-- base_turret handles some stuff for Respawn Turrets -- Custom target selection should be handled in your map's .lua -- file and not this one (so please do not mess with this file)! ---------------------------------------------------------------------------- -- Team assigned Respawn Turrets target players, dispensers, and sentryguns -- that are not on the Respawn Turrets team as well as players, dispensers, -- and sentryguns that are not on a team that is allied to the Respawn -- Turrets team ---------------------------------------------------------------------------- base_respawnturret = baseclass:new({ team = Team.kUnassigned }) -- Note: GetObjectsTeam only works on players, dispensers, and sentryguns so -- don't use it where an object could be anything except those 3 items -- Note: IsTeam1AlliedToTeam2 will return true if team1 is allied to team2 or -- if team1 is the same as team2 function base_respawnturret:validtarget( target_entity ) if self.team == target_entity:GetTeamId() and GetTeam(self.team):IsFFA() then return false end return not AreTeamsAllied(self.team, target_entity:GetTeamId()) end -- Turrets, by default, have a 2 second delay after they -- spot a target and before they're deployed (opened) function base_respawnturret:deploydelay( target_entity ) return 2.0 end ---------------------------------------------------------------------------- -- Generic Respawn Turret assigned to no team. ---------------------------------------------------------------------------- respawnturret = base_respawnturret:new({ team = Team.kUnassigned }) ---------------------------------------------------------------------------- -- Team assigned Respawn Turrets ---------------------------------------------------------------------------- respawnturret_blue = base_respawnturret:new({ team = Team.kBlue }) respawnturret_red = base_respawnturret:new({ team = Team.kRed }) respawnturret_yellow = base_respawnturret:new({ team = Team.kYellow }) respawnturret_green = base_respawnturret:new({ team = Team.kGreen })