-- base_teamplay.lua ----------------------------------------------------------------------------- -- base_teamplay handles stuff for "normal" maps so this stuff doesn't need -- to be replicated all over the place (like standard teamspawns, -- doors, bags, and such) ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- -- Globals ----------------------------------------------------------------------------- if POINTS_PER_CAPTURE == nil then POINTS_PER_CAPTURE = 10; end if FORTPOINTS_PER_CAPTURE == nil then FORTPOINTS_PER_CAPTURE = 1000; end if FORTPOINTS_PER_INITIALTOUCH == nil then FORTPOINTS_PER_INITIALTOUCH = 100; end if FLAG_RETURN_TIME == nil then FLAG_RETURN_TIME = 60; end if FLAG_THROW_SPEED == nil then FLAG_THROW_SPEED = 330; end redallowedmethod = function(self,player) return player:GetTeamId() == Team.kRed end blueallowedmethod = function(self,player) return player:GetTeamId() == Team.kBlue end yellowallowedmethod = function(self,player) return player:GetTeamId() == Team.kYellow end greenallowedmethod = function(self,player) return player:GetTeamId() == Team.kGreen end -- things for flags teamskins = {} teamskins[Team.kBlue] = 0 teamskins[Team.kRed] = 1 teamskins[Team.kYellow] = 2 teamskins[Team.kGreen] = 3 team_hudicons = {} team_hudicons[Team.kBlue] = "hud_flag_blue_new.vtf" team_hudicons[Team.kRed] = "hud_flag_red_new.vtf" team_hudicons[Team.kGreen] = "hud_flag_green_new.vtf" team_hudicons[Team.kYellow] = "hud_flag_yellow_new.vtf" ----------------------------------------------------------------------------- -- Player spawn: give full health, armor, and ammo ----------------------------------------------------------------------------- function player_spawn( player_entity ) local player = CastToPlayer( player_entity ) 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 ----------------------------------------------------------------------------- -- No builds: area where you can't build ----------------------------------------------------------------------------- nobuild = trigger_ff_script:new({}) function nobuild:onbuild( build_entity ) return EVENT_DISALLOWED end no_build = nobuild ----------------------------------------------------------------------------- -- No grens: area where grens won't explode ----------------------------------------------------------------------------- nogrens = trigger_ff_script:new({}) function nogrens:onexplode( explode_entity ) if IsGrenade( explode_entity ) then return EVENT_DISALLOWED end return EVENT_ALLOWED end no_grens = nogrens ----------------------------------------------------------------------------- -- No Fucking Annoyances ----------------------------------------------------------------------------- noannoyances = trigger_ff_script:new({}) function noannoyances:onbuild( build_entity ) return EVENT_DISALLOWED end function noannoyances:onexplode( explode_entity ) if IsGrenade( explode_entity ) then return EVENT_DISALLOWED end return EVENT_ALLOWED end function noannoyances:oninfect( infect_entity ) return EVENT_DISALLOWED end no_annoyances = noannoyances spawn_protection = noannoyances ----------------------------------------------------------------------------- -- Useful trigger definitions ----------------------------------------------------------------------------- -- team only triggers team_only_trigger = trigger_ff_script:new({ team = Team.kUnassigned, allow = true }) function team_only_trigger:allowed( allowed_entity ) if allowed_entity and IsPlayer(allowed_entity) and CastToPlayer(allowed_entity):GetTeamId() == self.team then return self.allow else return not self.allow end end -- triggers that allow any team except the given team not_team_only_trigger = team_only_trigger:new({allow = false}) -- allow only if on the team red_trigger = team_only_trigger:new({ team = Team.kRed }) blue_trigger = team_only_trigger:new({ team = Team.kBlue }) yellow_trigger = team_only_trigger:new({ team = Team.kYellow }) green_trigger = team_only_trigger:new({ team = Team.kGreen }) -- allow only if not on the team not_red_trigger = not_team_only_trigger:new({ team = Team.kRed }) not_blue_trigger = not_team_only_trigger:new({ team = Team.kBlue }) not_yellow_trigger = not_team_only_trigger:new({ team = Team.kYellow }) not_green_trigger = not_team_only_trigger:new({ team = Team.kGreen }) ----------------------------------------------------------------------------- -- Trigger_ff_clips ----------------------------------------------------------------------------- -- these block all players except the team the clip "belongs to" (clip_red blocks all players not on the red team) clip_blue = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamRed, ClipFlags.kClipTeamYellow, ClipFlags.kClipTeamGreen, ClipFlags.kClipAllNonPlayers} }) clip_red = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamBlue, ClipFlags.kClipTeamYellow, ClipFlags.kClipTeamGreen, ClipFlags.kClipAllNonPlayers} }) clip_yellow = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamBlue, ClipFlags.kClipTeamRed, ClipFlags.kClipTeamGreen, ClipFlags.kClipAllNonPlayers} }) clip_green = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamBlue, ClipFlags.kClipTeamRed, ClipFlags.kClipTeamYellow, ClipFlags.kClipAllNonPlayers} }) -- each of these block specific things block_buildables = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllBuildables, ClipFlags.kClipAllBuildableWeapons} }) block_buildablepathing = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllBuildables} }) block_buildableweapons = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllBuildableWeapons} }) block_spawnturrets = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllSpawnTurrets} }) block_nonplayers = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllNonPlayers} }) block_players = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllPlayers} }) block_backpacks = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllBackpacks} }) block_flags = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllInfoScripts} }) ----------------------------------------------------------------------------- -- Generic Backpack ----------------------------------------------------------------------------- genericbackpack = info_ff_script:new({ health = 0, armor = 0, grenades = 0, shells = 0, nails = 0, rockets = 0, cells = 0, detpacks = 0, mancannons = 0, gren1 = 0, gren2 = 0, respawntime = 5, model = "models/items/healthkit.mdl", materializesound = "Item.Materialize", touchsound = "HealthKit.Touch", notallowedmsg = "#FF_NOTALLOWEDPACK", touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen} }) function genericbackpack:dropatspawn() return false end function genericbackpack:precache( ) -- precache sounds PrecacheSound(self.materializesound) PrecacheSound(self.touchsound) -- precache models PrecacheModel(self.model) end function genericbackpack:touch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) 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 function genericbackpack:materialize( ) entity:EmitSound(self.materializesound) end ----------------------------------------------------------------------------- -- Health Kit (backpack-based) ----------------------------------------------------------------------------- healthkit = genericbackpack:new({ health = 25, model = "models/items/healthkit.mdl", materializesound = "Item.Materialize", respawntime = 20, touchsound = "HealthKit.Touch", botgoaltype = Bot.kBackPack_Health }) function healthkit:dropatspawn() return true end ----------------------------------------------------------------------------- -- Armor Kit (backpack-based) ----------------------------------------------------------------------------- armorkit = genericbackpack:new({ armor = 200, cells = 150, -- mirv: armour in 2fort/rock2/etc gives 150 cells too model = "models/items/armour/armour.mdl", materializesound = "Item.Materialize", touchsound = "ArmorKit.Touch", botgoaltype = Bot.kBackPack_Armor }) function armorkit:dropatspawn() return true end ----------------------------------------------------------------------------- -- Ammo Kit (backpack-based) ----------------------------------------------------------------------------- ammobackpack = genericbackpack:new({ grenades = 20, nails = 50, shells = 100, rockets = 15, cells = 70, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Ammo }) function ammobackpack:dropatspawn() return false end ----------------------------------------------------------------------------- -- bigpack -- has a bit of everything (excluding grens) (backpack-based) ----------------------------------------------------------------------------- bigpack = genericbackpack:new({ health = 150, armor = 200, grenades = 50, nails = 150, shells = 200, rockets = 100, cells = 200, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Ammo }) function bigpack:dropatspawn() return false end ----------------------------------------------------------------------------- -- Grenade Backpack ----------------------------------------------------------------------------- grenadebackpack = genericbackpack:new({ mancannons = 1, gren1 = 2, gren2 = 2, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", respawntime = 30, touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Grenades }) function grenadebackpack:dropatspawn() return false end ----------------------------------------------------------------------------- -- Door Triggers ----------------------------------------------------------------------------- respawndoor = trigger_ff_script:new({ team = Team.kUnassigned, allowdisguised=false }) function respawndoor:allowed( allowed_entity ) if IsPlayer( allowed_entity ) then local player = CastToPlayer( allowed_entity ) if player:GetTeamId() == self.team then return EVENT_ALLOWED end if self.allowdisguised then if player:IsDisguised() and player:GetDisguisedTeam() == self.team then return EVENT_ALLOWED end end end return EVENT_DISALLOWED end function respawndoor:onfailtouch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) BroadCastMessageToPlayer( player, "#FF_NOTALLOWEDDOOR" ) end end bluerespawndoor = respawndoor:new({ team = Team.kBlue }) redrespawndoor = respawndoor:new({ team = Team.kRed }) greenrespawndoor = respawndoor:new({ team = Team.kGreen }) yellowrespawndoor = respawndoor:new({ team = Team.kYellow }) ----------------------------------------------------------------------------- -- Elevator Triggers ----------------------------------------------------------------------------- elevator_trigger = respawndoor:new( {} ) function elevator_trigger:onfailtouch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) BroadCastMessageToPlayer( player, "#FF_NOTALLOWEDELEVATOR" ) end end blue_elevator_trigger = elevator_trigger:new({ team = Team.kBlue }) red_elevator_trigger = elevator_trigger:new({ team = Team.kRed }) green_elevator_trigger = elevator_trigger:new({ team = Team.kGreen }) yellow_elevator_trigger = elevator_trigger:new({ team = Team.kYellow }) ----------------------------------------------------------------------------- -- Spawn functions ----------------------------------------------------------------------------- redspawn = { validspawn = redallowedmethod } bluespawn = { validspawn = blueallowedmethod } greenspawn = { validspawn = greenallowedmethod } yellowspawn = { validspawn = yellowallowedmethod } -- aliases for people that like underscores red_spawn = redspawn; blue_spawn = bluespawn; green_spawn = greenspawn; yellow_spawn = yellowspawn blue_respawndoor = bluerespawndoor; red_respawndoor = redrespawndoor; green_respawndoor = greenrespawndoor; yellow_respawndoor = yellowrespawndoor ----------------------------------------------------------------------------- -- Capture Points ----------------------------------------------------------------------------- basecap = trigger_ff_script:new({ health = 100, armor = 300, grenades = 200, shells = 200, nails = 200, rockets = 200, cells = 200, detpacks = 1, mancannons = 1, gren1 = 4, gren2 = 4, item = "", team = 0, -- teampoints and fortpoints are defined as functions here for backwards compatibility (to always get the current value of the global variable) -- when defining capture points that inherit from basecap, teampoints and fortpoints can be set to numbers instead teampoints = function(cap, team) return POINTS_PER_CAPTURE end, fortpoints = function(cap, player) return FORTPOINTS_PER_CAPTURE end, botgoaltype = Bot.kFlagCap, }) bluerspawn = info_ff_script:new() 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 flag.status = 0 -- reward player for capture local fortpoints = (type(self.fortpoints) == "function" and self.fortpoints(self, player) or self.fortpoints) player:AddFortPoints(fortpoints, "#FF_FORTPOINTS_CAPTUREFLAG") -- reward player's team for capture local team = player:GetTeam() local teampoints = (type(self.teampoints) == "function" and self.teampoints(self, team) or self.teampoints) team:AddScore(teampoints) LogLuaEvent(player:GetId(), 0, "flag_capture","flag_name",flag:GetName()) -- show on the deathnotice board ObjectiveNotice( player, "captured the flag" ) -- clear the objective icon UpdateObjectiveIcon( player, nil ) -- Remove any hud icons RemoveHudItem( player, flag:GetName() ) -- return the flag flag:Return() --Cappin cures what ails ya player:RemoveEffect(EF.kOnfire) player:RemoveEffect(EF.kConc) player:RemoveEffect(EF.kGas) player:RemoveEffect(EF.kInfect) player:RemoveEffect(EF.kRadiotag) player:RemoveEffect(EF.kTranq) player:RemoveEffect(EF.kLegshot) player:RemoveEffect(EF.kRadiotag) -- 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 ----------------------------------------------------------------------------- -- Flag -- status: 0 = home, 1 = carried, 2 = dropped ----------------------------------------------------------------------------- baseflag = info_ff_script:new({ name = "base flag", team = 0, model = "models/flag/flag.mdl", tosssound = "Flag.Toss", modelskin = 1, dropnotouchtime = 2, capnotouchtime = 2, botgoaltype = Bot.kFlag, status = 0, hudicon = "", hudx = 5, hudy = 114, hudalign = 1, hudstatusiconalign = 2, hudstatusicon = "", hudstatusiconx = 0, hudstatusicony = 0, hudstatusiconw = 50, hudstatusiconh = 50, allowdrop = true, droppedlocation = "", carriedby = "", flagtoss = false, touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen} }) function baseflag:precache() PrecacheSound(self.tosssound) PrecacheSound("yourteam.flagstolen") PrecacheSound("otherteam.flagstolen") PrecacheSound("yourteam.drop") PrecacheSound("otherteam.drop") PrecacheSound("yourteam.flagreturn") PrecacheSound("otherteam.flagreturn") PrecacheSound("yourteam.flagcap") PrecacheSound("otherteam.flagcap") info_ff_script.precache(self) 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 self:refreshStatusIcons(flag:GetName()) flag:StartTrail(self.team) end function baseflag:addnotouch(player_id, duration) self.notouch[player_id] = duration AddSchedule(self.name .. "-" .. player_id, duration, self.removenotouch, self, player_id) end function baseflag.removenotouch(self, player_id) self.notouch[player_id] = nil end function baseflag:touch( touch_entity ) local player = CastToPlayer( touch_entity ) -- pickup if they can if self.notouch[player:GetId()] then return; end if player:GetTeamId() ~= self.team then -- let the teams know that the flag was picked up SmartSound(player, "yourteam.flagstolen", "yourteam.flagstolen", "otherteam.flagstolen") RandomFlagTouchSpeak( player ) SmartMessage(player, "#FF_YOUPICKUP", "#FF_TEAMPICKUP", "#FF_OTHERTEAMPICKUP", Color.kGreen, Color.kGreen, Color.kRed) -- if the player is a spy, then force him to lose his disguise player:SetDisguisable( false ) -- if the player is a spy, then force him to lose his cloak player:SetCloakable( false ) -- note: this seems a bit backwards (Pickup verb fits Player better) local flag = CastToInfoScript(entity) flag:Pickup(player) AddHudIcon( player, self.hudicon, flag:GetName(), self.hudx, self.hudy, self.hudwidth, self.hudheight, self.hudalign ) -- show on the deathnotice board --ObjectiveNotice( player, "grabbed the flag" ) -- 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()); local team = nil -- get team as a lowercase string if player:GetTeamId() == Team.kBlue then team = "blue" end if player:GetTeamId() == Team.kRed then team = "red" end if player:GetTeamId() == Team.kGreen then team = "green" end if player:GetTeamId() == Team.kYellow then team = "yellow" end -- objective icon pointing to the cap UpdateObjectiveIcon( player, GetEntityByName( team.."_cap" ) ) -- 100 points for initial touch on flag if self.status == 0 then player:AddFortPoints(FORTPOINTS_PER_INITIALTOUCH, "#FF_FORTPOINTS_INITIALTOUCH") end self.status = 1 self.carriedby = player:GetName() self:refreshStatusIcons(flag:GetName()) end end function baseflag: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() ) self.status = 2 self.carriedby = "" self.droppedlocation = player:GetLocation() self:refreshStatusIcons(flag:GetName()) -- clear the objective icon UpdateObjectiveIcon( player, nil ) 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 self.carriedby = "" self.droppedlocation = player:GetLocation() self:refreshStatusIcons(flag:GetName()) -- clear the objective icon UpdateObjectiveIcon( player, nil ) 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 self.carriedby = "" self.droppedlocation = player:GetLocation() self:refreshStatusIcons(flag:GetName()) -- clear the objective icon UpdateObjectiveIcon( player, nil ) end function baseflag:ondrop( owner_entity ) local player = CastToPlayer( owner_entity ) -- let the teams know that the flag was dropped SmartSound(player, "yourteam.drop", "yourteam.drop", "otherteam.drop") SmartMessage(player, "#FF_YOUDROP", "#FF_TEAMDROP", "#FF_OTHERTEAMDROP", Color.kYellow, Color.kYellow, Color.kYellow) local flag = CastToInfoScript(entity) --Log a toss if drop was intentional. Otherwise, drop if self.flagtoss == true then LogLuaEvent(player:GetId(), 0, "flag_thrown","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()); self.flagtoss = false else LogLuaEvent(player:GetId(), 0, "flag_dropped", "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) )); end flag:EmitSound(self.tosssound) end function baseflag:onloseitem( owner_entity ) local flag = CastToInfoScript( entity ) -- let the player that lost the flag put on a disguise local player = CastToPlayer( owner_entity ) player:SetDisguisable(true) -- let player cloak if he can player:SetCloakable( true ) self.status = 0 --For some reason, the flag won't register as home when captured, unless I do this. self.carriedby = "" self:refreshStatusIcons(flag:GetName()) self:addnotouch(player:GetId(), self.capnotouchtime) 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) self.status = 2 self.carriedby = "" self.droppedlocation = player:GetLocation() self:refreshStatusIcons(flag:GetName()) -- clear the objective icon UpdateObjectiveIcon( player, nil ) 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 ) LogLuaEvent(0, 0, "flag_returned","flag_name",flag:GetName()); RemoveHudItemFromAll( flag:GetName() .. "location" ) self.status = 0 self.droppedlocation = "" self:refreshStatusIcons(flag:GetName()) end function baseflag:hasanimation() return true end function baseflag:gettouchsize( mins, maxs ) mins.x = mins.x * 1.50 mins.y = mins.y * 1.50 maxs.x = maxs.x * 1.50 maxs.y = maxs.y * 1.50 mins.z = 0 maxs.z = maxs.z * 0.80 end function baseflag:getphysicssize( mins, maxs ) mins.x = mins.x / 2 mins.y = mins.y / 2 maxs.x = maxs.x / 2 maxs.y = maxs.y / 2 mins.z = 0 maxs.z = 1 end function baseflag:getbloatsize() return 0 end --All your flag HUD status needs in a convenient package (sort of) function baseflag:refreshStatusIcons(flagname) RemoveHudItemFromAll( flagname .. "_status" ) RemoveHudItemFromAll( flagname .. "location" ) RemoveHudItemFromAll( flagname .. "carrier" ) RemoveHudItemFromAll( flagname .. "timer" ) if self.status == 1 then AddHudTextToAll( flagname .. "carrier", self.carriedby, self.hudstatusiconx, (self.hudstatusicony + self.hudstatusiconh), self.hudstatusiconalign ) AddHudIconToAll( self.hudstatusiconcarried, ( flagname .. "_status" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign ) elseif self.status == 2 then AddHudTextToAll( flagname .. "location", self.droppedlocation, self.hudstatusiconx + 24, (self.hudstatusicony + self.hudstatusiconh), self.hudstatusiconalign ) AddHudTimerToAll( flagname .. "timer", FLAG_RETURN_TIME, -1, self.hudstatusiconx, (self.hudstatusicony + self.hudstatusiconh), self.hudstatusiconalign ) AddHudIconToAll( self.hudstatusicondropped, ( flagname .. "_status" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign ) else AddHudIconToAll( self.hudstatusiconhome, ( flagname .. "_status" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign ) end end ----------------------------------------------------------------------------- --flaginfo, basic version. If you override flaginfo in a map's lua, call this to get default functionality. ----------------------------------------------------------------------------- function flaginfo_base( player_entity ) local player = CastToPlayer( player_entity ) local flag = GetInfoScriptByName("blue_flag") if flag then local flagname = flag:GetName() RemoveHudItem( player, flagname .. "_status" ) RemoveHudItem( player, "blue_flagcarrier" ) RemoveHudItem( player, "blue_flaglocation" ) if flag:IsCarried() then AddHudText( player, "blue_flagcarrier", blue_flag.carriedby, blue_flag.hudstatusiconx, (blue_flag.hudstatusicony + blue_flag.hudstatusiconh), blue_flag.hudstatusiconalign ) AddHudIcon( player, blue_flag.hudstatusiconcarried, ( flagname .. "_status" ), blue_flag.hudstatusiconx, blue_flag.hudstatusicony, blue_flag.hudstatusiconw, blue_flag.hudstatusiconh, blue_flag.hudstatusiconalign ) elseif flag:IsDropped() then AddHudText( player, "blue_flaglocation", blue_flag.droppedlocation, blue_flag.hudstatusiconx + 24, (blue_flag.hudstatusicony + blue_flag.hudstatusiconh), blue_flag.hudstatusiconalign ) AddHudIcon( player, blue_flag.hudstatusicondropped, ( flagname .. "_status" ), blue_flag.hudstatusiconx, blue_flag.hudstatusicony, blue_flag.hudstatusiconw, blue_flag.hudstatusiconh, blue_flag.hudstatusiconalign ) else AddHudIcon( player, blue_flag.hudstatusiconhome, ( flagname .. "_status" ), blue_flag.hudstatusiconx, blue_flag.hudstatusicony, blue_flag.hudstatusiconw, blue_flag.hudstatusiconh, blue_flag.hudstatusiconalign ) end end local flag = GetInfoScriptByName("red_flag") if flag then local flagname = flag:GetName() RemoveHudItem( player, flagname .. "_status" ) RemoveHudItem( player, "red_flagcarrier" ) RemoveHudItem( player, "red_flaglocation" ) if flag:IsCarried() then AddHudText( player, "red_flagcarrier", red_flag.carriedby, red_flag.hudstatusiconx, (red_flag.hudstatusicony + red_flag.hudstatusiconh), red_flag.hudstatusiconalign ) AddHudIcon( player, red_flag.hudstatusiconcarried, ( flagname .. "_status" ), red_flag.hudstatusiconx, red_flag.hudstatusicony, red_flag.hudstatusiconw, red_flag.hudstatusiconh, red_flag.hudstatusiconalign ) elseif flag:IsDropped() then AddHudText( player, "red_flaglocation", red_flag.droppedlocation, red_flag.hudstatusiconx + 24, (red_flag.hudstatusicony + red_flag.hudstatusiconh), red_flag.hudstatusiconalign ) AddHudIcon( player, red_flag.hudstatusicondropped, ( flagname .. "_status" ), red_flag.hudstatusiconx, red_flag.hudstatusicony, red_flag.hudstatusiconw, red_flag.hudstatusiconh, red_flag.hudstatusiconalign ) else AddHudIcon( player, red_flag.hudstatusiconhome, ( flagname .. "_status" ), red_flag.hudstatusiconx, red_flag.hudstatusicony, red_flag.hudstatusiconw, red_flag.hudstatusiconh, red_flag.hudstatusiconalign ) end end local flag = GetInfoScriptByName("yellow_flag") if flag then local flagname = flag:GetName() RemoveHudItem( player, flagname .. "_status" ) RemoveHudItem( player, "yellow_flagcarrier" ) RemoveHudItem( player, "yellow_flaglocation" ) if flag:IsCarried() then AddHudText( player, "yellow_flagcarrier", yellow_flag.carriedby, yellow_flag.hudstatusiconx, (yellow_flag.hudstatusicony + yellow_flag.hudstatusiconh), yellow_flag.hudstatusiconalign ) AddHudIcon( player, yellow_flag.hudstatusiconcarried, ( flagname .. "_status" ), yellow_flag.hudstatusiconx, yellow_flag.hudstatusicony, yellow_flag.hudstatusiconw, yellow_flag.hudstatusiconh, yellow_flag.hudstatusiconalign ) elseif flag:IsDropped() then AddHudText( player, "yellow_flaglocation", yellow_flag.droppedlocation, yellow_flag.hudstatusiconx + 24, (yellow_flag.hudstatusicony + yellow_flag.hudstatusiconh), yellow_flag.hudstatusiconalign ) AddHudIcon( player, yellow_flag.hudstatusicondropped, ( flagname .. "_status" ), yellow_flag.hudstatusiconx, yellow_flag.hudstatusicony, yellow_flag.hudstatusiconw, yellow_flag.hudstatusiconh, yellow_flag.hudstatusiconalign ) else AddHudIcon( player, yellow_flag.hudstatusiconhome, ( flagname .. "_status" ), yellow_flag.hudstatusiconx, yellow_flag.hudstatusicony, yellow_flag.hudstatusiconw, yellow_flag.hudstatusiconh, yellow_flag.hudstatusiconalign ) end end local flag = GetInfoScriptByName("green_flag") if flag then local flagname = flag:GetName() RemoveHudItem( player, flagname .. "_status" ) RemoveHudItem( player, "green_flagcarrier" ) RemoveHudItem( player, "green_flaglocation" ) if flag:IsCarried() then AddHudText( player, "green_flagcarrier", green_flag.carriedby, green_flag.hudstatusiconx, (green_flag.hudstatusicony + green_flag.hudstatusiconh), green_flag.hudstatusiconalign ) AddHudIcon( player, green_flag.hudstatusiconcarried, ( flagname .. "_status" ), green_flag.hudstatusiconx, green_flag.hudstatusicony, green_flag.hudstatusiconw, green_flag.hudstatusiconh, green_flag.hudstatusiconalign ) elseif flag:IsDropped() then AddHudText( player, "green_flaglocation", green_flag.droppedlocation, green_flag.hudstatusiconx + 24, (green_flag.hudstatusicony + green_flag.hudstatusiconh), green_flag.hudstatusiconalign ) AddHudIcon( player, green_flag.hudstatusicondropped, ( flagname .. "_status" ), green_flag.hudstatusiconx, green_flag.hudstatusicony, green_flag.hudstatusiconw, green_flag.hudstatusiconh, green_flag.hudstatusiconalign ) else AddHudIcon( player, green_flag.hudstatusiconhome, ( flagname .. "_status" ), green_flag.hudstatusiconx, green_flag.hudstatusicony, green_flag.hudstatusiconw, green_flag.hudstatusiconh, green_flag.hudstatusiconalign ) end end end ----------------------------------------------------------------------------- -- Dettable triggers. Use this to make triggers that respond to a detpack explosion. ----------------------------------------------------------------------------- detpack_trigger = trigger_ff_script:new({ team = Team.kUnassigned, team_name = "neutral" }) function detpack_trigger:onexplode( explosion_entity ) if IsDetpack( explosion_entity ) then local detpack = CastToDetpack( explosion_entity ) if detpack:GetTeamId() ~= self.team then -- Generic 'trigger' output for use with logic_ entities. OutputEvent( self.team_name .. "_det_relay", "trigger" ) end end return EVENT_ALLOWED end red_detpack_trigger = detpack_trigger:new({ team = Team.kRed, team_name = "red" }) blue_detpack_trigger = detpack_trigger:new({ team = Team.kBlue, team_name = "blue" }) green_detpack_trigger = detpack_trigger:new({ team = Team.kGreen, team_name = "green" }) yellow_detpack_trigger = detpack_trigger:new({ team = Team.kYellow, team_name = "yellow" }) ----------------------------------------------------------------------------- -- backpack entity setup ----------------------------------------------------------------------------- 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}) end blue_healthkit, blue_armorkit, blue_ammobackpack, blue_bigpack, blue_grenadebackpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kBlue}) red_healthkit, red_armorkit, red_ammobackpack, red_bigpack ,red_grenadebackpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kRed}) yellow_healthkit, yellow_armorkit, yellow_ammobackpack, yellow_bigpack, yellow_grenadebackpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kYellow}) green_healthkit, green_armorkit, green_ammobackpack, green_bigpack, green_grenadebackpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kGreen}) ----------------------------------------------------------------------------- -- plays random flag touched sounds to avoid repetition -- use instead of: SmartSpeak(player, "CTF_YOUGOTFLAG", "CTF_GOTFLAG", "CTF_LOSTFLAG") ----------------------------------------------------------------------------- function RandomFlagTouchSpeak( player ) local rnd = RandomInt(1,4) if rnd == 1 then SmartSpeak(player, "CTF_YOUGOTFLAG", "CTF_GOTFLAG", "CTF_LOSTFLAG") elseif rnd == 2 then SmartSpeak(player, "CTF_YOUGOTFLAG2", "CTF_GOTFLAG2", "CTF_LOSTFLAG2") elseif rnd == 3 then SmartSpeak(player, "CTF_YOUGOTFLAG3", "CTF_GOTFLAG3", "CTF_LOSTFLAG3") else SmartSpeak(player, "CTF_YOUGOTFLAG4", "CTF_GOTFLAG4", "CTF_LOSTFLAG4") end end