fortressforever-scripts/maps/includes/base_shutdown.lua

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2014-11-12 02:32:26 +00:00
-- base_shutdown.lua
-----------------------------------------------------------------------------
-- includes
-----------------------------------------------------------------------------
IncludeScript("base");
IncludeScript("base_ctf");
IncludeScript("base_teamplay");
IncludeScript("base_location");
IncludeScript("base_respawnturret");
-----------------------------------------------------------------------------
-- global overrides
-----------------------------------------------------------------------------
POINTS_PER_CAPTURE = 10;
FLAG_RETURN_TIME = 60;
-----------------------------------------------------------------------------
-- Buttons
-----------------------------------------------------------------------------
-- base button stuff (common functionality)
button_common = func_button:new({ team = Team.kUnassigned })
function button_common:allowed( allowed_entity )
if IsPlayer( allowed_entity ) then
local player = CastToPlayer( allowed_entity )
if player:GetTeamId() == self.team and player:IsAlive() then
return EVENT_ALLOWED
end
end
return EVENT_DISALLOWED
end
-- TODO this doesn't work
function button_common:onfailuse( use_entity )
if IsPlayer( use_entity ) then
local player = CastToPlayer( use_entity )
BroadCastMessageToPlayer( player, "#FF_NOTALLOWEDBUTTON" )
end
end
-----------------------------------------------------------------------------
-- Button inputs (touch, use, damage etc.)
-----------------------------------------------------------------------------
-- red button
--button_red = button_common:new({ team = Team.kBlue, sec_up = true })
button_red = button_common:new({
team = Team.kBlue,
sec_up = true,
sec_down_icon = "hud_secdown.vtf",
sec_up_icon = "hud_secup_red.vtf",
iconx = 60,
icony = 30,
iconw = 16,
iconh = 16,
iconalign = 3
})
-----------------------------------------------------------------------------
-- Button responses
-----------------------------------------------------------------------------
function button_red:onin()
BroadCastMessage( "#FF_RED_SECURITY_DEACTIVATED" )
SpeakAll( "SD_REDDOWN" )
self.sec_up = false
RemoveHudItemFromAll( "red-sec-up")
AddHudIconToAll( self.sec_down_icon, "red-sec-down", self.iconx, self.icony, self.iconw, self.iconh, self.iconalign )
LogLuaEvent(0, 0, "security_down", "team", "red")
end
function button_red:onout()
BroadCastMessage( "#FF_RED_SECURITY_ACTIVATED" )
SpeakAll( "SD_REDUP" )
self.sec_up = true
RemoveHudItemFromAll( "red-sec-down" )
AddHudIconToAll( self.sec_up_icon, "red-sec-up", self.iconx, self.icony, self.iconw, self.iconh, self.iconalign )
LogLuaEvent(0, 0, "security_up", "team", "red")
end
-----------------------------------------------------------------------------
-- Button inputs (touch, use, damage etc.)
-----------------------------------------------------------------------------
-- blue button
--button_blue = button_common:new({ team = Team.kRed, sec_up = true })
button_blue = button_common:new({
team = Team.kRed,
sec_up = true,
sec_down_icon = "hud_secdown.vtf",
sec_up_icon = "hud_secup_blue.vtf",
iconx = 60,
icony = 30,
iconw = 16,
iconh = 16,
iconalign = 2
})
-----------------------------------------------------------------------------
-- Button responses
-----------------------------------------------------------------------------
function button_blue:onin()
BroadCastMessage( "#FF_BLUE_SECURITY_DEACTIVATED" )
SpeakAll( "SD_BLUEDOWN" )
self.sec_up = false
RemoveHudItemFromAll( "blue-sec-up")
AddHudIconToAll( self.sec_down_icon, "blue-sec-down", self.iconx, self.icony, self.iconw, self.iconh, self.iconalign )
LogLuaEvent(0, 0, "security_down", "team", "blue")
end
function button_blue:onout()
BroadCastMessage( "#FF_BLUE_SECURITY_ACTIVATED" )
SpeakAll( "SD_BLUEUP" )
self.sec_up = true
RemoveHudItemFromAll( "blue-sec-down")
AddHudIconToAll( self.sec_up_icon, "blue-sec-up", self.iconx, self.icony, self.iconw, self.iconh, self.iconalign )
LogLuaEvent(0, 0, "security_up", "team", "blue")
end
-----------------------------------------------------------------------------
-- Hurts
-----------------------------------------------------------------------------
hurt = trigger_ff_script:new({ team = Team.kUnassigned })
function hurt: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
-- red lasers hurt blue and vice-versa
red_laser_hurt = hurt:new({ team = Team.kBlue })
blue_laser_hurt = hurt:new({ team = Team.kRed })
-- function precache()
-- precache sounds
-- PrecacheSound("vox.blueup")
-- PrecacheSound("vox.bluedown")
-- PrecacheSound("vox.redup")
-- PrecacheSound("vox.reddown")
-- end
-------------------------
-- flaginfo
-------------------------
--flaginfo runs whenever the player spawns or uses the flaginfo command.
--Right now it just refreshes the HUD items; this ensures that players who just joined the server have the right information
function flaginfo( player_entity )
flaginfo_base(player_entity) --see base_teamplay.lua
local player = CastToPlayer( player_entity )
RemoveHudItem( player, "red-sec-down" )
RemoveHudItem( player, "blue-sec-down" )
RemoveHudItem( player, "red-sec-up" )
RemoveHudItem( player, "blue-sec-up" )
if button_blue.sec_up == true then
AddHudIcon( player, button_blue.sec_up_icon, "blue-sec-up", button_blue.iconx, button_blue.icony, button_blue.iconw, button_blue.iconh, button_blue.iconalign )
else
AddHudIcon( player, button_blue.sec_down_icon, "blue-sec-down", button_blue.iconx, button_blue.icony, button_blue.iconw, button_blue.iconh, button_blue.iconalign )
end
if button_red.sec_up == true then
AddHudIcon( player, button_red.sec_up_icon, "red-sec-up", button_red.iconx, button_red.icony, button_red.iconw, button_red.iconh, button_red.iconalign )
else
AddHudIcon( player, button_red.sec_down_icon, "red-sec-down", button_red.iconx, button_red.icony, button_red.iconw, button_red.iconh, button_red.iconalign )
end
end