-- base_ad.lua -- Attack / Defend gametype ----------------------------------------------------------------------------- -- includes ----------------------------------------------------------------------------- IncludeScript("base_teamplay") ----------------------------------------------------------------------------- -- globals ----------------------------------------------------------------------------- if NUM_PHASES == nil then NUM_PHASES = 3; end if INITIAL_ROUND_LENGTH == nil then INITIAL_ROUND_LENGTH = 90 POINTS_PER_CAPTURE = 25 POINTS_PER_PERIOD = 1 POSTCAP_TIMER = 2 if ATTACKERS == nil then ATTACKERS = Team.kBlue; end if DEFENDERS == nil then DEFENDERS = Team.kRed; end --if MAP_LENGTH == nil then MAP_LENGTH = 1436; end -- 23 minutes 56 seconds, 4 seconds less than the default timelimit of 24 minutes. if ATTACKERS_OBJECTIVE_ENTITY == nil then ATTACKERS_OBJECTIVE_ENTITY = nil end INITIAL_FUSE_TIMER = 80 BLOW_CP1_ROUTE_TIMER = 300 BLOW_CP2_ROUTE_TIMER = 780 allow_win = true phase = 1 current_timer = 0 carried_by = nil function startup( ) SetGameDescription( "Attack Defend" ) -- 4 seconds less than mp_timelimit, just as was the case when it was fixed (I assume it always takes 4 seconds to initialise?) MAP_LENGTH = (60 * GetConvar( "mp_timelimit" )) - 4; PERIOD_TIME = MAP_LENGTH * POINTS_PER_PERIOD / 100; -- set up team limit -- disable all teams for i = Team.kBlue, Team.kGreen do local team = GetTeam( i ) if i then team:SetPlayerLimit( -1 ) end end -- then re-enable attackers/defenders local team = GetTeam( ATTACKERS ) team:SetPlayerLimit( 0 ) team:SetClassLimit( Player.kCivilian, -1 ) local team = GetTeam( DEFENDERS ) team:SetPlayerLimit( 0 ) team:SetClassLimit( Player.kCivilian, -1 ) team:SetClassLimit(Player.kScout, -1) -- Should this be map specific? SetTeamName( ATTACKERS, "#FF_Attackers") SetTeamName( DEFENDERS, "#FF_Defenders" ) -- start the timer for the points AddScheduleRepeating( "addpoints", PERIOD_TIME, addpoints ) setup_door_timer( "cp1_gate", INITIAL_ROUND_LENGTH ) setup_map_timers() allow_win = true cp1_flag.enabled = true cp1_flag.team = ATTACKERS for i,v in ipairs({"cp1_flag", "cp2_flag", "cp3_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 -- Remove future phase flags flag_remove( "cp2_flag" ) flag_remove( "cp3_flag" ) -- add map initialise stuff. Needs to be done via lua for synchronisation AddSchedule("blow_first_gate", INITIAL_FUSE_TIMER, blow_first_gate ) AddSchedule("blow_cp1_extra_route", BLOW_CP1_ROUTE_TIMER, blow_cp1_extra_route ) AddSchedule("blow_cp2_extra_route", BLOW_CP2_ROUTE_TIMER, blow_cp2_extra_route ) ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" ) UpdateTeamObjectiveIcon( GetTeam(ATTACKERS), ATTACKERS_OBJECTIVE_ENTITY ) UpdateTeamObjectiveIcon( GetTeam(DEFENDERS), ATTACKERS_OBJECTIVE_ENTITY ) end function blow_first_gate( ) OutputEvent( "fuse01", "StartForward" ) -- delay of 80 secs end function blow_cp1_extra_route( ) OutputEvent( "cp1_extraroute", "Break" ) -- delay of 300 secs end function blow_cp2_extra_route( ) OutputEvent( "cp2_extraroute", "Break" ) -- delay of 780 secs end ----------------------------------------- -- Remove a flag by name ----------------------------------------- function flag_remove( flag_name ) local flag = GetInfoScriptByName( flag_name ) if flag then flag:Remove() _G[flag_name].enabled = false end end ----------------------------------------- -- Restore a flag by name ----------------------------------------- function flag_restore( flag_name ) local flag = GetInfoScriptByName( flag_name ) if flag then flag:Restore() _G[flag_name].enabled = true end end ----------------------------------------- -- ----------------------------------------- function player_spawn( player_entity ) local player = CastToPlayer( player_entity ) player:AddHealth( 400 ) player:AddArmor( 400 ) -- Remove stuff player:RemoveAmmo( Ammo.kNails, 400 ) player:RemoveAmmo( Ammo.kShells, 400 ) player:RemoveAmmo( Ammo.kRockets, 400 ) player:RemoveAmmo( Ammo.kCells, 400 ) player:RemoveAmmo( Ammo.kGren2, 4 ) -- Add items (similar to both teams) player:AddAmmo( Ammo.kShells, 200 ) player:AddAmmo( Ammo.kRockets, 30 ) player:AddAmmo( Ammo.kNails, 200 ) -- Defenders get... if player:GetTeamId() == DEFENDERS then -- Player is at full armor now, so we can -- easily reduce by some percent -- but were not going to because -- theres no reason to do so -- player:RemoveArmor( ( player:GetArmor() * .25 ) ) player:RemoveAmmo( Ammo.kGren1, 4 ) player:AddAmmo( Ammo.kCells, 200 ) elseif player:GetTeamId() == ATTACKERS then -- Attackers get... player:AddAmmo( Ammo.kCells, 200 ) end -- if player:GetTeamId() == ATTACKERS then UpdateObjectiveIcon( player, ATTACKERS_OBJECTIVE_ENTITY ) -- elseif player:GetTeamId() == DEFENDERS then -- UpdateObjectiveIcon( player, nil ) -- end end function addpoints( ) local team = GetTeam( DEFENDERS ) team:AddScore( POINTS_PER_PERIOD ) end ----------------------------------------- -- base flag ----------------------------------------- -- default base_ad_flag = baseflag:new({ modelskin = teamskins[ATTACKERS], name = "base_ad_flag", team = ATTACKERS, phase = 1, hudicon = team_hudicons[ATTACKERS], touchflags = {AllowFlags.kOnlyPlayers, AllowFlags.kBlue, AllowFlags.kGreen, AllowFlags.kYellow} }) -- if ATTACKERS == Team.kRed then -- ConsoleToAll("Setting up RED ATTACKERS FLAG") -- base_ad_flag.hudicon = "hud_flag_red.vtf" -- base_ad_flag.touchflags = {AllowFlags.kOnlyPlayers, AllowFlags.kRed} -- elseif ATTACKERS == Team.kGreen then -- ConsoleToAll("Setting up GREEN ATTACKERS FLAG") -- base_ad_flag.hudicon = "hud_flag_green.vtf" -- base_ad_flag.touchflags = {AllowFlags.kOnlyPlayers, AllowFlags.kGreen} -- elseif ATTACKERS == Team.kBlue then -- ConsoleToAll("Setting up BLUE ATTACKERS FLAG") -- base_ad_flag.hudicon = "hud_flag_blue.vtf" -- base_ad_flag.touchflags = {AllowFlags.kOnlyPlayers, AllowFlags.kBlue} -- elseif ATTACKERS == Team.kYellow then -- ConsoleToAll("Setting up Yellow ATTACKERS FLAG") -- base_ad_flag.hudicon = "hud_flag_yellow.vtf" -- base_ad_flag.touchflags = {AllowFlags.kOnlyPlayers, AllowFlags.kYellow} -- end end function base_ad_flag:dropitemcmd( owner_entity ) -- DO NOTHING! -- -- throw the flag -- local flag = CastToInfoScript(entity) -- flag:Drop(FLAG_RETURN_TIME, FLAG_THROW_SPEED) -- -- if IsPlayer( owner_entity ) then -- local player = CastToPlayer( owner_entity ) -- player:RemoveEffect( EF.kSpeedlua1 ) -- -- -- Remove any hud icons with identifier "base_ad_flag" -- RemoveHudItem( player, "base_ad_flag" ) -- end end function base_ad_flag:touch( touch_entity ) -- should only respond to players if (IsPlayer(touch_entity) == false) then return end local player = CastToPlayer(touch_entity) local teamId = player:GetTeamId() -- pickup if they can if self.notouch then if self.notouch[player:GetId()] then return; end end if teamId == ATTACKERS and phase == self.phase then if phase == 1 then --BroadCastMessageToPlayer(player, "#FF_AD_TAKE1") SmartMessage(player, "#FF_AD_TAKE1", "#FF_TEAMPICKUP", "#FF_OTHERTEAMPICKUP", Color.kGreen, Color.kGreen, Color.kRed) elseif phase == 2 then --BroadCastMessageToPlayer(player, "#FF_AD_TAKE2") SmartMessage(player, "#FF_AD_TAKE2", "#FF_TEAMPICKUP", "#FF_OTHERTEAMPICKUP", Color.kGreen, Color.kGreen, Color.kRed) else --BroadCastMessageToPlayer(player, "#FF_AD_TAKE3") SmartMessage(player, "#FF_AD_TAKE3", "#FF_TEAMPICKUP", "#FF_OTHERTEAMPICKUP", Color.kGreen, Color.kGreen, Color.kRed) end SmartSound(player, "yourteam.flagstolen", "yourteam.flagstolen", "otherteam.flagstolen") RandomFlagTouchSpeak( player ) -- have player pick up the flag and lose his disguise (for spy class) local flag = CastToInfoScript( entity ) if flag ~= nil then flag:Pickup( player) player:AddEffect( EF.kSpeedlua1, -1, 0, 0.65 ) player:SetDisguisable( false ) -- if the player is a spy, then force him to lose his cloak player:SetCloakable( false ) self.hudicon = team_hudicons[ATTACKERS] -- Add hud icon to show we're carrying the flag AddHudIcon( player, self.hudicon, flag:GetName(), self.hudx, self.hudy, self.hudstatusiconw, self.hudstatusiconh, self.hudalign ) -- change objective icons ATTACKERS_OBJECTIVE_ENTITY = player UpdateTeamObjectiveIcon( GetTeam(ATTACKERS), ATTACKERS_OBJECTIVE_ENTITY ) UpdateTeamObjectiveIcon( GetTeam(DEFENDERS), ATTACKERS_OBJECTIVE_ENTITY ) UpdateObjectiveIcon( player, GetEntityByName( "cp"..self.phase.."_cap" ) ) 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()); -- show on the deathnotice board --ObjectiveNotice( player, "grabbed the flag" ) carried_by = player:GetName() destroy_return_timer() update_hud() end end end function base_ad_flag:onownerdie( owner_entity ) if IsPlayer( owner_entity ) then local player = CastToPlayer( owner_entity ) player:RemoveEffect( EF.kSpeedlua1 ) player:SetDisguisable( true ) player:SetCloakable( true ) -- Remove any hud icons with identifier "base_ad_flag" RemoveHudItem( player, "base_ad_flag" ) -- drop the flag local flag = CastToInfoScript(entity) flag:Drop(FLAG_RETURN_TIME, 0.0) -- change objective icon ATTACKERS_OBJECTIVE_ENTITY = flag UpdateObjectiveIcon( player, nil ) UpdateTeamObjectiveIcon( GetTeam(ATTACKERS), ATTACKERS_OBJECTIVE_ENTITY ) UpdateTeamObjectiveIcon( GetTeam(DEFENDERS), ATTACKERS_OBJECTIVE_ENTITY ) -- remove flag icon from hud RemoveHudItem( player, flag:GetName() ) RemoveHudItemFromAll( flag:GetName() .. "_c" ) AddHudIconToAll( self.hudstatusicondropped, ( flag:GetName() .. "_d" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign ) self.status = 2 setup_return_timer() update_hud() end end function base_ad_flag: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 ) RemoveHudItemFromAll( flag:GetName() .. "_d" ) RemoveHudItemFromAll( flag:GetName() .. "_c" ) AddHudIconToAll( self.hudstatusiconhome, ( flag:GetName() .. "_h" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign ) self.status = 0 -- change objective icon ATTACKERS_OBJECTIVE_ENTITY = flag UpdateTeamObjectiveIcon( GetTeam(ATTACKERS), ATTACKERS_OBJECTIVE_ENTITY ) UpdateTeamObjectiveIcon( GetTeam(DEFENDERS), ATTACKERS_OBJECTIVE_ENTITY ) LogLuaEvent(0, 0, "flag_returned","flag_name",flag:GetName()); destroy_return_timer() update_hud() end ----------------------------------------- -- base capture point ----------------------------------------- base_ad_cap = basecap:new({ phase = 0, doorname = "cp2_gate", duration = 90, team = ATTACKERS }) function base_ad_cap:allowed ( allowed_entity ) if phase ~= self.phase then return false end -- only respond to players if ( IsPlayer( allowed_entity ) == false ) then return false end if allow_win == false then return false end local player = CastToPlayer( allowed_entity ) -- check if the player has the flag for i,v in ipairs( self.item ) do if player:HasItem( v ) then player:RemoveEffect( EF.kSpeedlua1 ) -- Remove any hud icons with identifier "base_ad_flag" RemoveHudItem( player, "base_ad_flag" ) return true end end return false end function base_ad_cap:oncapture( player, item ) if phase == 1 then map_cap1() elseif phase == 2 then map_cap2() else allow_win = false map_attackers_win() end player:AddFortPoints(500, "#FF_FORTPOINTS_CAPTUREPOINT") if self.closedoor then CloseDoor(self.closedoor) end -- remove objective icon ATTACKERS_OBJECTIVE_ENTITY = nil UpdateTeamObjectiveIcon( GetTeam(ATTACKERS), ATTACKERS_OBJECTIVE_ENTITY ) UpdateTeamObjectiveIcon( GetTeam(DEFENDERS), ATTACKERS_OBJECTIVE_ENTITY ) -- Remove previous phase flag flag_remove( item ) -- Delay for a couple seconds after the cap AddSchedule( "cap_delay_timer", POSTCAP_TIMER, cap_delay_timer, self ) end ----------------------------------------- -- waste a couple seconds before respawning/ending ----------------------------------------- function cap_delay_timer( cap ) if phase == NUM_PHASES then -- it's the last round. end and stuff GoToIntermission() RemoveSchedule( "addpoints" ) else phase = phase + 1 -- setup double cap points for the last round if phase == NUM_PHASES then POINTS_PER_CAPTURE = POINTS_PER_CAPTURE * 2 end -- Restore next flag if phase == 2 then flag_restore( "cp2_flag" ) elseif phase == 3 then flag_restore( "cp3_flag" ) end -- update objective icon ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" ) setup_door_timer( cap.doorname, cap.duration) ApplyToAll( { AT.kRemovePacks, AT.kRemoveProjectiles, AT.kRespawnPlayers, AT.kRemoveBuildables, AT.kRemoveRagdolls, AT.kStopPrimedGrens, AT.kReloadClips } ) end end function setup_door_timer( doorname, duration ) AddSchedule( "round_start", duration, round_start, doorname ) if duration > 65 then AddSchedule( "round_60secwarn", duration-60, round_60secwarn ) end if duration > 35 then AddSchedule( "round_30secwarn", duration-30, round_30secwarn ) end if duration > 15 then AddSchedule( "round_10secwarn", duration-10, round_10secwarn ) end end function round_start( doorname ) BroadCastMessage( "#FF_AD_GATESOPEN" ) BroadCastSound( "otherteam.flagstolen" ) SpeakAll( "AD_GATESOPEN" ) OpenDoor( doorname ) end function round_60secwarn( ) BroadCastMessage( "#FF_ROUND_60SECWARN" ) end function round_30secwarn( ) BroadCastMessage( "#FF_ROUND_30SECWARN" ) end function round_10secwarn( ) BroadCastMessage( "#FF_ROUND_10SECWARN" ) end ---------------- -- map timers -- ---------------- function setup_map_timers( ) local timelimit = MAP_LENGTH AddSchedule( "map_10mintimer", timelimit-600, map_timewarn, 600 ) AddSchedule( "map_5mintimer", timelimit-300, map_timewarn, 300 ) AddSchedule( "map_2mintimer", timelimit-120, map_timewarn, 120 ) AddSchedule( "map_60sectimer", timelimit-60, map_timewarn, 60 ) AddSchedule( "map_30sectimer", timelimit-30, map_timewarn, 30 ) AddSchedule( "map_10sectimer", timelimit-10, map_timewarn, 10 ) AddSchedule( "map_9sectimer", timelimit-9, map_timewarn, 9 ) AddSchedule( "map_8sectimer", timelimit-8, map_timewarn, 8 ) AddSchedule( "map_7sectimer", timelimit-7, map_timewarn, 7 ) AddSchedule( "map_6sectimer", timelimit-6, map_timewarn, 6 ) AddSchedule( "map_5sectimer", timelimit-5, map_timewarn, 5 ) AddSchedule( "map_4sectimer", timelimit-4, map_timewarn, 4 ) AddSchedule( "map_3sectimer", timelimit-3, map_timewarn, 3 ) AddSchedule( "map_2sectimer", timelimit-2, map_timewarn, 2 ) AddSchedule( "map_1sectimer", timelimit-1, map_timewarn, 1 ) AddSchedule( "map_timer", timelimit, map_defenders_win ) end function map_attackers_win( ) RemoveSchedule( "map_10mintimer" ) RemoveSchedule( "map_5mintimer" ) RemoveSchedule( "map_2mintimer" ) RemoveSchedule( "map_60sectimer" ) RemoveSchedule( "map_30sectimer" ) RemoveSchedule( "map_10sectimer" ) RemoveSchedule( "map_9sectimer" ) RemoveSchedule( "map_8sectimer" ) RemoveSchedule( "map_7sectimer" ) RemoveSchedule( "map_6sectimer" ) RemoveSchedule( "map_5sectimer" ) RemoveSchedule( "map_4sectimer" ) RemoveSchedule( "map_3sectimer" ) RemoveSchedule( "map_2sectimer" ) RemoveSchedule( "map_1sectimer" ) RemoveSchedule( "map_timer" ) BroadCastSound( "yourteam.flagcap" ) --BroadCastMessage("#FF_AD_" .. TeamName(ATTACKERS) .. "#FF_WIN") BroadCastMessage( "#FF_AD_BLUEWIN" ) --SpeakAll( "AD_" .. TeamName( ATTACKERS ) .. "CAP".. TeamName( DEFENDERS ) ) SpeakAll( "AD_CAP" ) end function map_defenders_win( ) if allow_win == false then return false end --BroadCastSound("yourteam.flagcap") BroadCastMessage("#FF_AD_REDWIN") --SpeakAll( "AD_HOLD_" .. TeamName(DEFENDERS) ) SpeakAll( "AD_HOLD" ) allow_win = false --Defenders wins, call Intermission! phase = NUM_PHASES RemoveSchedule( "addpoints" ) addpoints() AddSchedule( "cap_delay_timer", POSTCAP_TIMER, cap_delay_timer, self ) end function map_timewarn( time ) BroadCastMessage( "#FF_MAP_" .. time .. "SECWARN" ) SpeakAll( "AD_" .. time .. "SEC" ) end function map_cap1( ) BroadCastSound( "yourteam.flagcap" ) BroadCastMessage( "#FF_AD_CAP1" ) SpeakAll( "AD_CP1" ) --SpeakAll("AD_CP1_" .. TeamName(ATTACKERS)) end function map_cap2( ) BroadCastSound( "yourteam.flagcap" ) BroadCastMessage( "#FF_AD_CAP2" ) SpeakAll( "AD_CP2" ) --SpeakAll("AD_CP2_" .. TeamName(ATTACKERS)) 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 ----------------------------------------- -- spawn info stuffs ----------------------------------------- function start_allowedmethod( self, player_entity ) if ( IsPlayer( player_entity ) == false ) then return false end local player = CastToPlayer( player_entity ) local teamId = player:GetTeamId( ) return (teamId == ATTACKERS and phase == 1) end function alpha_allowedmethod( self, player_entity ) if ( IsPlayer( player_entity ) == false ) then return false end local player = CastToPlayer( player_entity ) local teamId = player:GetTeamId( ) return (teamId == ATTACKERS and phase == 2) or (teamId == DEFENDERS and phase == 1) end function beta_allowedmethod( self, player_entity ) if ( IsPlayer( player_entity ) == false ) then return false end local player = CastToPlayer( player_entity ) local teamId = player:GetTeamId( ) return (teamId == ATTACKERS and phase == 3) or (teamId == DEFENDERS and phase == 2) end function final_allowedmethod( self, player_entity ) if ( IsPlayer( player_entity ) == false ) then return false end local player = CastToPlayer( player_entity ) local teamId = player:GetTeamId( ) return (teamId == DEFENDERS and phase == 3) end ----------------------------------------- -- instanciate everything ----------------------------------------- cp1_flag = base_ad_flag:new({ phase = 1 }) cp2_flag = base_ad_flag:new({ phase = 2 }) cp3_flag = base_ad_flag:new({ phase = 3 }) cp1_cap = base_ad_cap:new({ item={"cp1_flag"}, phase = 1, doorname = "cp2_gate", closedoor = "cp1_exit"}) cp2_cap = base_ad_cap:new({ item={"cp2_flag"}, phase = 2, doorname = "cp3_gate", closedoor = "cp2_exit"}) cp3_cap = base_ad_cap:new({ item={"cp3_flag"}, phase = 3, doorname = "", closedoor = "cp3_exit"}) start_door = respawndoor:new({allowed = start_allowedmethod}) start_spawn = {validspawn = start_allowedmethod} alpha_door = respawndoor:new({allowed = alpha_allowedmethod}) alpha_spawn = {validspawn = alpha_allowedmethod} beta_door = respawndoor:new({allowed = beta_allowedmethod}) beta_spawn = {validspawn = beta_allowedmethod} final_door = respawndoor:new({allowed = final_allowedmethod}) final_spawn = {validspawn = final_allowedmethod} ------------------------------------------------ -- hud info ------------------------------------------------ function flaginfo( player_entity ) local player = CastToPlayer( player_entity ) local flag = GetInfoScriptByName("cp"..phase.."_flag") local flagname = flag:GetName() attackers = ATTACKERS defenders = DEFENDERS --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 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 AddHudText(player, "flag_return_text", "#AD_FlagReturn", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) 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) AddHudText(player, "flag_athome2", "#AD_ASpawn", text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0) AddHudIcon(player, hudstatusiconhome, ( "cp_flag_h" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign ) end 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() attackers = ATTACKERS defenders = DEFENDERS --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 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 AddHudTextToAll("flag_return_text", "#AD_FlagReturn", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) 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) AddHudTextToAll("flag_athome2", "#AD_ASpawn", text_hudstatusx, text_hudstatusy+8, text_hudstatusalign, 0) AddHudIconToAll( hudstatusiconhome, ( "cp_flag_h" ), flag_hudstatusiconx, flag_hudstatusicony, flag_hudstatusiconw, flag_hudstatusiconh, flag_hudstatusiconalign ) end else AddHudTextToAll("flag_tobase_text", "#AD_FlagReturnBase", text_hudstatusx, text_hudstatusy, text_hudstatusalign, 0) 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