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https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-22 12:41:17 +00:00
Improve base_shutdown.lua
* Add built-in support for trigger-based buttons (blue_security_trigger/red_security_trigger) * Add built-in support for Lua-defined security shutdown length (SECURITY_LENGTH) * Add built-in support for turning on/off lights, brushes, trigger_ff_clips, and trigger_hurts * Add some helpful team-oriented trigger definitions in base_teamplay.lua
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6c818f5cec
commit
1f5fbe6bba
2 changed files with 139 additions and 43 deletions
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@ -13,6 +13,61 @@ IncludeScript("base_respawnturret");
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-----------------------------------------------------------------------------
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POINTS_PER_CAPTURE = 10;
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FLAG_RETURN_TIME = 60;
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SECURITY_LENGTH = 45;
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local base_shutdown_base = {}
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base_shutdown_base.startup = startup
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function startup()
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if type(base_shutdown_base.startup) == "function" then
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-- call the saved function
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base_shutdown_base.startup()
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end
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-- this will take care of lights, etc when map loads or round gets restarted/prematch ends
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security_on("red")
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security_on("blue")
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end
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-----------------------------------------------------------------------------
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-- Security events
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-----------------------------------------------------------------------------
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-- called when security gets turned off (team is a string prefix, like "red")
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function security_off( team )
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-- turn off security light, brush, hurt, etc
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OutputEvent(team.."_security_light", "TurnOff")
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OutputEvent(team.."_security_brush", "Disable")
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OutputEvent(team.."_security_hurt", "Disable")
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OutputEvent(team.."_laser_hurt", "Disable") -- a possible alias
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-- get the clip entity
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local clip = GetEntityByName(team.."_security_clip")
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if clip then
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clip = CastToTriggerClip(clip)
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-- clear flags, but send a dummy flag (for some reason with zero flags it blocks everything)
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clip:SetClipFlags({ClipFlags.kClipTeamBlue})
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end
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end
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-- called when security gets turned on (team is a string prefix, like "red")
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function security_on( team )
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-- turn on security light, brush, hurt, etc
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OutputEvent(team.."_security_light", "TurnOn")
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OutputEvent(team.."_security_brush", "Enable")
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OutputEvent(team.."_security_hurt", "Enable")
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OutputEvent(team.."_laser_hurt", "Enable") -- a possible alias
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-- get the clip entity
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local clip = GetEntityByName(team.."_security_clip")
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if clip then
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clip = CastToTriggerClip(clip)
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-- reset flags to normal
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clip:SetClipFlags(_G[clipname].clipflags)
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end
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end
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-----------------------------------------------------------------------------
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-- Buttons
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@ -32,7 +87,6 @@ function button_common:allowed( allowed_entity )
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return EVENT_DISALLOWED
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end
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-- TODO this doesn't work
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function button_common:onfailuse( use_entity )
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if IsPlayer( use_entity ) then
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local player = CastToPlayer( use_entity )
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@ -45,8 +99,6 @@ end
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-----------------------------------------------------------------------------
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-- red button
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--button_red = button_common:new({ team = Team.kBlue, sec_up = true })
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button_red = button_common:new({
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team = Team.kBlue,
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sec_up = true,
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@ -63,7 +115,11 @@ button_red = button_common:new({
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-- Button responses
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-----------------------------------------------------------------------------
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function button_red:onin()
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if SECURITY_LENGTH == 60 or SECURITY_LENGTH == 30 then
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BroadCastMessage( "#FF_RED_SEC_"..SECURITY_LENGTH )
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else
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BroadCastMessage( "#FF_RED_SECURITY_DEACTIVATED" )
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end
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SpeakAll( "SD_REDDOWN" )
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self.sec_up = false
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@ -72,6 +128,7 @@ function button_red:onin()
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AddHudIconToAll( self.sec_down_icon, "red-sec-down", self.iconx, self.icony, self.iconw, self.iconh, self.iconalign )
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LogLuaEvent(0, 0, "security_down", "team", "red")
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security_off("red")
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end
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function button_red:onout()
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@ -84,6 +141,7 @@ function button_red:onout()
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AddHudIconToAll( self.sec_up_icon, "red-sec-up", self.iconx, self.icony, self.iconw, self.iconh, self.iconalign )
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LogLuaEvent(0, 0, "security_up", "team", "red")
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security_on("red")
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end
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-----------------------------------------------------------------------------
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@ -91,8 +149,6 @@ end
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-----------------------------------------------------------------------------
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-- blue button
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--button_blue = button_common:new({ team = Team.kRed, sec_up = true })
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button_blue = button_common:new({
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team = Team.kRed,
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sec_up = true,
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@ -109,7 +165,11 @@ button_blue = button_common:new({
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-- Button responses
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-----------------------------------------------------------------------------
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function button_blue:onin()
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if SECURITY_LENGTH == 60 or SECURITY_LENGTH == 30 then
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BroadCastMessage( "#FF_BLUE_SEC_"..SECURITY_LENGTH )
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else
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BroadCastMessage( "#FF_BLUE_SECURITY_DEACTIVATED" )
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end
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SpeakAll( "SD_BLUEDOWN" )
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self.sec_up = false
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@ -118,6 +178,7 @@ function button_blue:onin()
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AddHudIconToAll( self.sec_down_icon, "blue-sec-down", self.iconx, self.icony, self.iconw, self.iconh, self.iconalign )
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LogLuaEvent(0, 0, "security_down", "team", "blue")
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security_off("blue")
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end
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function button_blue:onout()
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@ -129,37 +190,49 @@ function button_blue:onout()
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RemoveHudItemFromAll( "blue-sec-down")
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AddHudIconToAll( self.sec_up_icon, "blue-sec-up", self.iconx, self.icony, self.iconw, self.iconh, self.iconalign )
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LogLuaEvent(0, 0, "security_up", "team", "blue")
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security_on("blue")
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end
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-----------------------------------------------------------------------------
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-- Trigger-based security toggling
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-----------------------------------------------------------------------------
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base_security_trigger = not_team_only_trigger:new({ button = "" })
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function base_security_trigger:ontrigger( player )
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-- only take sec down if its up currently
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local button = _G[self.button]
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if button and button.sec_up then
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self:onsecuritydown( player )
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end
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end
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function base_security_trigger:onsecuritydown( player )
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-- call the button's onin directly
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local button = _G[self.button]
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button.onin( button )
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AddSchedule( self.button.."_security", SECURITY_LENGTH, function() self:onsecurityup() end )
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end
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function base_security_trigger:onsecurityup()
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-- call the button's onout directly
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local button = _G[self.button]
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button.onout( button )
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end
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red_security_trigger = base_security_trigger:new( { team = Team.kRed, button = "button_red" } )
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blue_security_trigger = base_security_trigger:new( { team = Team.kBlue, button = "button_blue" } )
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-----------------------------------------------------------------------------
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-- Hurts
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-----------------------------------------------------------------------------
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hurt = trigger_ff_script:new({ team = Team.kUnassigned })
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function hurt:allowed( allowed_entity )
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if IsPlayer( allowed_entity ) then
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local player = CastToPlayer( allowed_entity )
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if player:GetTeamId() == self.team then
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return EVENT_ALLOWED
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end
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end
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return EVENT_DISALLOWED
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end
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-- red lasers hurt blue and vice-versa
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red_laser_hurt = hurt:new({ team = Team.kBlue })
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blue_laser_hurt = hurt:new({ team = Team.kRed })
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-- function precache()
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-- precache sounds
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-- PrecacheSound("vox.blueup")
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-- PrecacheSound("vox.bluedown")
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-- PrecacheSound("vox.redup")
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-- PrecacheSound("vox.reddown")
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-- end
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red_security_hurt = not_red_trigger:new({})
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blue_security_hurt = not_blue_trigger:new({})
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-- the trigger_hurts can also be named like this
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red_laser_hurt = red_security_hurt
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blue_laser_hurt = blue_security_hurt
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-------------------------
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-- flaginfo
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@ -97,6 +97,29 @@ end
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no_annoyances = noannoyances
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spawn_protection = noannoyances
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-----------------------------------------------------------------------------
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-- Useful trigger definitions
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-----------------------------------------------------------------------------
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-- team only triggers
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team_only_trigger = trigger_ff_script:new({ team = Team.kUnassigned, allow = true })
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function team_only_trigger:allowed( allowed_entity ) if allowed_entity and IsPlayer(allowed_entity) and CastToPlayer(allowed_entity):GetTeamId() == self.team then return self.allow else return not self.allow end end
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-- triggers that allow any team except the given team
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not_team_only_trigger = team_only_trigger:new({allow = false})
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-- allow only if on the team
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red_trigger = team_only_trigger:new({ team = Team.kRed })
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blue_trigger = team_only_trigger:new({ team = Team.kBlue })
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yellow_trigger = team_only_trigger:new({ team = Team.kYellow })
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green_trigger = team_only_trigger:new({ team = Team.kGreen })
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-- allow only if not on the team
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not_red_trigger = not_team_only_trigger:new({ team = Team.kRed })
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not_blue_trigger = not_team_only_trigger:new({ team = Team.kBlue })
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not_yellow_trigger = not_team_only_trigger:new({ team = Team.kYellow })
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not_green_trigger = not_team_only_trigger:new({ team = Team.kGreen })
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-----------------------------------------------------------------------------
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-- Trigger_ff_clips
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-----------------------------------------------------------------------------
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