-- base_id.lua -- Invade / Defend gametype ----------------------------------------------------------------------------- -- includes ----------------------------------------------------------------------------- IncludeScript("base_teamplay") ----------------------------------------------------------------------------- -- globals ----------------------------------------------------------------------------- if POINTS_PER_CAPTURE == nil then POINTS_PER_CAPTURE = 10; end if POINTS_PER_PERIOD == nil then POINTS_PER_PERIOD = 2; end if PERIOD_TIME == nil then PERIOD_TIME = 30; end if NUM_PHASES == nil then NUM_PHASES = 4; end if INITIAL_ROUND_DELAY == nil then INITIAL_ROUND_DELAY = 45; end if ROUND_DELAY == nil then ROUND_DELAY = 20; end if onroundreset == nil then onroundreset = function() end end if FLAG_RETURN_TIME == nil then FLAG_RETURN_TIME = 60; end if ATTACKERS_OBJECTIVE_ENTITY == nil then ATTACKERS_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 if TEAM_SWITCH_DELAY == nil then TEAM_SWITCH_DELAY = 2 end if RESPAWN_AFTER_CAP == nil then RESPAWN_AFTER_CAP = false end if RESPAWN_DELAY == nil then RESPAWN_DELAY = 2 end basecap = trigger_ff_script:new({ health = 100, armor = 300, grenades = 200, nails = 200, shells = 200, rockets = 200, cells = 200, detpacks = 1, mancannons = 1, gren1 = 0, gren2 = 0, item = "", team = 0, botgoaltype = Bot.kFlagCap, }) function basecap:allowed ( allowed_entity ) if IsPlayer( allowed_entity ) then -- get the player and his team local player = CastToPlayer( allowed_entity ) local team = player:GetTeam() -- check if the player is on our team if team:GetTeamId() ~= self.team then return false end -- check if the player has the flag for i,v in ipairs(self.item) do local flag = GetInfoScriptByName(v) -- Make sure flag isn't nil if flag then if player:HasItem(flag:GetName()) then return true end end end end return false end function basecap:ontrigger ( trigger_entity ) if IsPlayer( trigger_entity ) then local player = CastToPlayer( trigger_entity ) -- player should capture now for i,v in ipairs( self.item ) do -- find the flag and cast it to an info_ff_script local flag = GetInfoScriptByName(v) -- Make sure flag isn't nil if flag then -- check if the player is carrying the flag if player:HasItem(flag:GetName()) then -- reward player for capture player:AddFortPoints(FORTPOINTS_PER_CAPTURE, "#FF_FORTPOINTS_CAPTUREFLAG") -- reward player's team for capture local team = player:GetTeam() team:AddScore(POINTS_PER_CAPTURE) -- Remove any hud icons -- local flag2 = CastToInfoScript(flag) RemoveHudItem( player, flag:GetName() ) RemoveHudItemFromAll( flag:GetName() .. "_c" ) LogLuaEvent(player:GetId(), 0, "flag_capture","flag_name",flag:GetName()) -- return the flag flag:Return() -- give player some health and armor if self.health ~= nil and self.health ~= 0 then player:AddHealth(self.health) end if self.armor ~= nil and self.armor ~= 0 then player:AddArmor(self.armor) end -- give the player some ammo if self.nails ~= nil and self.nails ~= 0 then player:AddAmmo(Ammo.kNails, self.nails) end if self.shells ~= nil and self.shells ~= 0 then player:AddAmmo(Ammo.kShells, self.shells) end if self.rockets ~= nil and self.rockets ~= 0 then player:AddAmmo(Ammo.kRockets, self.rockets) end if self.cells ~= nil and self.cells ~= 0 then player:AddAmmo(Ammo.kCells, self.cells) end if self.detpacks ~= nil and self.detpacks ~= 0 then player:AddAmmo(Ammo.kDetpack, self.detpacks) end if self.mancannons ~= nil and self.mancannons ~= 0 then player:AddAmmo(Ammo.kManCannon, self.mancannons) end if self.gren1 ~= nil and self.gren1 ~= 0 then player:AddAmmo(Ammo.kGren1, self.gren1) end if self.gren2 ~= nil and self.gren2 ~= 0 then player:AddAmmo(Ammo.kGren2, self.gren2) end self:oncapture( player, v ) end end end end end function basecap:oncapture(player, item) -- let the teams know that a capture occured SmartSound(player, "yourteam.flagcap", "yourteam.flagcap", "otherteam.flagcap") SmartSpeak(player, "CTF_YOUCAP", "CTF_TEAMCAP", "CTF_THEYCAP") SmartMessage(player, "#FF_YOUCAP", "#FF_TEAMCAP", "#FF_OTHERTEAMCAP", Color.kGreen, Color.kGreen, Color.kRed) end function baseflag:spawn() self.notouch = { } info_ff_script.spawn(self) local flag = CastToInfoScript( entity ) LogLuaEvent(0, 0, "flag_spawn","flag_name",flag:GetName()) self.status = 0 UpdateDefendersObjective() update_hud() end function baseflag:ownercloak( owner_entity ) -- drop the flag local flag = CastToInfoScript(entity) flag:Drop(FLAG_RETURN_TIME, 0.0) -- remove flag icon from hud local player = CastToPlayer( owner_entity ) RemoveHudItem( player, flag:GetName() ) self.status = 2 -- objective icon ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" ) UpdateDefendersObjective() UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY ) setup_return_timer() update_hud() end function baseflag:dropitemcmd( owner_entity ) if allowdrop == false then return end --Used by logging self.flagtoss = true -- throw the flag local flag = CastToInfoScript(entity) flag:Drop(FLAG_RETURN_TIME, FLAG_THROW_SPEED) -- remove flag icon from hud local player = CastToPlayer( owner_entity ) RemoveHudItem( player, flag:GetName() ) self.status = 2 -- objective icon ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" ) UpdateDefendersObjective() UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY ) setup_return_timer() update_hud() end function baseflag:onownerforcerespawn( owner_entity ) local flag = CastToInfoScript( entity ) local player = CastToPlayer( owner_entity ) player:SetDisguisable( true ) player:SetCloakable( true ) RemoveHudItem( player, flag:GetName() ) flag:Drop(0, FLAG_THROW_SPEED) RemoveHudItem( player, flag:GetName() ) self.status = 2 -- objective icon ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" ) UpdateDefendersObjective() UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY ) update_hud() end function baseflag:onreturn( ) -- let the teams know that the flag was returned local team = GetTeam( self.team ) SmartTeamMessage(team, "#FF_TEAMRETURN", "#FF_OTHERTEAMRETURN", Color.kYellow, Color.kYellow) SmartTeamSound(team, "yourteam.flagreturn", "otherteam.flagreturn") SmartTeamSpeak(team, "CTF_FLAGBACK", "CTF_EFLAGBACK") local flag = CastToInfoScript( entity ) self.status = 0 LogLuaEvent(0, 0, "flag_returned","flag_name",flag:GetName()); -- objective icon ATTACKERS_OBJECTIVE_ENTITY = flag UpdateDefendersObjective() UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY ) destroy_return_timer() update_hud() end phase = 1 current_flag = "cp1_flag" --currently only used by Palermo for hacky flag returning in water attackers = Team.kBlue defenders = Team.kRed current_timer = 0 carried_by = nil function startup() SetGameDescription( "Invade Defend" ) -- set up team limits local team = GetTeam( Team.kBlue ) team:SetPlayerLimit( 0 ) team = GetTeam( Team.kRed ) team:SetPlayerLimit( 0 ) team = GetTeam( Team.kYellow ) team:SetPlayerLimit( -1 ) team = GetTeam( Team.kGreen ) team:SetPlayerLimit( -1 ) -- CTF maps generally don't have civilians, -- so override in map LUA file if you want 'em local team = GetTeam(Team.kBlue) team:SetClassLimit(Player.kCivilian, -1) team = GetTeam(Team.kRed) team:SetClassLimit(Player.kCivilian, -1) -- set them team names SetTeamName( attackers, "Attackers" ) SetTeamName( defenders, "Defenders" ) -- start the timer for the points AddScheduleRepeating("addpoints", PERIOD_TIME, addpoints) setup_door_timer("start_gate", INITIAL_ROUND_DELAY) cp1_flag.enabled = true for i,v in ipairs({"cp1_flag", "cp2_flag", "cp3_flag", "cp4_flag", "cp5_flag", "cp6_flag", "cp7_flag", "cp8_flag"}) do local flag = GetInfoScriptByName(v) if flag then flag:SetModel(_G[v].model) flag:SetSkin(teamskins[attackers]) if i == 1 then flag:Restore() else flag:Remove() end end end flags_set_team( attackers ) ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" ) UpdateDefendersObjective() UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY ) end -- Give everyone a full resupply, but strip secondary grenades function player_spawn( player_entity ) local player = CastToPlayer( player_entity ) player:AddHealth( 100 ) player:AddArmor( 300 ) player:AddAmmo( Ammo.kNails, 400 ) player:AddAmmo( Ammo.kShells, 400 ) player:AddAmmo( Ammo.kRockets, 400 ) player:AddAmmo( Ammo.kCells, 400 ) player:AddAmmo( Ammo.kDetpack, 1 ) player:AddAmmo( Ammo.kManCannon, 1 ) player:RemoveAmmo( Ammo.kGren2, 4 ) if player:GetTeamId() == attackers then UpdateObjectiveIcon( player, ATTACKERS_OBJECTIVE_ENTITY ) elseif player:GetTeamId() == defenders then UpdateObjectiveIcon( player, DEFENDERS_OBJECTIVE_ENTITY ) end end function addpoints() local team = GetTeam(defenders) team:AddScore(POINTS_PER_PERIOD) end function precache() -- precache sounds PrecacheSound("yourteam.flagstolen") PrecacheSound("otherteam.flagstolen") PrecacheSound("yourteam.flagcap") PrecacheSound("otherteam.flagcap") PrecacheSound("yourteam.drop") PrecacheSound("otherteam.drop") PrecacheSound("yourteam.flagreturn") PrecacheSound("otherteam.flagreturn") -- PrecacheSound("vox.yourcap") -- PrecacheSound("vox.enemycap") -- PrecacheSound("vox.yourstole") -- PrecacheSound("vox.enemystole") -- PrecacheSound("vox.yourflagret") -- PrecacheSound("vox.enemyflagret") end -- kinda ghetto, sure function flags_set_team( teamid ) -- set all flags teams cp1_flag.team = teamid cp2_flag.team = teamid cp3_flag.team = teamid cp4_flag.team = teamid cp5_flag.team = teamid cp6_flag.team = teamid cp7_flag.team = teamid cp8_flag.team = teamid end ----------------------------------------- --Backpacks ----------------------------------------- idbackpack = genericbackpack:new({team = nil}) function idbackpack:touch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) if player:GetTeamId() ~= self.team then return false end local dispensed = 0 -- give player some health and armor if self.health ~= nil and self.health ~= 0 then dispensed = dispensed + player:AddHealth( self.health ) end if self.armor ~= nil and self.armor ~= 0 then dispensed = dispensed + player:AddArmor( self.armor ) end -- give player ammo if self.nails ~= nil and self.nails ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kNails, self.nails) end if self.shells ~= nil and self.shells ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kShells, self.shells) end if self.rockets ~= nil and self.rockets ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kRockets, self.rockets) end if self.cells ~= nil and self.cells ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kCells, self.cells) end if self.detpacks ~= nil and self.detpacks ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kDetpack, self.detpacks) end if self.mancannons ~= nil and self.mancannons ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kManCannon, self.mancannons) end if self.gren1 ~= nil and self.gren1 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren1, self.gren1) end if self.gren2 ~= nil and self.gren2 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren2) end -- if the player took ammo, then have the backpack respawn with a delay if dispensed >= 1 then local backpack = CastToInfoScript(entity); if backpack then backpack:EmitSound(self.touchsound); backpack:Respawn(self.respawntime); end end end end backpack_attackers = idbackpack:new({team = attackers}) backpack_defenders = idbackpack:new({team = defenders}) ----------------------------------------- -- base flag ----------------------------------------- base_id_flag = baseflag:new({ phase = 1, enabled = nil, touchflags = { AllowFlags.kOnlyPlayers, AllowFlags.kBlue, AllowFlags.kRed }, hudicon = BLUE_FLAG_HUD_ICON, }) function base_id_flag:touch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) -- pickup if they can if self.notouch[player:GetId()] then return; end if player:GetTeamId() == attackers and phase == self.phase and self.enabled then SmartSound(player, "yourteam.flagstolen", "yourteam.flagstolen", "otherteam.flagstolen") RandomFlagTouchSpeak( player ) --SmartSound(player, "vox.yourstole", "vox.yourstole", "vox.enemystole") SmartMessage(player, "#FF_YOUPICKUP", "#FF_TEAMPICKUP", "#FF_OTHERTEAMPICKUP", Color.kGreen, Color.kGreen, Color.kRed) local flag = CastToInfoScript(entity) flag:Pickup(player) player:SetDisguisable( false ) -- if the player is a spy, then force him to lose his cloak player:SetCloakable( false ) self.hudicon = team_hudicons[attackers] AddHudIcon( player, self.hudicon, flag:GetName(), self.hudx, self.hudy, self.hudstatusiconw, self.hudstatusiconh, self.hudalign ) -- log action in stats LogLuaEvent(player:GetId(), 0, "flag_touch", "flag_name", flag:GetName(), "player_origin", (string.format("%0.2f",player:GetOrigin().x) .. ", " .. string.format("%0.2f",player:GetOrigin().y) .. ", " .. string.format("%0.1f",player:GetOrigin().z) ), "player_health", "" .. player:GetHealth()); -- change objective icons ATTACKERS_OBJECTIVE_ENTITY = player UpdateDefendersObjective() UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY ) UpdateObjectiveIcon( player, GetEntityByName( "cp"..self.phase.."_cap" ) ) carried_by = player:GetName() destroy_return_timer() update_hud() end end end function player_switchclass( player, current, desired ) return true end function base_id_flag:onownerdie( owner_entity ) -- drop the flag local flag = CastToInfoScript(entity) flag:Drop(FLAG_RETURN_TIME, 0.0) -- remove flag icon from hud local player = CastToPlayer( owner_entity ) RemoveHudItem( player, flag:GetName() ) player:SetDisguisable( true ) player:SetCloakable( true ) -- change objective icon ATTACKERS_OBJECTIVE_ENTITY = flag UpdateDefendersObjective() UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY ) UpdateObjectiveIcon( player, nil ) self.status = 2 setup_return_timer() update_hud() end ----------------------------------------- -- base capture point ----------------------------------------- base_id_cap = basecap:new({ phase = 0, }) function base_id_cap:allowed ( touch_entity ) if phase ~= self.phase then return EVENT_DISALLOWED end if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) if player:GetTeamId() == defenders then BroadCastMessageToPlayer( player, "#AD_Defend" ) else for i,v in ipairs(self.item) do if player:HasItem( v ) then return EVENT_ALLOWED end end end end return EVENT_DISALLOWED end function base_id_cap:oncapture(player, item) SmartSound(player, "yourteam.flagcap", "yourteam.flagcap", "otherteam.flagcap") --SmartSound(player, "vox.yourcap", "vox.yourcap", "vox.enemycap") SmartSpeak(player, "CTF_YOUCAP", "CTF_TEAMCAP", "CTF_THEYCAP") SmartMessage(player, "#FF_YOUCAP", "#FF_TEAMCAP", "#FF_OTHERTEAMCAP", Color.kGreen, Color.kGreen, Color.kRed) local flag_item = GetInfoScriptByName( item ) RemoveHudItem( player, flag_item:GetName() ) -- turn off this flag for i,v in ipairs(self.item) do _G[v].enabled = nil local flag = GetInfoScriptByName(v) if flag then flag:Remove() end end -- show on the deathnotice board ObjectiveNotice( player, "captured point "..phase ) if phase == NUM_PHASES then -- it's the last round. end and stuff AddSchedule("team_switch_delay", TEAM_SWITCH_DELAY, round_end) else if RESPAWN_AFTER_CAP then AddSchedule("respawn_all", RESPAWN_DELAY, respawn_all) else phase = phase + 1 end -- enable the next flag after a time AddSchedule("flag_start", ROUND_DELAY, flag_start, self.next) if ROUND_DELAY > 30 then AddSchedule("flag_30secwarn", ROUND_DELAY-30, flag_30secwarn) end if ROUND_DELAY > 10 then AddSchedule("flag_10secwarn", ROUND_DELAY-10, flag_10secwarn) end current_flag = self.next -- clear objective icon ATTACKERS_OBJECTIVE_ENTITY = nil UpdateDefendersObjective() UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY ) setup_tobase_timer() update_hud() end end function respawn_all() RespawnAllPlayers() phase = phase + 1 end function round_end() phase = 1 current_flag = "cp1_flag" if attackers == Team.kBlue then attackers = Team.kRed defenders = Team.kBlue else attackers = Team.kBlue defenders = Team.kRed end -- set all flag teams to new attackers flags_set_team( attackers ) -- switch them team names SetTeamName( attackers, "Attackers" ) SetTeamName( defenders, "Defenders" ) -- enable the first flag cp1_flag.enabled = true cp1_flag.status = 0 local flag = GetInfoScriptByName("cp1_flag") if flag then flag:Restore() flag:SetSkin(teamskins[attackers]) end -- change objective icon ATTACKERS_OBJECTIVE_ENTITY = flag UpdateDefendersObjective() UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY ) -- reset the timer on points AddScheduleRepeating("addpoints", PERIOD_TIME, addpoints) -- respawn the players RespawnAllPlayers() setup_door_timer("start_gate", INITIAL_ROUND_DELAY) -- run custom round reset stuff onroundreset() update_hud() end function setup_door_timer(doorname, duration) CloseDoor(doorname) AddSchedule("round_start", duration, round_start, doorname) AddSchedule("round_30secwarn", duration-30, round_30secwarn) AddSchedule("round_10secwarn", duration-10, round_10secwarn) end function round_start(doorname) BroadCastMessage("#FF_AD_GATESOPEN") BroadCastSound( "otherteam.flagstolen" ) OpenDoor(doorname) end function round_30secwarn() BroadCastMessage("#FF_ROUND_30SECWARN") end function round_10secwarn() BroadCastMessage("#FF_ROUND_10SECWARN") end function flag_start(flagname) BroadCastMessage("#AD_FlagAtBase") _G[flagname].enabled = true _G[flagname].status = 0 local flag = GetInfoScriptByName(flagname) if flag then flag:Restore() flag:SetSkin(teamskins[attackers]) end -- change objective icon ATTACKERS_OBJECTIVE_ENTITY = flag UpdateDefendersObjective() UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY ) update_hud() end function flag_30secwarn() BroadCastMessage("#AD_30SecReturn") end function flag_10secwarn() BroadCastMessage("#AD_10SecReturn") end function timer_schedule() current_timer = current_timer -1 end function setup_return_timer() RemoveSchedule( "timer_tobase_schedule" ) current_timer = FLAG_RETURN_TIME AddScheduleRepeatingNotInfinitely( "timer_return_schedule", 1, timer_schedule, current_timer) end function destroy_return_timer() RemoveSchedule( "timer_return_schedule" ) end function setup_tobase_timer() RemoveSchedule( "timer_return_schedule" ) current_timer = ROUND_DELAY AddScheduleRepeatingNotInfinitely( "timer_tobase_schedule", 1, timer_schedule, current_timer) end function destroy_tobase_timer() RemoveSchedule( "timer_tobase_schedule" ) 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 them ------------------------------------------------ cp1_flag = base_id_flag:new({phase = 1}) cp2_flag = base_id_flag:new({phase = 2}) cp3_flag = base_id_flag:new({phase = 3}) cp4_flag = base_id_flag:new({phase = 4}) cp5_flag = base_id_flag:new({phase = 5}) cp6_flag = base_id_flag:new({phase = 6}) cp7_flag = base_id_flag:new({phase = 7}) cp8_flag = base_id_flag:new({phase = 8}) cp1_cap = base_id_cap:new({phase = 1, item = {"cp1_flag"}, next = "cp2_flag"}) cp2_cap = base_id_cap:new({phase = 2, item = {"cp2_flag"}, next = "cp3_flag"}) cp3_cap = base_id_cap:new({phase = 3, item = {"cp3_flag"}, next = "cp4_flag"}) cp4_cap = base_id_cap:new({phase = 4, item = {"cp4_flag"}, next = "cp5_flag"}) cp5_cap = base_id_cap:new({phase = 5, item = {"cp5_flag"}, next = "cp6_flag"}) cp6_cap = base_id_cap:new({phase = 6, item = {"cp6_flag"}, next = "cp7_flag"}) cp7_cap = base_id_cap:new({phase = 7, item = {"cp7_flag"}, next = "cp8_flag"}) cp8_cap = base_id_cap:new({phase = 8, item = {"cp8_flag"}, next = nil}) base_attacker_spawn = info_ff_teamspawn:new({ phase = 0, validspawn = function(self,player) return player:GetTeamId() == attackers and phase == self.phase end }) base_defender_spawn = info_ff_teamspawn:new({ phase = 0, validspawn = function(self,player) return player:GetTeamId() == defenders and phase == self.phase end }) cp1_attacker = base_attacker_spawn:new({phase=1}) cp2_attacker = base_attacker_spawn:new({phase=2}) cp3_attacker = base_attacker_spawn:new({phase=3}) cp4_attacker = base_attacker_spawn:new({phase=4}) cp5_attacker = base_attacker_spawn:new({phase=5}) cp6_attacker = base_attacker_spawn:new({phase=6}) cp7_attacker = base_attacker_spawn:new({phase=7}) cp8_attacker = base_attacker_spawn:new({phase=8}) cp1_defender = base_defender_spawn:new({phase=1}) cp2_defender = base_defender_spawn:new({phase=2}) cp3_defender = base_defender_spawn:new({phase=3}) cp4_defender = base_defender_spawn:new({phase=4}) cp5_defender = base_defender_spawn:new({phase=5}) cp6_defender = base_defender_spawn:new({phase=6}) cp7_defender = base_defender_spawn:new({phase=7}) cp8_defender = base_defender_spawn:new({phase=8}) ------------------------------------------------ -- hud info ------------------------------------------------ function flaginfo( player_entity ) local player = CastToPlayer( player_entity ) local flag = GetInfoScriptByName("cp"..phase.."_flag") local flagname = flag:GetName() --RemoveHudItemFromAll( "background" ) --AddHudIconToAll( "hud_statusbar_256_128.vtf", "background", -64, 32, 128, 70, 3 ) RemoveHudItem( player, "cp_flag_c" ) RemoveHudItem( player, "cp_flag_d" ) RemoveHudItem( player, "cp_flag_h" ) RemoveHudItem( player, "flag_tobase_timer" ) RemoveHudItem( player, "flag_tobase_text" ) RemoveHudItem( player, "flag_return_timer" ) RemoveHudItem( player, "flag_return_text" ) RemoveHudItem( player, "flag_carried_by" ) RemoveHudItem( player, "flag_carried_by2" ) RemoveHudItem( player, "flag_athome" ) RemoveHudItem( player, "flag_athome2" ) if attackers == Team.kBlue then hudstatusicondropped = "hud_flag_dropped_blue.vtf" hudstatusiconhome = "hud_flag_home_blue.vtf" hudstatusiconcarried = "hud_flag_carried_blue.vtf" hudstatusicontobase = "hud_flag_home_l.vtf" elseif attackers == Team.kRed then hudstatusicondropped = "hud_flag_dropped_red.vtf" hudstatusiconhome = "hud_flag_home_red.vtf" hudstatusiconcarried = "hud_flag_carried_red.vtf" hudstatusicontobase = "hud_flag_home_r.vtf" elseif attackers == Team.kYellow then hudstatusicondropped = "hud_flag_dropped_yellow.vtf" hudstatusiconhome = "hud_flag_home_yellow.vtf" hudstatusiconcarried = "hud_flag_carried_yellow.vtf" hudstatusicontobase = "hud_flag_home_l.vtf" elseif attackers == Team.kGreen then hudstatusicondropped = "hud_flag_dropped_green.vtf" hudstatusiconhome = "hud_flag_home_green.vtf" hudstatusiconcarried = "hud_flag_carried_green.vtf" hudstatusicontobase = "hud_flag_home_r.vtf" end flag_hudstatusiconx = 4 flag_hudstatusicony = 42 flag_hudstatusiconw = 15 flag_hudstatusiconh = 15 flag_hudstatusiconalign = 3 text_hudstatusx = 0 text_hudstatusy = flag_hudstatusicony + 24 text_hudstatusalign = 4 local CPnumber = phase - 1 if _G[flagname].enabled == true then if flag:IsCarried() then AddHudText(player, "flag_carried_by", "#AD_FlagCarriedBy", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) AddHudText(player, "flag_carried_by2", carried_by, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0) AddHudIcon(player, hudstatusiconcarried, ( "cp_flag_c" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign ) elseif flag:IsDropped() and _G[flagname].status == 2 then if CPnumber > 0 then AddHudTextToAll("flag_return_text", "Flag will return to CP"..CPnumber.." in", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) else AddHudTextToAll("flag_return_text", "#AD_FlagReturnBase", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) end AddHudTimer(player, "flag_return_timer", current_timer + 1, -1, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign) AddHudIcon(player, hudstatusicondropped, ( "cp_flag_d" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign ) elseif _G[flagname].status == 0 then AddHudText(player, "flag_athome", "#AD_FlagIsAt", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) if CPnumber > 0 then AddHudText(player, "flag_athome2", "Capture Point "..CPnumber, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0) else AddHudText(player, "flag_athome2", "#AD_ASpawn", text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0) end AddHudIcon(player, hudstatusiconhome, ( "cp_flag_h" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign ) end else if CPnumber > 0 then AddHudText(player, "flag_tobase_text", "Flag will return to CP"..CPnumber.." in", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) else AddHudText(player, "flag_tobase_text", "#AD_FlagReturnBase", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) end AddHudTimer(player, "flag_tobase_timer", current_timer + 1, -1, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign) AddHudIcon(player, hudstatusicontobase, ( "cp_flag_h" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign ) end RemoveHudItem( player, "Zone_Team"..attackers ) RemoveHudItem( player, "Zone_Team"..defenders ) RemoveHudItem( player, "Zone_Phase"..attackers ) RemoveHudItem( player, "Zone_Phase"..defenders ) od_hudstatusiconx = -28 od_hudstatusicony = 38 od_hudstatusiconw = 24 od_hudstatusiconh = 24 od_hudstatusiconalign = 3 if player:GetTeamId() == attackers then AddHudIcon( player, "hud_offense.vtf", "Zone_Team"..attackers, od_hudstatusiconx, od_hudstatusicony, od_hudstatusiconw, od_hudstatusiconh, od_hudstatusiconalign ) AddHudIcon( player, "hud_cp_"..phase..".vtf", "Zone_Phase"..attackers, od_hudstatusiconx + 2, od_hudstatusicony + 2, 20, 20, od_hudstatusiconalign ) else AddHudIcon( player, "hud_defense.vtf", "Zone_Team"..defenders, od_hudstatusiconx, od_hudstatusicony, od_hudstatusiconw, od_hudstatusiconh, od_hudstatusiconalign ) AddHudIcon( player, "hud_cp_"..phase..".vtf", "Zone_Phase"..defenders, od_hudstatusiconx + 2, od_hudstatusicony + 2, 20, 20, od_hudstatusiconalign ) end end function update_hud() local flag = GetInfoScriptByName("cp"..phase.."_flag") local flagname = flag:GetName() --RemoveHudItemFromAll( "background" ) --AddHudIconToAll( "hud_statusbar_256_128.vtf", "background", -64, 32, 128, 70, 3 ) RemoveHudItemFromAll( "cp_flag_c" ) RemoveHudItemFromAll( "cp_flag_d" ) RemoveHudItemFromAll( "cp_flag_h" ) RemoveHudItemFromAll( "flag_tobase_timer" ) RemoveHudItemFromAll( "flag_tobase_text" ) RemoveHudItemFromAll( "flag_return_timer" ) RemoveHudItemFromAll( "flag_return_text" ) RemoveHudItemFromAll( "flag_carried_by" ) RemoveHudItemFromAll( "flag_carried_by2" ) RemoveHudItemFromAll( "flag_athome" ) RemoveHudItemFromAll( "flag_athome2" ) if attackers == Team.kBlue then hudstatusicondropped = "hud_flag_dropped_blue.vtf" hudstatusiconhome = "hud_flag_home_blue.vtf" hudstatusiconcarried = "hud_flag_carried_blue.vtf" hudstatusicontobase = "hud_flag_home_l.vtf" elseif attackers == Team.kRed then hudstatusicondropped = "hud_flag_dropped_red.vtf" hudstatusiconhome = "hud_flag_home_red.vtf" hudstatusiconcarried = "hud_flag_carried_red.vtf" hudstatusicontobase = "hud_flag_home_r.vtf" elseif attackers == Team.kYellow then hudstatusicondropped = "hud_flag_dropped_yellow.vtf" hudstatusiconhome = "hud_flag_home_yellow.vtf" hudstatusiconcarried = "hud_flag_carried_yellow.vtf" hudstatusicontobase = "hud_flag_home_l.vtf" elseif attackers == Team.kGreen then hudstatusicondropped = "hud_flag_dropped_green.vtf" hudstatusiconhome = "hud_flag_home_green.vtf" hudstatusiconcarried = "hud_flag_carried_green.vtf" hudstatusicontobase = "hud_flag_home_r.vtf" end flag_hudstatusiconx = 4 flag_hudstatusicony = 42 flag_hudstatusiconw = 15 flag_hudstatusiconh = 15 flag_hudstatusiconalign = 3 text_hudstatusx = 0 text_hudstatusy = flag_hudstatusicony + 24 text_hudstatusalign = 4 local CPnumber = phase - 1 if _G[flagname].enabled == true then if flag:IsCarried() then AddHudTextToAll("flag_carried_by", "#AD_FlagCarriedBy", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) AddHudTextToAll("flag_carried_by2", carried_by, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0) AddHudIconToAll( hudstatusiconcarried, ( "cp_flag_c" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign ) elseif flag:IsDropped() and _G[flagname].status == 2 then if CPnumber > 0 then AddHudTextToAll("flag_return_text", "Flag will return to CP"..CPnumber.." in", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) else AddHudTextToAll("flag_return_text", "#AD_FlagReturnBase", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) end AddHudTimerToAll("flag_return_timer", current_timer + 1, -1, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign) AddHudIconToAll( hudstatusicondropped, ( "cp_flag_d" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign ) elseif _G[flagname].status == 0 then AddHudTextToAll("flag_athome", "#AD_FlagIsAt", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) if CPnumber > 0 then AddHudTextToAll("flag_athome2", "Capture Point "..CPnumber, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0) else AddHudTextToAll("flag_athome2", "#AD_ASpawn", text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0) end AddHudIconToAll( hudstatusiconhome, ( "cp_flag_h" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign ) end else if CPnumber > 0 then AddHudTextToAll("flag_tobase_text", "Flag will return to CP"..CPnumber.." in", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) else AddHudTextToAll("flag_tobase_text", "#AD_FlagReturnBase", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) end AddHudTimerToAll("flag_tobase_timer", current_timer + 1, -1, text_hudstatusx, text_hudstatusy+8, text_hudstatusalign) AddHudIconToAll(hudstatusicontobase, ( "cp_flag_h" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign ) end RemoveHudItemFromAll( "Zone_Team"..attackers ) RemoveHudItemFromAll( "Zone_Team"..defenders ) RemoveHudItemFromAll( "Zone_Phase"..attackers ) RemoveHudItemFromAll( "Zone_Phase"..defenders ) od_hudstatusiconx = -28 od_hudstatusicony = 38 od_hudstatusiconw = 24 od_hudstatusiconh = 24 od_hudstatusiconalign = 3 AddHudIconToTeam( GetTeam(attackers), "hud_offense.vtf", "Zone_Team"..attackers, od_hudstatusiconx, od_hudstatusicony, od_hudstatusiconw, od_hudstatusiconh, od_hudstatusiconalign ) AddHudIconToTeam( GetTeam(attackers), "hud_cp_"..phase..".vtf", "Zone_Phase"..attackers, od_hudstatusiconx + 2, od_hudstatusicony + 2, 20, 20, od_hudstatusiconalign ) AddHudIconToTeam( GetTeam(defenders), "hud_defense.vtf", "Zone_Team"..defenders, od_hudstatusiconx, od_hudstatusicony, od_hudstatusiconw, od_hudstatusiconh, od_hudstatusiconalign ) AddHudIconToTeam( GetTeam(defenders), "hud_cp_"..phase..".vtf", "Zone_Phase"..defenders, od_hudstatusiconx + 2, od_hudstatusicony + 2, 20, 20, od_hudstatusiconalign ) end