fortressforever-scripts/maps/includes/base_id.lua

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-- base_id.lua
-- Invade / Defend gametype
-----------------------------------------------------------------------------
-- includes
-----------------------------------------------------------------------------
IncludeScript("base_teamplay")
-----------------------------------------------------------------------------
-- globals
-----------------------------------------------------------------------------
if POINTS_PER_CAPTURE == nil then POINTS_PER_CAPTURE = 10; end
if POINTS_PER_PERIOD == nil then POINTS_PER_PERIOD = 2; end
if PERIOD_TIME == nil then PERIOD_TIME = 30; end
if NUM_PHASES == nil then NUM_PHASES = 4; end
if INITIAL_ROUND_DELAY == nil then INITIAL_ROUND_DELAY = 45; end
if ROUND_DELAY == nil then ROUND_DELAY = 20; end
if onroundreset == nil then onroundreset = function() end end
if FLAG_RETURN_TIME == nil then FLAG_RETURN_TIME = 60; end
if ATTACKERS_OBJECTIVE_ENTITY == nil then ATTACKERS_OBJECTIVE_ENTITY = nil end
if DEFENDERS_OBJECTIVE_ENTITY == nil then DEFENDERS_OBJECTIVE_ENTITY = nil end
-- _ONCAP set to true; Defenders should always point to cap
if DEFENDERS_OBJECTIVE_ONCAP == nil then DEFENDERS_OBJECTIVE_ONCAP = true end
-- _OBJECTIVE_ONCARRIER and _ONFLAG set to false to keep objective on cap
if DEFENDERS_OBJECTIVE_ONFLAG == nil then DEFENDERS_OBJECTIVE_ONFLAG = false end
if DEFENDERS_OBJECTIVE_ONCARRIER == nil then DEFENDERS_OBJECTIVE_ONCARRIER = false end
if TEAM_SWITCH_DELAY == nil then TEAM_SWITCH_DELAY = 2 end
if RESPAWN_AFTER_CAP == nil then RESPAWN_AFTER_CAP = false end
if RESPAWN_DELAY == nil then RESPAWN_DELAY = 2 end
basecap = trigger_ff_script:new({
health = 100,
armor = 300,
grenades = 200,
nails = 200,
shells = 200,
rockets = 200,
cells = 200,
detpacks = 1,
mancannons = 1,
gren1 = 0,
gren2 = 0,
item = "",
team = 0,
botgoaltype = Bot.kFlagCap,
})
function basecap:allowed ( allowed_entity )
if IsPlayer( allowed_entity ) then
-- get the player and his team
local player = CastToPlayer( allowed_entity )
local team = player:GetTeam()
-- check if the player is on our team
if team:GetTeamId() ~= self.team then
return false
end
-- check if the player has the flag
for i,v in ipairs(self.item) do
local flag = GetInfoScriptByName(v)
-- Make sure flag isn't nil
if flag then
if player:HasItem(flag:GetName()) then
return true
end
end
end
end
return false
end
function basecap:ontrigger ( trigger_entity )
if IsPlayer( trigger_entity ) then
local player = CastToPlayer( trigger_entity )
-- player should capture now
for i,v in ipairs( self.item ) do
-- find the flag and cast it to an info_ff_script
local flag = GetInfoScriptByName(v)
-- Make sure flag isn't nil
if flag then
-- check if the player is carrying the flag
if player:HasItem(flag:GetName()) then
-- reward player for capture
player:AddFortPoints(FORTPOINTS_PER_CAPTURE, "#FF_FORTPOINTS_CAPTUREFLAG")
-- reward player's team for capture
local team = player:GetTeam()
team:AddScore(POINTS_PER_CAPTURE)
-- Remove any hud icons
-- local flag2 = CastToInfoScript(flag)
RemoveHudItem( player, flag:GetName() )
RemoveHudItemFromAll( flag:GetName() .. "_c" )
LogLuaEvent(player:GetId(), 0, "flag_capture","flag_name",flag:GetName())
-- return the flag
flag:Return()
-- give player some health and armor
if self.health ~= nil and self.health ~= 0 then player:AddHealth(self.health) end
if self.armor ~= nil and self.armor ~= 0 then player:AddArmor(self.armor) end
-- give the player some ammo
if self.nails ~= nil and self.nails ~= 0 then player:AddAmmo(Ammo.kNails, self.nails) end
if self.shells ~= nil and self.shells ~= 0 then player:AddAmmo(Ammo.kShells, self.shells) end
if self.rockets ~= nil and self.rockets ~= 0 then player:AddAmmo(Ammo.kRockets, self.rockets) end
if self.cells ~= nil and self.cells ~= 0 then player:AddAmmo(Ammo.kCells, self.cells) end
if self.detpacks ~= nil and self.detpacks ~= 0 then player:AddAmmo(Ammo.kDetpack, self.detpacks) end
if self.mancannons ~= nil and self.mancannons ~= 0 then player:AddAmmo(Ammo.kManCannon, self.mancannons) end
if self.gren1 ~= nil and self.gren1 ~= 0 then player:AddAmmo(Ammo.kGren1, self.gren1) end
if self.gren2 ~= nil and self.gren2 ~= 0 then player:AddAmmo(Ammo.kGren2, self.gren2) end
self:oncapture( player, v )
end
end
end
end
end
function basecap:oncapture(player, item)
-- let the teams know that a capture occured
SmartSound(player, "yourteam.flagcap", "yourteam.flagcap", "otherteam.flagcap")
SmartSpeak(player, "CTF_YOUCAP", "CTF_TEAMCAP", "CTF_THEYCAP")
SmartMessage(player, "#FF_YOUCAP", "#FF_TEAMCAP", "#FF_OTHERTEAMCAP", Color.kGreen, Color.kGreen, Color.kRed)
end
function baseflag:spawn()
self.notouch = { }
info_ff_script.spawn(self)
local flag = CastToInfoScript( entity )
LogLuaEvent(0, 0, "flag_spawn","flag_name",flag:GetName())
self.status = 0
UpdateDefendersObjective()
update_hud()
end
function baseflag:ownercloak( owner_entity )
-- drop the flag
local flag = CastToInfoScript(entity)
flag:Drop(FLAG_RETURN_TIME, 0.0)
-- remove flag icon from hud
local player = CastToPlayer( owner_entity )
RemoveHudItem( player, flag:GetName() )
self.status = 2
-- objective icon
ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
setup_return_timer()
update_hud()
end
function baseflag:dropitemcmd( owner_entity )
if allowdrop == false then return end
--Used by logging
self.flagtoss = true
-- throw the flag
local flag = CastToInfoScript(entity)
flag:Drop(FLAG_RETURN_TIME, FLAG_THROW_SPEED)
-- remove flag icon from hud
local player = CastToPlayer( owner_entity )
RemoveHudItem( player, flag:GetName() )
self.status = 2
-- objective icon
ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
setup_return_timer()
update_hud()
end
function baseflag:onownerforcerespawn( owner_entity )
local flag = CastToInfoScript( entity )
local player = CastToPlayer( owner_entity )
player:SetDisguisable( true )
player:SetCloakable( true )
RemoveHudItem( player, flag:GetName() )
flag:Drop(0, FLAG_THROW_SPEED)
RemoveHudItem( player, flag:GetName() )
self.status = 2
-- objective icon
ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
update_hud()
end
function baseflag:onreturn( )
-- let the teams know that the flag was returned
local team = GetTeam( self.team )
SmartTeamMessage(team, "#FF_TEAMRETURN", "#FF_OTHERTEAMRETURN", Color.kYellow, Color.kYellow)
SmartTeamSound(team, "yourteam.flagreturn", "otherteam.flagreturn")
SmartTeamSpeak(team, "CTF_FLAGBACK", "CTF_EFLAGBACK")
local flag = CastToInfoScript( entity )
self.status = 0
LogLuaEvent(0, 0, "flag_returned","flag_name",flag:GetName());
-- objective icon
ATTACKERS_OBJECTIVE_ENTITY = flag
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
destroy_return_timer()
update_hud()
end
phase = 1
current_flag = "cp1_flag" --currently only used by Palermo for hacky flag returning in water
attackers = Team.kBlue
defenders = Team.kRed
current_timer = 0
carried_by = nil
function startup()
SetGameDescription( "Invade Defend" )
-- set up team limits
local team = GetTeam( Team.kBlue )
team:SetPlayerLimit( 0 )
team = GetTeam( Team.kRed )
team:SetPlayerLimit( 0 )
team = GetTeam( Team.kYellow )
team:SetPlayerLimit( -1 )
team = GetTeam( Team.kGreen )
team:SetPlayerLimit( -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)
-- set them team names
SetTeamName( attackers, "Attackers" )
SetTeamName( defenders, "Defenders" )
-- start the timer for the points
AddScheduleRepeating("addpoints", PERIOD_TIME, addpoints)
setup_door_timer("start_gate", INITIAL_ROUND_DELAY)
cp1_flag.enabled = true
for i,v in ipairs({"cp1_flag", "cp2_flag", "cp3_flag", "cp4_flag", "cp5_flag", "cp6_flag", "cp7_flag", "cp8_flag"}) do
local flag = GetInfoScriptByName(v)
if flag then
flag:SetModel(_G[v].model)
flag:SetSkin(teamskins[attackers])
if i == 1 then
flag:Restore()
else
flag:Remove()
end
end
end
flags_set_team( attackers )
ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
end
-- Give everyone a full resupply, but strip secondary grenades
function player_spawn( player_entity )
local player = CastToPlayer( player_entity )
player:AddHealth( 100 )
player:AddArmor( 300 )
player:AddAmmo( Ammo.kNails, 400 )
player:AddAmmo( Ammo.kShells, 400 )
player:AddAmmo( Ammo.kRockets, 400 )
player:AddAmmo( Ammo.kCells, 400 )
player:AddAmmo( Ammo.kDetpack, 1 )
player:AddAmmo( Ammo.kManCannon, 1 )
player:RemoveAmmo( Ammo.kGren2, 4 )
if player:GetTeamId() == attackers then
UpdateObjectiveIcon( player, ATTACKERS_OBJECTIVE_ENTITY )
elseif player:GetTeamId() == defenders then
UpdateObjectiveIcon( player, DEFENDERS_OBJECTIVE_ENTITY )
end
end
function addpoints()
local team = GetTeam(defenders)
team:AddScore(POINTS_PER_PERIOD)
end
function precache()
-- precache sounds
PrecacheSound("yourteam.flagstolen")
PrecacheSound("otherteam.flagstolen")
PrecacheSound("yourteam.flagcap")
PrecacheSound("otherteam.flagcap")
PrecacheSound("yourteam.drop")
PrecacheSound("otherteam.drop")
PrecacheSound("yourteam.flagreturn")
PrecacheSound("otherteam.flagreturn")
-- PrecacheSound("vox.yourcap")
-- PrecacheSound("vox.enemycap")
-- PrecacheSound("vox.yourstole")
-- PrecacheSound("vox.enemystole")
-- PrecacheSound("vox.yourflagret")
-- PrecacheSound("vox.enemyflagret")
end
-- kinda ghetto, sure
function flags_set_team( teamid )
-- set all flags teams
cp1_flag.team = teamid
cp2_flag.team = teamid
cp3_flag.team = teamid
cp4_flag.team = teamid
cp5_flag.team = teamid
cp6_flag.team = teamid
cp7_flag.team = teamid
cp8_flag.team = teamid
end
-----------------------------------------
--Backpacks
-----------------------------------------
idbackpack = genericbackpack:new({team = nil})
function idbackpack:touch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
if player:GetTeamId() ~= self.team then
return false
end
local dispensed = 0
-- give player some health and armor
if self.health ~= nil and self.health ~= 0 then dispensed = dispensed + player:AddHealth( self.health ) end
if self.armor ~= nil and self.armor ~= 0 then dispensed = dispensed + player:AddArmor( self.armor ) end
-- give player ammo
if self.nails ~= nil and self.nails ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kNails, self.nails) end
if self.shells ~= nil and self.shells ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kShells, self.shells) end
if self.rockets ~= nil and self.rockets ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kRockets, self.rockets) end
if self.cells ~= nil and self.cells ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kCells, self.cells) end
if self.detpacks ~= nil and self.detpacks ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kDetpack, self.detpacks) end
if self.mancannons ~= nil and self.mancannons ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kManCannon, self.mancannons) end
if self.gren1 ~= nil and self.gren1 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren1, self.gren1) end
if self.gren2 ~= nil and self.gren2 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren2) end
-- if the player took ammo, then have the backpack respawn with a delay
if dispensed >= 1 then
local backpack = CastToInfoScript(entity);
if backpack then
backpack:EmitSound(self.touchsound);
backpack:Respawn(self.respawntime);
end
end
end
end
backpack_attackers = idbackpack:new({team = attackers})
backpack_defenders = idbackpack:new({team = defenders})
-----------------------------------------
-- base flag
-----------------------------------------
base_id_flag = baseflag:new({
phase = 1,
enabled = nil,
touchflags = { AllowFlags.kOnlyPlayers, AllowFlags.kBlue, AllowFlags.kRed },
hudicon = BLUE_FLAG_HUD_ICON,
})
function base_id_flag:touch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
-- pickup if they can
if self.notouch[player:GetId()] then return; end
if player:GetTeamId() == attackers and phase == self.phase and self.enabled then
SmartSound(player, "yourteam.flagstolen", "yourteam.flagstolen", "otherteam.flagstolen")
RandomFlagTouchSpeak( player )
--SmartSound(player, "vox.yourstole", "vox.yourstole", "vox.enemystole")
SmartMessage(player, "#FF_YOUPICKUP", "#FF_TEAMPICKUP", "#FF_OTHERTEAMPICKUP", Color.kGreen, Color.kGreen, Color.kRed)
local flag = CastToInfoScript(entity)
flag:Pickup(player)
player:SetDisguisable( false )
-- if the player is a spy, then force him to lose his cloak
player:SetCloakable( false )
self.hudicon = team_hudicons[attackers]
AddHudIcon( player, self.hudicon, flag:GetName(), self.hudx, self.hudy, self.hudstatusiconw, self.hudstatusiconh, self.hudalign )
-- log action in stats
LogLuaEvent(player:GetId(), 0, "flag_touch", "flag_name", flag:GetName(), "player_origin", (string.format("%0.2f",player:GetOrigin().x) .. ", " .. string.format("%0.2f",player:GetOrigin().y) .. ", " .. string.format("%0.1f",player:GetOrigin().z) ), "player_health", "" .. player:GetHealth());
-- change objective icons
ATTACKERS_OBJECTIVE_ENTITY = player
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
UpdateObjectiveIcon( player, GetEntityByName( "cp"..self.phase.."_cap" ) )
carried_by = player:GetName()
destroy_return_timer()
update_hud()
end
end
end
function player_switchclass( player, current, desired )
return true
end
function base_id_flag:onownerdie( owner_entity )
-- drop the flag
local flag = CastToInfoScript(entity)
flag:Drop(FLAG_RETURN_TIME, 0.0)
-- remove flag icon from hud
local player = CastToPlayer( owner_entity )
RemoveHudItem( player, flag:GetName() )
player:SetDisguisable( true )
player:SetCloakable( true )
-- change objective icon
ATTACKERS_OBJECTIVE_ENTITY = flag
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
UpdateObjectiveIcon( player, nil )
self.status = 2
setup_return_timer()
update_hud()
end
-----------------------------------------
-- base capture point
-----------------------------------------
base_id_cap = basecap:new({
phase = 0,
})
function base_id_cap:allowed ( touch_entity )
if phase ~= self.phase then
return EVENT_DISALLOWED
end
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
if player:GetTeamId() == defenders then
BroadCastMessageToPlayer( player, "#AD_Defend" )
else
for i,v in ipairs(self.item) do
if player:HasItem( v ) then
return EVENT_ALLOWED
end
end
end
end
return EVENT_DISALLOWED
end
function base_id_cap:oncapture(player, item)
SmartSound(player, "yourteam.flagcap", "yourteam.flagcap", "otherteam.flagcap")
--SmartSound(player, "vox.yourcap", "vox.yourcap", "vox.enemycap")
SmartSpeak(player, "CTF_YOUCAP", "CTF_TEAMCAP", "CTF_THEYCAP")
SmartMessage(player, "#FF_YOUCAP", "#FF_TEAMCAP", "#FF_OTHERTEAMCAP", Color.kGreen, Color.kGreen, Color.kRed)
local flag_item = GetInfoScriptByName( item )
RemoveHudItem( player, flag_item:GetName() )
-- turn off this flag
for i,v in ipairs(self.item) do
_G[v].enabled = nil
local flag = GetInfoScriptByName(v)
if flag then
flag:Remove()
end
end
-- show on the deathnotice board
ObjectiveNotice( player, "captured point "..phase )
if phase == NUM_PHASES then
-- it's the last round. end and stuff
AddSchedule("team_switch_delay", TEAM_SWITCH_DELAY, round_end)
else
if RESPAWN_AFTER_CAP then
AddSchedule("respawn_all", RESPAWN_DELAY, respawn_all)
else
phase = phase + 1
end
-- enable the next flag after a time
AddSchedule("flag_start", ROUND_DELAY, flag_start, self.next)
if ROUND_DELAY > 30 then AddSchedule("flag_30secwarn", ROUND_DELAY-30, flag_30secwarn) end
if ROUND_DELAY > 10 then AddSchedule("flag_10secwarn", ROUND_DELAY-10, flag_10secwarn) end current_flag = self.next
-- clear objective icon
ATTACKERS_OBJECTIVE_ENTITY = nil
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
setup_tobase_timer()
update_hud()
end
end
function respawn_all()
RespawnAllPlayers()
phase = phase + 1
end
function round_end()
phase = 1
current_flag = "cp1_flag"
if attackers == Team.kBlue then
attackers = Team.kRed
defenders = Team.kBlue
else
attackers = Team.kBlue
defenders = Team.kRed
end
-- set all flag teams to new attackers
flags_set_team( attackers )
-- switch them team names
SetTeamName( attackers, "Attackers" )
SetTeamName( defenders, "Defenders" )
-- enable the first flag
cp1_flag.enabled = true
cp1_flag.status = 0
local flag = GetInfoScriptByName("cp1_flag")
if flag then
flag:Restore()
flag:SetSkin(teamskins[attackers])
end
-- change objective icon
ATTACKERS_OBJECTIVE_ENTITY = flag
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
-- reset the timer on points
AddScheduleRepeating("addpoints", PERIOD_TIME, addpoints)
-- respawn the players
RespawnAllPlayers()
setup_door_timer("start_gate", INITIAL_ROUND_DELAY)
-- run custom round reset stuff
onroundreset()
update_hud()
end
function setup_door_timer(doorname, duration)
CloseDoor(doorname)
AddSchedule("round_start", duration, round_start, doorname)
AddSchedule("round_30secwarn", duration-30, round_30secwarn)
AddSchedule("round_10secwarn", duration-10, round_10secwarn)
end
function round_start(doorname)
BroadCastMessage("#FF_AD_GATESOPEN")
BroadCastSound( "otherteam.flagstolen" )
OpenDoor(doorname)
end
function round_30secwarn() BroadCastMessage("#FF_ROUND_30SECWARN") end
function round_10secwarn() BroadCastMessage("#FF_ROUND_10SECWARN") end
function flag_start(flagname)
BroadCastMessage("#AD_FlagAtBase")
_G[flagname].enabled = true
_G[flagname].status = 0
local flag = GetInfoScriptByName(flagname)
if flag then
flag:Restore()
flag:SetSkin(teamskins[attackers])
end
-- change objective icon
ATTACKERS_OBJECTIVE_ENTITY = flag
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
update_hud()
end
function flag_30secwarn() BroadCastMessage("#AD_30SecReturn") end
function flag_10secwarn() BroadCastMessage("#AD_10SecReturn") end
function timer_schedule()
current_timer = current_timer -1
end
function setup_return_timer()
RemoveSchedule( "timer_tobase_schedule" )
current_timer = FLAG_RETURN_TIME
AddScheduleRepeatingNotInfinitely( "timer_return_schedule", 1, timer_schedule, current_timer)
end
function destroy_return_timer()
RemoveSchedule( "timer_return_schedule" )
end
function setup_tobase_timer()
RemoveSchedule( "timer_return_schedule" )
current_timer = ROUND_DELAY
AddScheduleRepeatingNotInfinitely( "timer_tobase_schedule", 1, timer_schedule, current_timer)
end
function destroy_tobase_timer()
RemoveSchedule( "timer_tobase_schedule" )
end
function UpdateDefendersObjective()
-- Check to see what Defenders should be focused on and update
local flag = GetInfoScriptByName("cp"..phase.."_flag")
local carried = flag:IsCarried()
if (not carried and DEFENDERS_OBJECTIVE_ONFLAG) or (carried and DEFENDERS_OBJECTIVE_ONCARRIER) then
DEFENDERS_OBJECTIVE_ENTITY = flag
elseif DEFENDERS_OBJECTIVE_ONCAP then
DEFENDERS_OBJECTIVE_ENTITY = GetEntityByName("cp"..phase.."_cap")
else
DEFENDERS_OBJECTIVE_ENTITY = nil
end
UpdateTeamObjectiveIcon( GetTeam(defenders), DEFENDERS_OBJECTIVE_ENTITY )
end
------------------------------------------------
-- instanciate them
------------------------------------------------
cp1_flag = base_id_flag:new({phase = 1})
cp2_flag = base_id_flag:new({phase = 2})
cp3_flag = base_id_flag:new({phase = 3})
cp4_flag = base_id_flag:new({phase = 4})
cp5_flag = base_id_flag:new({phase = 5})
cp6_flag = base_id_flag:new({phase = 6})
cp7_flag = base_id_flag:new({phase = 7})
cp8_flag = base_id_flag:new({phase = 8})
cp1_cap = base_id_cap:new({phase = 1, item = {"cp1_flag"}, next = "cp2_flag"})
cp2_cap = base_id_cap:new({phase = 2, item = {"cp2_flag"}, next = "cp3_flag"})
cp3_cap = base_id_cap:new({phase = 3, item = {"cp3_flag"}, next = "cp4_flag"})
cp4_cap = base_id_cap:new({phase = 4, item = {"cp4_flag"}, next = "cp5_flag"})
cp5_cap = base_id_cap:new({phase = 5, item = {"cp5_flag"}, next = "cp6_flag"})
cp6_cap = base_id_cap:new({phase = 6, item = {"cp6_flag"}, next = "cp7_flag"})
cp7_cap = base_id_cap:new({phase = 7, item = {"cp7_flag"}, next = "cp8_flag"})
cp8_cap = base_id_cap:new({phase = 8, item = {"cp8_flag"}, next = nil})
base_attacker_spawn = info_ff_teamspawn:new({ phase = 0, validspawn = function(self,player)
return player:GetTeamId() == attackers and phase == self.phase
end })
base_defender_spawn = info_ff_teamspawn:new({ phase = 0, validspawn = function(self,player)
return player:GetTeamId() == defenders and phase == self.phase
end })
cp1_attacker = base_attacker_spawn:new({phase=1})
cp2_attacker = base_attacker_spawn:new({phase=2})
cp3_attacker = base_attacker_spawn:new({phase=3})
cp4_attacker = base_attacker_spawn:new({phase=4})
cp5_attacker = base_attacker_spawn:new({phase=5})
cp6_attacker = base_attacker_spawn:new({phase=6})
cp7_attacker = base_attacker_spawn:new({phase=7})
cp8_attacker = base_attacker_spawn:new({phase=8})
cp1_defender = base_defender_spawn:new({phase=1})
cp2_defender = base_defender_spawn:new({phase=2})
cp3_defender = base_defender_spawn:new({phase=3})
cp4_defender = base_defender_spawn:new({phase=4})
cp5_defender = base_defender_spawn:new({phase=5})
cp6_defender = base_defender_spawn:new({phase=6})
cp7_defender = base_defender_spawn:new({phase=7})
cp8_defender = base_defender_spawn:new({phase=8})
------------------------------------------------
-- hud info
------------------------------------------------
function flaginfo( player_entity )
local player = CastToPlayer( player_entity )
local flag = GetInfoScriptByName("cp"..phase.."_flag")
local flagname = flag:GetName()
--RemoveHudItemFromAll( "background" )
--AddHudIconToAll( "hud_statusbar_256_128.vtf", "background", -64, 32, 128, 70, 3 )
RemoveHudItem( player, "cp_flag_c" )
RemoveHudItem( player, "cp_flag_d" )
RemoveHudItem( player, "cp_flag_h" )
RemoveHudItem( player, "flag_tobase_timer" )
RemoveHudItem( player, "flag_tobase_text" )
RemoveHudItem( player, "flag_return_timer" )
RemoveHudItem( player, "flag_return_text" )
RemoveHudItem( player, "flag_carried_by" )
RemoveHudItem( player, "flag_carried_by2" )
RemoveHudItem( player, "flag_athome" )
RemoveHudItem( player, "flag_athome2" )
if attackers == Team.kBlue then
hudstatusicondropped = "hud_flag_dropped_blue.vtf"
hudstatusiconhome = "hud_flag_home_blue.vtf"
hudstatusiconcarried = "hud_flag_carried_blue.vtf"
hudstatusicontobase = "hud_flag_home_l.vtf"
elseif attackers == Team.kRed then
hudstatusicondropped = "hud_flag_dropped_red.vtf"
hudstatusiconhome = "hud_flag_home_red.vtf"
hudstatusiconcarried = "hud_flag_carried_red.vtf"
hudstatusicontobase = "hud_flag_home_r.vtf"
elseif attackers == Team.kYellow then
hudstatusicondropped = "hud_flag_dropped_yellow.vtf"
hudstatusiconhome = "hud_flag_home_yellow.vtf"
hudstatusiconcarried = "hud_flag_carried_yellow.vtf"
hudstatusicontobase = "hud_flag_home_l.vtf"
elseif attackers == Team.kGreen then
hudstatusicondropped = "hud_flag_dropped_green.vtf"
hudstatusiconhome = "hud_flag_home_green.vtf"
hudstatusiconcarried = "hud_flag_carried_green.vtf"
hudstatusicontobase = "hud_flag_home_r.vtf"
end
flag_hudstatusiconx = 4
flag_hudstatusicony = 42
flag_hudstatusiconw = 15
flag_hudstatusiconh = 15
flag_hudstatusiconalign = 3
text_hudstatusx = 0
text_hudstatusy = flag_hudstatusicony + 24
text_hudstatusalign = 4
local CPnumber = phase - 1
if _G[flagname].enabled == true then
if flag:IsCarried() then
AddHudText(player, "flag_carried_by", "#AD_FlagCarriedBy", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0)
AddHudText(player, "flag_carried_by2", carried_by, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0)
AddHudIcon(player, hudstatusiconcarried, ( "cp_flag_c" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign )
elseif flag:IsDropped() and _G[flagname].status == 2 then
if CPnumber > 0 then
AddHudTextToAll("flag_return_text", "Flag will return to CP"..CPnumber.." in", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0)
else
AddHudTextToAll("flag_return_text", "#AD_FlagReturnBase", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0)
end
AddHudTimer(player, "flag_return_timer", current_timer, -1, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign)
AddHudIcon(player, hudstatusicondropped, ( "cp_flag_d" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign )
elseif _G[flagname].status == 0 then
AddHudText(player, "flag_athome", "#AD_FlagIsAt", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0)
if CPnumber > 0 then
AddHudText(player, "flag_athome2", "Capture Point "..CPnumber, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0)
else
AddHudText(player, "flag_athome2", "#AD_ASpawn", text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0)
end
AddHudIcon(player, hudstatusiconhome, ( "cp_flag_h" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign )
end
else
if CPnumber > 0 then
AddHudText(player, "flag_tobase_text", "Flag will return to CP"..CPnumber.." in", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0)
else
AddHudText(player, "flag_tobase_text", "#AD_FlagReturnBase", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0)
end
AddHudTimer(player, "flag_tobase_timer", current_timer, -1, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign)
AddHudIcon(player, hudstatusicontobase, ( "cp_flag_h" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign )
end
RemoveHudItem( player, "Zone_Team"..attackers )
RemoveHudItem( player, "Zone_Team"..defenders )
RemoveHudItem( player, "Zone_Phase"..attackers )
RemoveHudItem( player, "Zone_Phase"..defenders )
od_hudstatusiconx = -28
od_hudstatusicony = 38
od_hudstatusiconw = 24
od_hudstatusiconh = 24
od_hudstatusiconalign = 3
if player:GetTeamId() == attackers then
AddHudIcon( player, "hud_offense.vtf", "Zone_Team"..attackers, od_hudstatusiconx, od_hudstatusicony, od_hudstatusiconw, od_hudstatusiconh, od_hudstatusiconalign )
AddHudIcon( player, "hud_cp_"..phase..".vtf", "Zone_Phase"..attackers, od_hudstatusiconx + 2, od_hudstatusicony + 2, 20, 20, od_hudstatusiconalign )
else
AddHudIcon( player, "hud_defense.vtf", "Zone_Team"..defenders, od_hudstatusiconx, od_hudstatusicony, od_hudstatusiconw, od_hudstatusiconh, od_hudstatusiconalign )
AddHudIcon( player, "hud_cp_"..phase..".vtf", "Zone_Phase"..defenders, od_hudstatusiconx + 2, od_hudstatusicony + 2, 20, 20, od_hudstatusiconalign )
end
end
function update_hud()
local flag = GetInfoScriptByName("cp"..phase.."_flag")
local flagname = flag:GetName()
--RemoveHudItemFromAll( "background" )
--AddHudIconToAll( "hud_statusbar_256_128.vtf", "background", -64, 32, 128, 70, 3 )
RemoveHudItemFromAll( "cp_flag_c" )
RemoveHudItemFromAll( "cp_flag_d" )
RemoveHudItemFromAll( "cp_flag_h" )
RemoveHudItemFromAll( "flag_tobase_timer" )
RemoveHudItemFromAll( "flag_tobase_text" )
RemoveHudItemFromAll( "flag_return_timer" )
RemoveHudItemFromAll( "flag_return_text" )
RemoveHudItemFromAll( "flag_carried_by" )
RemoveHudItemFromAll( "flag_carried_by2" )
RemoveHudItemFromAll( "flag_athome" )
RemoveHudItemFromAll( "flag_athome2" )
if attackers == Team.kBlue then
hudstatusicondropped = "hud_flag_dropped_blue.vtf"
hudstatusiconhome = "hud_flag_home_blue.vtf"
hudstatusiconcarried = "hud_flag_carried_blue.vtf"
hudstatusicontobase = "hud_flag_home_l.vtf"
elseif attackers == Team.kRed then
hudstatusicondropped = "hud_flag_dropped_red.vtf"
hudstatusiconhome = "hud_flag_home_red.vtf"
hudstatusiconcarried = "hud_flag_carried_red.vtf"
hudstatusicontobase = "hud_flag_home_r.vtf"
elseif attackers == Team.kYellow then
hudstatusicondropped = "hud_flag_dropped_yellow.vtf"
hudstatusiconhome = "hud_flag_home_yellow.vtf"
hudstatusiconcarried = "hud_flag_carried_yellow.vtf"
hudstatusicontobase = "hud_flag_home_l.vtf"
elseif attackers == Team.kGreen then
hudstatusicondropped = "hud_flag_dropped_green.vtf"
hudstatusiconhome = "hud_flag_home_green.vtf"
hudstatusiconcarried = "hud_flag_carried_green.vtf"
hudstatusicontobase = "hud_flag_home_r.vtf"
end
flag_hudstatusiconx = 4
flag_hudstatusicony = 42
flag_hudstatusiconw = 15
flag_hudstatusiconh = 15
flag_hudstatusiconalign = 3
text_hudstatusx = 0
text_hudstatusy = flag_hudstatusicony + 24
text_hudstatusalign = 4
local CPnumber = phase - 1
if _G[flagname].enabled == true then
if flag:IsCarried() then
AddHudTextToAll("flag_carried_by", "#AD_FlagCarriedBy", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0)
AddHudTextToAll("flag_carried_by2", carried_by, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0)
AddHudIconToAll( hudstatusiconcarried, ( "cp_flag_c" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign )
elseif flag:IsDropped() and _G[flagname].status == 2 then
if CPnumber > 0 then
AddHudTextToAll("flag_return_text", "Flag will return to CP"..CPnumber.." in", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0)
else
AddHudTextToAll("flag_return_text", "#AD_FlagReturnBase", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0)
end
AddHudTimerToAll("flag_return_timer", current_timer, -1, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign)
AddHudIconToAll( hudstatusicondropped, ( "cp_flag_d" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign )
elseif _G[flagname].status == 0 then
AddHudTextToAll("flag_athome", "#AD_FlagIsAt", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0)
if CPnumber > 0 then
AddHudTextToAll("flag_athome2", "Capture Point "..CPnumber, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0)
else
AddHudTextToAll("flag_athome2", "#AD_ASpawn", text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0)
end
AddHudIconToAll( hudstatusiconhome, ( "cp_flag_h" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign )
end
else
if CPnumber > 0 then
AddHudTextToAll("flag_tobase_text", "Flag will return to CP"..CPnumber.." in", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0)
else
AddHudTextToAll("flag_tobase_text", "#AD_FlagReturnBase", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0)
end
AddHudTimerToAll("flag_tobase_timer", current_timer, -1, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign)
AddHudIconToAll(hudstatusicontobase, ( "cp_flag_h" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign )
end
RemoveHudItemFromAll( "Zone_Team"..attackers )
RemoveHudItemFromAll( "Zone_Team"..defenders )
RemoveHudItemFromAll( "Zone_Phase"..attackers )
RemoveHudItemFromAll( "Zone_Phase"..defenders )
od_hudstatusiconx = -28
od_hudstatusicony = 38
od_hudstatusiconw = 24
od_hudstatusiconh = 24
od_hudstatusiconalign = 3
AddHudIconToTeam( GetTeam(attackers), "hud_offense.vtf", "Zone_Team"..attackers, od_hudstatusiconx, od_hudstatusicony, od_hudstatusiconw, od_hudstatusiconh, od_hudstatusiconalign )
AddHudIconToTeam( GetTeam(attackers), "hud_cp_"..phase..".vtf", "Zone_Phase"..attackers, od_hudstatusiconx + 2, od_hudstatusicony + 2, 20, 20, od_hudstatusiconalign )
AddHudIconToTeam( GetTeam(defenders), "hud_defense.vtf", "Zone_Team"..defenders, od_hudstatusiconx, od_hudstatusicony, od_hudstatusiconw, od_hudstatusiconh, od_hudstatusiconalign )
AddHudIconToTeam( GetTeam(defenders), "hud_cp_"..phase..".vtf", "Zone_Phase"..defenders, od_hudstatusiconx + 2, od_hudstatusicony + 2, 20, 20, od_hudstatusiconalign )
end