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https://github.com/fortressforever/fortressforever-scripts.git
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2 changed files with 104 additions and 0 deletions
83
maps/ff_cornfield.lua
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83
maps/ff_cornfield.lua
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IncludeScript("base_id_new");
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IncludeScript("base_respawnturret");
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IncludeScript("base_location");
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respawnturret_attackers = base_respawnturret:new({ team = attackers })
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respawnturret_defenders = base_respawnturret:new({ team = defenders })
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cornhealthkit = genericbackpack:new({
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health = 50,
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model = "models/items/healthkit.mdl",
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materializesound = "Item.Materialize",
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touchsound = "HealthKit.Touch"
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})
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cornarmorkit = genericbackpack:new({
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armor = 200,
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model = "models/items/armour/armour.mdl",
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materializesound = "Item.Materialize",
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touchsound = "ArmorKit.Touch"
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})
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cornammopack = genericbackpack:new({
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health = 35,
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armor = 50,
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grenades = 20,
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nails = 50,
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shells = 100,
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rockets = 15,
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cells = 70,
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model = "models/items/backpack/backpack.mdl",
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materializesound = "Item.Materialize",
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touchsound = "Backpack.Touch"
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})
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function cornammopack:dropatspawn() return false
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end
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corngrenadepack = genericbackpack:new({
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health = 35,
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armor = 50,
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grenades = 20,
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nails = 50,
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shells = 100,
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rockets = 15,
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cells = 70,
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mancannons = 1,
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gren1 = 2,
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gren2 = 1,
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respawntime = 30,
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model = "models/items/backpack/backpack.mdl",
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materializesound = "Item.Materialize",
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touchsound = "Backpack.Touch"
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})
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function corngrenadepack:dropatspawn() return false
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end
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detpack_wall_open = nil
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function onroundreset()
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-- close the door
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if detpack_wall_open then
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-- there's no "close".. wtf
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OutputEvent("detpack_hole", "Toggle")
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detpack_wall_open = nil
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end
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-- Reset The Turrets
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respawnturret_attackers = base_respawnturret:new({ team = attackers })
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respawnturret_defenders = base_respawnturret:new({ team = defenders })
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end
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detpack_trigger = trigger_ff_script:new({})
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function detpack_trigger:onexplode( trigger_entity )
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if IsDetpack( trigger_entity ) then
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ConsoleToAll("The door has been blown open!")
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OutputEvent("detpack_hole", "Toggle")
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detpack_wall_open = true
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end
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return EVENT_ALLOWED
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end
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-- Don't want any body touching/triggering it except the detpack
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function trigger_detpackable_door:allowed( trigger_entity ) return EVENT_DISALLOWED
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end
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21
maps/ff_cornfield.txt
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21
maps/ff_cornfield.txt
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INVADE AND DEFEND
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Objective:
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Blue team starts as the attacker. Red team
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starts as the defender.
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The attacking team must take control of the
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town by pushing through and capping the four
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Command Points sequentially. The defending
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team simply tries to hold out as long as they
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can. Once the attackers succeed, teams swap,
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and play begins again.
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Command Points are captured by taking the flag
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from the previous point and carrying it to the
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next. When a Command Point is secured, the flag
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required to capture the next Command Point
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appears on top of it. For example, the flag
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needed to capture Command Point 3 will always
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spawn at Command Point 2.
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