-- ff_openfire.lua -- based on aardvark 15/09/07 ----------------------------------------------------------------------------- -- includes ----------------------------------------------------------------------------- IncludeScript("base"); IncludeScript("base_ctf"); IncludeScript("base_location"); ----------------------------------------------------------------------------- -- global overrides ----------------------------------------------------------------------------- POINTS_PER_CAPTURE = 10; FLAG_RETURN_TIME = 60; ----------------------------------------------------------------------------- -- 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 }) ----------------------------------------------------------------------------- -- aardvark security ----------------------------------------------------------------------------- red_aardvarksec = trigger_ff_script:new() blue_aardvarksec = trigger_ff_script:new() bluesecstatus = 1 redsecstatus = 1 sec_iconx = 60 sec_icony = 30 sec_iconw = 16 sec_iconh = 16 function red_aardvarksec:ontouch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) if player:GetTeamId() == Team.kBlue then if redsecstatus == 1 then redsecstatus = 0 AddSchedule("aardvarksecup10red",20,aardvarksecup10red) AddSchedule("aardvarksecupred",30,aardvarksecupred) OpenDoor("red_aardvarkdoorhack") BroadCastMessage("#FF_RED_SEC_30") --BroadCastSound( "otherteam.flagstolen") SpeakAll( "SD_REDDOWN" ) RemoveHudItemFromAll( "red-sec-up" ) AddHudIconToAll( "hud_secdown.vtf", "red-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 ) end end end end function blue_aardvarksec:ontouch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) if player:GetTeamId() == Team.kRed then if bluesecstatus == 1 then bluesecstatus = 0 AddSchedule("aardvarksecup10blue",20,aardvarksecup10blue) AddSchedule("aardvarksecupblue",30,aardvarksecupblue) OpenDoor("blue_aardvarkdoorhack") BroadCastMessage("#FF_BLUE_SEC_30") --BroadCastSound( "otherteam.flagstolen") SpeakAll( "SD_BLUEDOWN" ) RemoveHudItemFromAll( "blue-sec-up" ) AddHudIconToAll( "hud_secdown.vtf", "blue-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 ) end end end end function aardvarksecupred() redsecstatus = 1 CloseDoor("red_aardvarkdoorhack") BroadCastMessage("#FF_RED_SEC_ON") SpeakAll( "SD_REDUP" ) RemoveHudItemFromAll( "red-sec-down" ) AddHudIconToAll( "hud_secup_red.vtf", "red-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 ) end function aardvarksecupblue() bluesecstatus = 1 CloseDoor("blue_aardvarkdoorhack") BroadCastMessage("#FF_BLUE_SEC_ON") SpeakAll( "SD_BLUEUP" ) RemoveHudItemFromAll( "blue-sec-down" ) AddHudIconToAll( "hud_secup_blue.vtf", "blue-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 ) end function aardvarksecup10red() BroadCastMessage("#FF_RED_SEC_10") end function aardvarksecup10blue() BroadCastMessage("#FF_BLUE_SEC_10") end ----------------------------------------------------------------------------- -- aardvark lasers and respawn shields ----------------------------------------------------------------------------- KILL_KILL_KILL = trigger_ff_script:new({ team = Team.kUnassigned }) lasers_KILL_KILL_KILL = trigger_ff_script:new({ team = Team.kUnassigned }) function KILL_KILL_KILL:allowed( activator ) local player = CastToPlayer( activator ) if player then if player:GetTeamId() == self.team then return EVENT_ALLOWED end end return EVENT_DISALLOWED end function lasers_KILL_KILL_KILL:allowed( activator ) local player = CastToPlayer( activator ) if player then if player:GetTeamId() == self.team then if self.team == Team.kBlue then if redsecstatus == 1 then return EVENT_ALLOWED end end if self.team == Team.kRed then if bluesecstatus == 1 then return EVENT_ALLOWED end end end end return EVENT_DISALLOWED end blue_slayer = KILL_KILL_KILL:new({ team = Team.kBlue }) red_slayer = KILL_KILL_KILL:new({ team = Team.kRed }) sec_blue_slayer = lasers_KILL_KILL_KILL:new({ team = Team.kBlue }) sec_red_slayer = lasers_KILL_KILL_KILL:new({ team = Team.kRed }) ------------------------- -- flaginfo ------------------------- function flaginfo( player_entity ) local player = CastToPlayer( player_entity ) flaginfo_base(player_entity) --basic CTF HUD items RemoveHudItem( player, "red-sec-down" ) RemoveHudItem( player, "blue-sec-down" ) RemoveHudItem( player, "red-sec-up" ) RemoveHudItem( player, "blue-sec-up" ) if bluesecstatus == 1 then AddHudIcon( player, "hud_secup_blue.vtf", "blue-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 ) else AddHudIcon( player, "hud_secdown.vtf", "blue-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 ) end if redsecstatus == 1 then AddHudIcon( player, "hud_secup_red.vtf", "red-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 ) else AddHudIcon( player, "hud_secdown.vtf", "red-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 ) end end ----------------------------------------------------------------------------- -- 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 }