-- ff_openfire.lua -- based on aardvark 15/09/07 ----------------------------------------------------------------------------- -- includes ----------------------------------------------------------------------------- IncludeScript("base_shutdown"); IncludeScript("base_location"); ----------------------------------------------------------------------------- -- global overrides ----------------------------------------------------------------------------- POINTS_PER_CAPTURE = 10; FLAG_RETURN_TIME = 60; SECURITY_LENGTH = 30; ----------------------------------------------------------------------------- -- unique openfire locations ----------------------------------------------------------------------------- location_redspawn = location_info:new({ text = "Respawn", team = Team.kRed }) location_redsec = location_info:new({ text = "Fire Control", team = Team.kRed }) location_redfr = location_info:new({ text = "Flag Room", team = Team.kRed }) location_redwater = location_info:new({ text = "Perilous Passage", team = Team.kRed }) location_redfrontdoor = location_info:new({ text = "Front Door Corridor", team = Team.kRed }) location_redbalcony = location_info:new({ text = "Balcony", team = Team.kRed }) location_bluespawn = location_info:new({ text = "Respawn", team = Team.kBlue }) location_bluesec = location_info:new({ text = "Fire Control", team = Team.kBlue }) location_bluefr = location_info:new({ text = "Flag Room", team = Team.kBlue }) location_bluewater = location_info:new({ text = "Perilous Passage", team = Team.kBlue }) location_bluefrontdoor = location_info:new({ text = "Front Door Corridor", team = Team.kBlue }) location_bluebalcony = location_info:new({ text = "Balcony", team = Team.kBlue }) location_midmap = location_info:new({ text = "Outside", team = NO_TEAM }) ----------------------------------------------------------------------------- -- bagless resupply ----------------------------------------------------------------------------- aardvarkresup = trigger_ff_script:new({ team = Team.kUnassigned }) function aardvarkresup:ontouch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) if player:GetTeamId() == self.team then player:AddHealth( 400 ) player:AddArmor( 400 ) player:AddAmmo( Ammo.kNails, 400 ) player:AddAmmo( Ammo.kShells, 400 ) player:AddAmmo( Ammo.kRockets, 400 ) player:AddAmmo( Ammo.kCells, 400 ) end end end blue_aardvarkresup = aardvarkresup:new({ team = Team.kBlue }) red_aardvarkresup = aardvarkresup:new({ team = Team.kRed }) ----------------------------------------------------------------------------- -- security ----------------------------------------------------------------------------- red_aardvarksec = red_security_trigger:new() blue_aardvarksec = blue_security_trigger:new() -- utility function for getting the name of the opposite team, -- where team is a string, like "red" local function get_opposite_team(team) if team == "red" then return "blue" else return "red" end end local security_off_base = security_off function security_off( team ) security_off_base( team ) OpenDoor(team.."_aardvarkdoorhack") local opposite_team = get_opposite_team(team) OutputEvent("sec_"..opposite_team.."_slayer", "Disable") AddSchedule("secup10"..team, SECURITY_LENGTH - 10, function() BroadCastMessage("#FF_"..team:upper().."_SEC_10") end) end local security_on_base = security_on function security_on( team ) security_on_base( team ) CloseDoor(team.."_aardvarkdoorhack") local opposite_team = get_opposite_team(team) OutputEvent("sec_"..opposite_team.."_slayer", "Enable") end ----------------------------------------------------------------------------- -- lasers and respawn shields ----------------------------------------------------------------------------- blue_slayer = not_red_trigger:new() red_slayer = not_blue_trigger:new() sec_blue_slayer = not_red_trigger:new() sec_red_slayer = not_blue_trigger:new() ----------------------------------------------------------------------------- -- custom openfire pack ----------------------------------------------------------------------------- aardvarkpack = genericbackpack:new({ health = 50, armor = 50, grenades = 400, nails = 400, shells = 400, rockets = 400, cells = 130, respawntime = 8, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Ammo }) function aardvarkpack:dropatspawn() return false end ----------------------------------------------------------------------------- -- backpack entity setup (modified for aardvarkpack) ----------------------------------------------------------------------------- function build_backpacks(tf) return healthkit:new({touchflags = tf}), armorkit:new({touchflags = tf}), ammobackpack:new({touchflags = tf}), bigpack:new({touchflags = tf}), grenadebackpack:new({touchflags = tf}), aardvarkpack:new({touchflags = tf}) end blue_healthkit, blue_armorkit, blue_ammobackpack, blue_bigpack, blue_grenadebackpack, blue_aardvarkpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kBlue}) red_healthkit, red_armorkit, red_ammobackpack, red_bigpack ,red_grenadebackpack, red_aardvarkpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kRed}) yellow_healthkit, yellow_armorkit, yellow_ammobackpack, yellow_bigpack, yellow_grenadebackpack, yellow_aardvarkpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kYellow}) green_healthkit, green_armorkit, green_ammobackpack, green_bigpack, green_grenadebackpack, green_aardvarkpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kGreen}) ----------------------------------------------------------------------------- -- SPAWNS ----------------------------------------------------------------------------- red_o_only = function(self,player) return ((player:GetTeamId() == Team.kRed) and ((player:GetClass() == Player.kScout) or (player:GetClass() == Player.kMedic) or (player:GetClass() == Player.kSpy) or (player:GetClass() == Player.kSniper))) end red_d_only = function(self,player) return ((player:GetTeamId() == Team.kRed) and (((player:GetClass() == Player.kScout) == false) and ((player:GetClass() == Player.kMedic) == false) and ((player:GetClass() == Player.kSpy) == false) and ((player:GetClass() == Player.kSniper) == false))) end redspawn_balc = { validspawn = red_o_only } redspawn_fr = { validspawn = red_d_only } blue_o_only = function(self,player) return ((player:GetTeamId() == Team.kBlue) and ((player:GetClass() == Player.kScout) or (player:GetClass() == Player.kMedic) or (player:GetClass() == Player.kSpy) or (player:GetClass() == Player.kSniper))) end blue_d_only = function(self,player) return ((player:GetTeamId() == Team.kBlue) and (((player:GetClass() == Player.kScout) == false) and ((player:GetClass() == Player.kMedic) == false) and ((player:GetClass() == Player.kSpy) == false) and ((player:GetClass() == Player.kSniper) == false))) end bluespawn_balc = { validspawn = blue_o_only } bluespawn_fr = { validspawn = blue_d_only }