony = location_info:new({ text = "Balcony", team = Team.kBlue })
location_midmap = location_info:new({ text = "Outside", team = NO_TEAM })
-----------------------------------------------------------------------------
-- bagless resupply
-----------------------------------------------------------------------------
aardvarkresup = trigger_ff_script:new({ team = Team.kUnassigned })
function aardvarkresup:ontouch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
if player:GetTeamId() == self.team then
player:AddHealth( 400 )
player:AddArmor( 400 )
player:AddAmmo( Ammo.kNails, 400 )
player:AddAmmo( Ammo.kShells, 400 )
player:AddAmmo( Ammo.kRockets, 400 )
player:AddAmmo( Ammo.kCells, 400 )
end
end
end
blue_aardvarkresup = aardvarkresup:new({ team = Team.kBlue })
red_aardvarkresup = aardvarkresup:new({ team = Team.kRed })
-----------------------------------------------------------------------------
-- aardvark security
-----------------------------------------------------------------------------
red_aardvarksec = trigger_ff_script:new()
blue_aardvarksec = trigger_ff_script:new()
bluesecstatus = 1
redsecstatus = 1
sec_iconx = 60
sec_icony = 30
sec_iconw = 16
sec_iconh = 16
function red_aardvarksec:ontouch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
if player:GetTeamId() == Team.kBlue then
if redsecstatus == 1 then
redsecstatus = 0
AddSchedule("aardvarksecup10red",20,aardvarksecup10red)
AddSchedule("aardvarksecupred",30,aardvarksecupred)
OpenDoor("red_aardvarkdoorhack")
BroadCastMessage("#FF_RED_SEC_30")
--BroadCastSound( "otherteam.flagstolen")
SpeakAll( "SD_REDDOWN" )
RemoveHudItemFromAll( "red-sec-up" )
AddHudIconToAll( "hud_secdown.vtf", "red-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 )
end
end
end
end
function blue_aardvarksec:ontouch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
if player:GetTeamId() == Team.kRed then
if bluesecstatus == 1 then
bluesecstatus = 0
AddSchedule("aardvarksecup10blue",20,aardvarksecup10blue)
AddSchedule("aardvarksecupblue",30,aardvarksecupblue)
OpenDoor("blue_aardvarkdoorhack")
BroadCastMessage("#FF_BLUE_SEC_30")
--BroadCastSound( "otherteam.flagstolen")
SpeakAll( "SD_BLUEDOWN" )
RemoveHudItemFromAll( "blue-sec-up" )
AddHudIconToAll( "hud_secdown.vtf", "blue-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 )
end
end
end
end
function aardvarksecupred()
redsecstatus = 1
CloseDoor("red_aardvarkdoorhack")
BroadCastMessage("#FF_RED_SEC_ON")
SpeakAll( "SD_REDUP" )
RemoveHudItemFromAll( "red-sec-down" )
AddHudIconToAll( "hud_secup_red.vtf", "red-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 )
end
function aardvarksecupblue()
bluesecstatus = 1
CloseDoor("blue_aardvarkdoorhack")
BroadCastMessage("#FF_BLUE_SEC_ON")
SpeakAll( "SD_BLUEUP" )
RemoveHudItemFromAll( "blue-sec-down" )
AddHudIconToAll( "hud_secup_blue.vtf", "blue-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 )
end
function aardvarksecup10red()
BroadCastMessage("#FF_RED_SEC_10")
end
function aardvarksecup10blue()
BroadCastMessage("#FF_BLUE_SEC_10")
end
-----------------------------------------------------------------------------
-- aardvark lasers and respawn shields
-----------------------------------------------------------------------------
KILL_KILL_KILL = trigger_ff_script:new({ team = Team.kUnassigned })
lasers_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
function lasers_KILL_KILL_KILL:allowed( activator )
local player = CastToPlayer( activator )
if player then
if player:GetTeamId() == self.team then
if self.team == Team.kBlue then
if redsecstatus == 1 then
return EVENT_ALLOWED
end
end
if self.team == Team.kRed then
if bluesecstatus == 1 then
return EVENT_ALLOWED
end
end
end
end
return EVENT_DISALLOWED
end
blue_slayer = KILL_KILL_KILL:new({ team = Team.kBlue })
red_slayer = KILL_KILL_KILL:new({ team = Team.kRed })
sec_blue_slayer = lasers_KILL_KILL_KILL:new({ team = Team.kBlue })
sec_red_slayer = lasers_KILL_KILL_KILL:new({ team = Team.kRed })
-------------------------
-- flaginfo
-------------------------
function flaginfo( player_entity )
local player = CastToPlayer( player_entity )
flaginfo_base(player_entity) --basic CTF HUD items
RemoveHudItem( player, "red-sec-down" )
RemoveHudItem( player, "blue-sec-down" )
RemoveHudItem( player, "red-sec-up" )
RemoveHudItem( player, "blue-sec-up" )
if bluesecstatus == 1 then
AddHudIcon( player, "hud_secup_blue.vtf", "blue-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 )
else
AddHudIcon( player, "hud_secdown.vtf", "blue-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 )
end
if redsecstatus == 1 then
AddHudIcon( player, "hud_secup_red.vtf", "red-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 )
else
AddHudIcon( player, "hud_secdown.vtf", "red-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 )
end
end
-----------------------------------------------------------------------------
-- custom openfire pack
-----------------------------------------------------------------------------
aardvarkpack = genericbackpack:new({
health = 50,
armor = 50,
grenades = 400,
nails = 400,
shells = 400,
rockets = 400,
cells = 130,
respawntime = 8,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
botgoaltype = Bot.kBackPack_Ammo
})
function aardvarkpack:dropatspawn() return false end
-----------------------------------------------------------------------------
-- backpack entity setup (modified for aardvarkpack)
-----------------------------------------------------------------------------
function build_backpacks(tf)
return healthkit:new({touchflags = tf}),
armorkit:new({touchflags = tf}),
ammobackpack:new({touchflags = tf}),
bigpack:new({touchflags = tf}),
grenadebackpack:new({touchflags = tf}),
aardvarkpack:new({touchflags = tf})
end
blue_healthkit, blue_armorkit, blue_ammobackpack, blue_bigpack, blue_grenadebackpack, blue_aardvarkpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kBlue})
red_healthkit, red_armorkit, red_ammobackpack, red_bigpack ,red_grenadebackpack, red_aardvarkpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kRed})
yellow_healthkit, yellow_armorkit, yellow_ammobackpack, yellow_bigpack, yellow_grenadebackpack, yellow_aardvarkpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kYellow})
green_healthkit, green_armorkit, green_ammobackpack, green_bigpack, green_grenadebackpack, green_aardvarkpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kGreen})
-----------------------------------------------------------------------------
-- 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.kSniper))) 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) and ((player:GetClass() == Player.kSniper) == false))) end
redspawn_balc = { validspawn = red_o_only }
redspawn_fr = { 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.kSniper))) 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) and ((player:GetClass() == Player.kSniper) == false))) end
bluespawn_balc = { validspawn = blue_o_only }
bluespawn_fr = { validspawn = blue_d_only }