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Revert/Convert ff_palermo.lua to take advantage of the old base_id.lua
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1 changed files with 56 additions and 9 deletions
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@ -1,20 +1,69 @@
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-- ff_palermo.lua
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-- ff_palermo.lua
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-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------
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-- includes
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-- includes
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-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------
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IncludeScript("base_id_new");
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IncludeScript("base_id");
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IncludeScript("base_respawnturret");
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IncludeScript("base_respawnturret");
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IncludeScript("base_location");
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IncludeScript("base_location");
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-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------
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function startup()
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function startup()
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id_startup()
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SetGameDescription( "Invade Defend" )
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DEFENDERS_OBJECTIVE_ONCAP = true
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DEFENDERS_OBJECTIVE_ONCARRIER = false --set to true to follow flag when carried
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DEFENDERS_OBJECTIVE_ONFLAG = false --set to true to follow flag ALWAYS
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-- set up team limits
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local team = GetTeam( Team.kBlue )
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team:SetPlayerLimit( 0 )
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team = GetTeam( Team.kRed )
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team:SetPlayerLimit( 0 )
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team = GetTeam( Team.kYellow )
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team:SetPlayerLimit( -1 )
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team = GetTeam( Team.kGreen )
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team:SetPlayerLimit( -1 )
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-- CTF maps generally don't have civilians,
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-- so override in map LUA file if you want 'em
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local team = GetTeam(Team.kBlue)
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team:SetClassLimit(Player.kCivilian, -1)
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team = GetTeam(Team.kRed)
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team:SetClassLimit(Player.kCivilian, -1)
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-- set them team names
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SetTeamName( attackers, "Attackers" )
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SetTeamName( defenders, "Defenders" )
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-- start the timer for the points
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AddScheduleRepeating("addpoints", PERIOD_TIME, addpoints)
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setup_door_timer("start_gate", INITIAL_ROUND_DELAY)
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cp1_flag.enabled = true
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for i,v in ipairs({"cp1_flag", "cp2_flag", "cp3_flag", "cp4_flag", "cp5_flag", "cp6_flag", "cp7_flag", "cp8_flag"}) do
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local flag = GetInfoScriptByName(v)
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if flag then
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flag:SetModel(_G[v].model)
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flag:SetSkin(teamskins[attackers])
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if i == 1 then
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flag:Restore()
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else
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flag:Remove()
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end
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end
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end
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flags_set_team( attackers )
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ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
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UpdateDefendersObjective()
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UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
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-- lower trigger_hurt damage in water
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-- lower trigger_hurt damage in water
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OutputEvent( "trigger_hurt", "SetDamage", "42" )
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OutputEvent( "trigger_hurt", "SetDamage", "42" )
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@ -103,8 +152,6 @@ function onroundreset()
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attackers_palammotypeone.team = attackers
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attackers_palammotypeone.team = attackers
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attackers_palgrenadepackone.team = attackers
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attackers_palgrenadepackone.team = attackers
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end
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end
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bellbutton = func_button:new({})
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bellbutton = func_button:new({})
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