May as well add this functionality to here too:

Added DEFENDERS_OBJECTIVE_ONCAP, _ONFLAG, AND _ONCARRIER globals to allow for different objectives on D
Added UpdateDefendersObjective() function
	- makes it easier to change objective and removes some redundancy
This commit is contained in:
alaswell 2014-12-26 20:33:12 -07:00
parent 0ed27a40b0
commit dd72eaa6fb

View file

@ -21,6 +21,11 @@ if DEFENDERS == nil then DEFENDERS = Team.kRed; end
if ATTACKERS_OBJECTIVE_ENTITY == nil then ATTACKERS_OBJECTIVE_ENTITY = nil end if ATTACKERS_OBJECTIVE_ENTITY == nil then ATTACKERS_OBJECTIVE_ENTITY = nil end
if DEFENDERS_OBJECTIVE_ENTITY == nil then DEFENDERS_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
INITIAL_FUSE_TIMER = 80 INITIAL_FUSE_TIMER = 80
BLOW_CP1_ROUTE_TIMER = 300 BLOW_CP1_ROUTE_TIMER = 300
@ -95,10 +100,8 @@ function startup( )
AddSchedule("blow_cp2_extra_route", BLOW_CP2_ROUTE_TIMER, blow_cp2_extra_route ) AddSchedule("blow_cp2_extra_route", BLOW_CP2_ROUTE_TIMER, blow_cp2_extra_route )
ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" ) ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
-- Defenders should always point to the cap and NOT the flag UpdateDefendersObjective()
DEFENDERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_cap" )
UpdateTeamObjectiveIcon( GetTeam(ATTACKERS), ATTACKERS_OBJECTIVE_ENTITY ) UpdateTeamObjectiveIcon( GetTeam(ATTACKERS), ATTACKERS_OBJECTIVE_ENTITY )
UpdateTeamObjectiveIcon( GetTeam(DEFENDERS), DEFENDERS_OBJECTIVE_ENTITY )
end end
function blow_first_gate( ) function blow_first_gate( )
@ -171,7 +174,6 @@ function player_spawn( player_entity )
player:AddAmmo( Ammo.kCells, 200 ) player:AddAmmo( Ammo.kCells, 200 )
end end
-- We need this to keep the DEFENDERS pointing at the cap
if player:GetTeamId() == ATTACKERS then if player:GetTeamId() == ATTACKERS then
UpdateObjectiveIcon( player, ATTACKERS_OBJECTIVE_ENTITY ) UpdateObjectiveIcon( player, ATTACKERS_OBJECTIVE_ENTITY )
elseif player:GetTeamId() == DEFENDERS then elseif player:GetTeamId() == DEFENDERS then
@ -276,6 +278,7 @@ function base_ad_flag:touch( touch_entity )
-- change objective icons -- change objective icons
ATTACKERS_OBJECTIVE_ENTITY = player ATTACKERS_OBJECTIVE_ENTITY = player
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(ATTACKERS), ATTACKERS_OBJECTIVE_ENTITY ) UpdateTeamObjectiveIcon( GetTeam(ATTACKERS), ATTACKERS_OBJECTIVE_ENTITY )
UpdateObjectiveIcon( player, GetEntityByName( "cp"..self.phase.."_cap" ) ) UpdateObjectiveIcon( player, GetEntityByName( "cp"..self.phase.."_cap" ) )
@ -307,6 +310,7 @@ function base_ad_flag:onownerdie( owner_entity )
-- change objective icon -- change objective icon
ATTACKERS_OBJECTIVE_ENTITY = flag ATTACKERS_OBJECTIVE_ENTITY = flag
UpdateDefendersObjective()
UpdateObjectiveIcon( player, nil ) UpdateObjectiveIcon( player, nil )
UpdateTeamObjectiveIcon( GetTeam(ATTACKERS), ATTACKERS_OBJECTIVE_ENTITY ) UpdateTeamObjectiveIcon( GetTeam(ATTACKERS), ATTACKERS_OBJECTIVE_ENTITY )
@ -336,6 +340,7 @@ function base_ad_flag:onreturn( )
-- change objective icon -- change objective icon
ATTACKERS_OBJECTIVE_ENTITY = flag ATTACKERS_OBJECTIVE_ENTITY = flag
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(ATTACKERS), ATTACKERS_OBJECTIVE_ENTITY ) UpdateTeamObjectiveIcon( GetTeam(ATTACKERS), ATTACKERS_OBJECTIVE_ENTITY )
LogLuaEvent(0, 0, "flag_returned","flag_name",flag:GetName()); LogLuaEvent(0, 0, "flag_returned","flag_name",flag:GetName());
@ -440,8 +445,7 @@ function cap_delay_timer( cap )
-- update objective icon -- update objective icon
ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" ) ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
-- Defenders should always point to the cap and NOT the flag UpdateDefendersObjective()
DEFENDERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_cap" )
setup_door_timer( cap.doorname, cap.duration) setup_door_timer( cap.doorname, cap.duration)
ApplyToAll( { AT.kRemovePacks, AT.kRemoveProjectiles, AT.kRespawnPlayers, AT.kRemoveBuildables, AT.kRemoveRagdolls, AT.kStopPrimedGrens, AT.kReloadClips } ) ApplyToAll( { AT.kRemovePacks, AT.kRemoveProjectiles, AT.kRespawnPlayers, AT.kRemoveBuildables, AT.kRemoveRagdolls, AT.kStopPrimedGrens, AT.kReloadClips } )
@ -625,6 +629,20 @@ function final_allowedmethod( self, player_entity )
return (teamId == DEFENDERS and phase == 3) return (teamId == DEFENDERS and phase == 3)
end 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 everything -- instanciate everything