mirror of
https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-21 20:21:09 +00:00
423 lines
No EOL
15 KiB
Lua
423 lines
No EOL
15 KiB
Lua
IncludeScript("base_id");
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IncludeScript("base_respawnturret");
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-----------------------------------------------------------------------------
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-- globals
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FLAG_RETURN_TIME = 60;
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INITIAL_ROUND_DELAY = 45;
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TEAM_SWITCH_DELAY = 4
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NUM_PHASES = 3
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NONINITIAL_ROUND_DELAY = 45;
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RESPAWN_AFTER_CAP = false
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DEFENDERS_OBJECTIVE_ONCAP = true
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DEFENDERS_OBJECTIVE_ONCARRIER = false --set to true to follow flag when carried
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DEFENDERS_OBJECTIVE_ONFLAG = false --set to true to follow flag ALWAYS
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-----------------------------------------------------------------------------
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function respawnall()
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BroadCastMessage( "Area Captured. Respawning..." )
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ApplyToAll( { AT.kRespawnPlayers, AT.kRemoveBuildables } )
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end
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-- sounds, right?
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function precache()
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PrecacheSound("otherteam.flagstolen")
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PrecacheSound("misc.bloop")
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end
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-- startup
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function startup()
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SetGameDescription("Invade Defend")
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-- set up team limits
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local team = GetTeam( Team.kBlue )
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team:SetPlayerLimit( 0 )
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team = GetTeam( Team.kRed )
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team:SetPlayerLimit( 0 )
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team = GetTeam( Team.kYellow )
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team:SetPlayerLimit( -1 )
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team = GetTeam( Team.kGreen )
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team:SetPlayerLimit( -1 )
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SetTeamName( attackers, "Attackers" )
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SetTeamName( defenders, "Defenders" )
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local team = GetTeam(attackers)
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team:SetClassLimit(Player.kCivilian, -1)
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team:SetClassLimit(Player.kSniper, -1)
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team:SetClassLimit(Player.kEngineer, 2)
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team:SetClassLimit(Player.kDemoman, 2)
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team:SetClassLimit(Player.kHwguy, 2)
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team:SetClassLimit(Player.kPyro, 2)
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team = GetTeam(defenders)
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team:SetClassLimit(Player.kCivilian, -1)
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team:SetClassLimit(Player.kScout, -1)
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team:SetClassLimit(Player.kMedic, -1)
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team:SetClassLimit(Player.kSniper, -1)
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team:SetClassLimit(Player.kEngineer, 2)
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team:SetClassLimit(Player.kDemoman, 2)
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team:SetClassLimit(Player.kHwguy, 2)
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team:SetClassLimit(Player.kPyro, 2)
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-- start the timer for the points
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AddScheduleRepeating("addpoints", PERIOD_TIME, addpoints)
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setup_door_timer("start_gate", INITIAL_ROUND_DELAY)
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if INITIAL_ROUND_DELAY > 30 then AddSchedule( "dooropen30sec" , INITIAL_ROUND_DELAY - 30 , schedulemessagetoall, "Gates open in 30 seconds!" ) end
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if INITIAL_ROUND_DELAY > 10 then AddSchedule( "dooropen10sec" , INITIAL_ROUND_DELAY - 10 , schedulemessagetoall, "Gates open in 10 seconds!" ) end
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if INITIAL_ROUND_DELAY > 5 then AddSchedule( "dooropen5sec" , INITIAL_ROUND_DELAY - 5 , schedulemessagetoall, "5" ) end
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if INITIAL_ROUND_DELAY > 4 then AddSchedule( "dooropen4sec" , INITIAL_ROUND_DELAY - 4 , schedulemessagetoall, "4" ) end
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if INITIAL_ROUND_DELAY > 3 then AddSchedule( "dooropen3sec" , INITIAL_ROUND_DELAY - 3, schedulemessagetoall, "3" ) end
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if INITIAL_ROUND_DELAY > 2 then AddSchedule( "dooropen2sec" , INITIAL_ROUND_DELAY - 2, schedulemessagetoall, "2" ) end
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if INITIAL_ROUND_DELAY > 1 then AddSchedule( "dooropen1sec" , INITIAL_ROUND_DELAY - 1, schedulemessagetoall, "1" ) end
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-- sounds
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if INITIAL_ROUND_DELAY > 30 then AddSchedule( "dooropen30secsound" , INITIAL_ROUND_DELAY - 30 , schedulesound, "misc.bloop" ) end
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if INITIAL_ROUND_DELAY > 10 then AddSchedule( "dooropen10secsound" , INITIAL_ROUND_DELAY - 10 , schedulesound, "misc.bloop" ) end
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if INITIAL_ROUND_DELAY > 5 then AddSchedule( "dooropen5seccount" , INITIAL_ROUND_DELAY - 5 , schedulecountdown, 5 ) end
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if INITIAL_ROUND_DELAY > 4 then AddSchedule( "dooropen4seccount" , INITIAL_ROUND_DELAY - 4 , schedulecountdown, 4 ) end
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if INITIAL_ROUND_DELAY > 3 then AddSchedule( "dooropen3seccount" , INITIAL_ROUND_DELAY - 3 , schedulecountdown, 3 ) end
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if INITIAL_ROUND_DELAY > 2 then AddSchedule( "dooropen2seccount" , INITIAL_ROUND_DELAY - 2 , schedulecountdown, 2 ) end
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if INITIAL_ROUND_DELAY > 1 then AddSchedule( "dooropen1seccount" , INITIAL_ROUND_DELAY - 1 , schedulecountdown, 1 ) end
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cp1_flag.enabled = true
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for i,v in ipairs({"cp1_flag", "cp2_flag", "cp3_flag", "cp4_flag", "cp5_flag", "cp6_flag", "cp7_flag", "cp8_flag"}) do
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local flag = GetInfoScriptByName(v)
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if flag then
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flag:SetModel(_G[v].model)
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flag:SetSkin(teamskins[attackers])
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if i == 1 then
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flag:Restore()
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else
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flag:Remove()
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end
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end
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end
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flags_set_team( attackers )
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ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
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UpdateDefendersObjective()
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UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
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end
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-- overwriting these functions so that there aren't repeat messages
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function round_30secwarn() end
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function round_10secwarn() end
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-- Give everyone a full resupply, but strip secondary grenades and defender detpacks
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function player_spawn( player_entity )
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local player = CastToPlayer( player_entity )
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player:AddHealth( 100 )
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player:AddArmor( 300 )
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player:AddAmmo( Ammo.kNails, 400 )
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player:AddAmmo( Ammo.kShells, 400 )
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player:AddAmmo( Ammo.kRockets, 400 )
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player:AddAmmo( Ammo.kCells, 400 )
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player:AddAmmo( Ammo.kDetpack, 1 )
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player:RemoveAmmo( Ammo.kGren2, 4 )
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-- wtf, scout or med on d? are you mental?
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if (player:GetClass() == Player.kScout or player:GetClass() == Player.kMedic) and (player:GetTeamId() == defenders) then
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local classt = "Scout"
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if player:GetClass() == Player.kMedic then classt = "Medic" end
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local id = player:GetId()
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AddSchedule("force_changemessage"..id, 2, schedulechangemessage, player, "No "..classt.."s on defense. Autoswitching to Soldier." )
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AddSchedule("force_change"..id, 2.5, forcechange, player)
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end
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if player:GetTeamId() == attackers then
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UpdateObjectiveIcon( player, ATTACKERS_OBJECTIVE_ENTITY )
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--player:RemoveAmmo( Ammo.kManCannon, 1 )
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elseif player:GetTeamId() == defenders then
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UpdateObjectiveIcon( player, DEFENDERS_OBJECTIVE_ENTITY )
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--player:RemoveAmmo( Ammo.kDetpack, 1 )
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end
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end
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function base_id_cap:oncapture(player, item)
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SmartSound(player, "yourteam.flagcap", "yourteam.flagcap", "otherteam.flagcap")
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--SmartSound(player, "vox.yourcap", "vox.yourcap", "vox.enemycap")
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SmartSpeak(player, "CTF_YOUCAP", "CTF_TEAMCAP", "CTF_THEYCAP")
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SmartMessage(player, "#FF_YOUCAP", "#FF_TEAMCAP", "#FF_OTHERTEAMCAP", Color.kGreen, Color.kGreen, Color.kRed)
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local flag_item = GetInfoScriptByName( item )
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RemoveHudItem( player, flag_item:GetName() )
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-- turn off this flag
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for i,v in ipairs(self.item) do
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_G[v].enabled = nil
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local flag = GetInfoScriptByName(v)
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if flag then
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flag:Remove()
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end
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end
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if phase == NUM_PHASES then
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-- it's the last round. end and stuff
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phase = 1
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OutputEvent( "start_gate", "Close" )
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AddSchedule("switch_teams", TEAM_SWITCH_DELAY, switch_teams)
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else
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if phase == 1 then
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AddSchedule( "cp2partition", 5, OutputEvent, "cp2_partition", "Disable" )
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AddSchedule( "cp3partition", 5, OutputEvent, "cp3_partition", "Enable" )
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end
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if phase == 2 then
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AddSchedule( "cp2partition", 5, OutputEvent, "cp2_partition", "Enable" )
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AddSchedule( "cp3partition", 5, OutputEvent, "cp3_partition", "Disable" )
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AddSchedule( "cp3areaportal", 5, OutputEvent, "cp3_areaportal", "Toggle" )
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end
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AddSchedule("respawnall", 5, respawnall)
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phase = phase + 1
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-- enable the next flag after a time
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AddSchedule("flag_start", ROUND_DELAY, flag_start, self.next)
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if ROUND_DELAY > 30 then AddSchedule("flag_30secwarn", ROUND_DELAY-30, flag_30secwarn) end
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if ROUND_DELAY > 10 then AddSchedule("flag_10secwarn", ROUND_DELAY-10, flag_10secwarn) end
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OutputEvent( "start_gate", "Close" )
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setup_door_timer("start_gate", NONINITIAL_ROUND_DELAY)
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-- clear objective icon
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ATTACKERS_OBJECTIVE_ENTITY = nil
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UpdateDefendersObjective()
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UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
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setup_tobase_timer()
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update_hud()
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end
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end
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function switch_teams()
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if attackers == Team.kBlue then
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attackers = Team.kRed
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defenders = Team.kBlue
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else
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attackers = Team.kBlue
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defenders = Team.kRed
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end
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-- set all flag teams to new attackers
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flags_set_team( attackers )
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-- enable the first flag
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cp1_flag.enabled = true
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cp1_flag.status = 0
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local flag = GetInfoScriptByName("cp1_flag")
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if flag then
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flag:Restore()
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flag:SetSkin(teamskins[attackers])
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end
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-- switch them team names
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SetTeamName( attackers, "Attackers" )
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SetTeamName( defenders, "Defenders" )
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-- change objective icon
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ATTACKERS_OBJECTIVE_ENTITY = flag
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UpdateDefendersObjective()
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UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
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-- reset the timer on points
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AddScheduleRepeating("addpoints", PERIOD_TIME, addpoints)
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-- respawn the players
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RespawnAllPlayers()
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setup_door_timer("start_gate", INITIAL_ROUND_DELAY)
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-- run custom round reset stuff
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onroundreset()
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update_hud()
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OutputEvent( "point_template", "ForceSpawn" )
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OutputEvent( "cp3_areaportal", "Toggle" )
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end
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-----------------------------------------------------------------------------
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-- Scheduled functions that do stuff
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-----------------------------------------------------------------------------
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-- Sends a message to all after the determined time
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function schedulechangemessage( player, message )
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if (player:GetClass() == Player.kScout or player:GetClass() == Player.kMedic) and (player:GetTeamId() == defenders) then
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BroadCastMessageToPlayer( player, message )
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end
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end
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-- force a scout/med to switch to soli if they haven't
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function forcechange( player )
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if (player:GetClass() == Player.kScout or player:GetClass() == Player.kMedic) and (player:GetTeamId() == defenders) then
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ApplyToPlayer( player, { AT.kChangeClassSoldier, AT.kRespawnPlayers } )
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end
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end
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---------------------------------------------------------------------------
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--Turrets
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------------------------------------------------------------
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respawnturret_attackers = base_respawnturret:new({ team = attackers })
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respawnturret_defenders = base_respawnturret:new({ team = defenders })
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---------------------
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--Backpacks
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---------------------
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genpack = genericbackpack:new({
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health = 35,
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armor = 50,
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grenades = 20,
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nails = 50,
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shells = 300,
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rockets = 15,
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cells = 120,
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mancannons = 1,
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gren1 = 0,
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gren2 = 0,
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respawntime = 15,
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model = "models/items/backpack/backpack.mdl",
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materializesound = "Item.Materialize",
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touchsound = "Backpack.Touch"
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})
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function genpack:dropatspawn() return false
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end
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genpack_grenpack = genericbackpack:new({
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health = 35,
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armor = 50,
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grenades = 20,
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nails = 50,
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shells = 300,
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rockets = 15,
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cells = 120,
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mancannons = 1,
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gren1 = 2,
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gren2 = 1,
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respawntime = 15,
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model = "models/items/backpack/backpack.mdl",
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materializesound = "Item.Materialize",
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touchsound = "Backpack.Touch"
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})
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function genpack_grenpack:dropatspawn() return false
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end
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----------------------------------------------------
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--Toggle Cap points
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---------------------------------------------------
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function cp1_cap:ontouch( trigger_entity )
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OutputEvent( "cp1_door", "Toggle" )
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end
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function cp2_cap:ontouch( trigger_entity )
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OutputEvent( "cp2_door", "Toggle" )
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end
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function cp3_cap:ontouch( trigger_entity )
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OutputEvent( "cp3_door", "Toggle" )
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end
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function cp4_cap:ontouch( trigger_entity )
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OutputEvent( "cp4_door", "Toggle" )
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end
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----------------------------------------------------
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--Random schedule functions
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---------------------------------------------------
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-- Sends a message to all after the determined time
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function schedulemessagetoall( message )
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BroadCastMessage( message )
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end
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-- Plays a sound to all after the determined time
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function schedulesound( sound )
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BroadCastSound( sound )
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end
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function schedulecountdown( time )
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BroadCastMessage( ""..time.."" )
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SpeakAll( "AD_" .. time .. "SEC" )
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end
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function round_start(doorname)
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BroadCastMessage("Gates are now open!")
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OpenDoor(doorname)
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BroadCastSound( "otherteam.flagstolen" )
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SpeakAll( "AD_GATESOPEN" )
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end
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---------------------------------------
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--Resetting round
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------------------------------------
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detpack_wall_open = nil
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function onroundreset()
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-- close the door
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if detpack_wall_open then
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-- there's no "close".. wtf
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OutputEvent("detpack_hole", "Toggle")
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detpack_wall_open = nil
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end
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-- Reset The Turrets
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respawnturret_attackers = base_respawnturret:new({ team = attackers })
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respawnturret_defenders = base_respawnturret:new({ team = defenders })
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-- reset them limits
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team = GetTeam(defenders)
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team:SetClassLimit(Player.kCivilian, -1)
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team:SetClassLimit(Player.kScout, -1)
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team:SetClassLimit(Player.kMedic, -1)
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team = GetTeam(attackers)
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team:SetClassLimit(Player.kCivilian, -1)
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team:SetClassLimit(Player.kScout, 0)
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team:SetClassLimit(Player.kMedic, 0)
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if INITIAL_ROUND_DELAY > 30 then AddSchedule( "dooropen30sec" , INITIAL_ROUND_DELAY - 30 , schedulemessagetoall, "Gates open in 30 seconds!" ) end
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if INITIAL_ROUND_DELAY > 10 then AddSchedule( "dooropen10sec" , INITIAL_ROUND_DELAY - 10 , schedulemessagetoall, "Gates open in 10 seconds!" ) end
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if INITIAL_ROUND_DELAY > 5 then AddSchedule( "dooropen5sec" , INITIAL_ROUND_DELAY - 5 , schedulemessagetoall, "5" ) end
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if INITIAL_ROUND_DELAY > 4 then AddSchedule( "dooropen4sec" , INITIAL_ROUND_DELAY - 4 , schedulemessagetoall, "4" ) end
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if INITIAL_ROUND_DELAY > 3 then AddSchedule( "dooropen3sec" , INITIAL_ROUND_DELAY - 3, schedulemessagetoall, "3" ) end
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if INITIAL_ROUND_DELAY > 2 then AddSchedule( "dooropen2sec" , INITIAL_ROUND_DELAY - 2, schedulemessagetoall, "2" ) end
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if INITIAL_ROUND_DELAY > 1 then AddSchedule( "dooropen1sec" , INITIAL_ROUND_DELAY - 1, schedulemessagetoall, "1" ) end
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-- sounds
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if INITIAL_ROUND_DELAY > 30 then AddSchedule( "dooropen30secsound" , INITIAL_ROUND_DELAY - 30 , schedulesound, "misc.bloop" ) end
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if INITIAL_ROUND_DELAY > 10 then AddSchedule( "dooropen10secsound" , INITIAL_ROUND_DELAY - 10 , schedulesound, "misc.bloop" ) end
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if INITIAL_ROUND_DELAY > 5 then AddSchedule( "dooropen5seccount" , INITIAL_ROUND_DELAY - 5 , schedulecountdown, 5 ) end
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if INITIAL_ROUND_DELAY > 4 then AddSchedule( "dooropen4seccount" , INITIAL_ROUND_DELAY - 4 , schedulecountdown, 4 ) end
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if INITIAL_ROUND_DELAY > 3 then AddSchedule( "dooropen3seccount" , INITIAL_ROUND_DELAY - 3 , schedulecountdown, 3 ) end
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if INITIAL_ROUND_DELAY > 2 then AddSchedule( "dooropen2seccount" , INITIAL_ROUND_DELAY - 2 , schedulecountdown, 2 ) end
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if INITIAL_ROUND_DELAY > 1 then AddSchedule( "dooropen1seccount" , INITIAL_ROUND_DELAY - 1 , schedulecountdown, 1 ) end
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end
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detpack_trigger = trigger_ff_script:new({})
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function detpack_trigger:onexplode( trigger_entity )
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if IsDetpack( trigger_entity ) then
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BroadCastMessage("The detpack wall has been blown open!")
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BroadCastSound( "otherteam.flagstolen" )
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OutputEvent("detpack_hole", "Toggle")
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OutputEvent("break1", "PlaySound")
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detpack_wall_open = true
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end
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return EVENT_ALLOWED
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end
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-- Don't want any body touching/triggering it except the detpack
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function trigger_detpackable_door:allowed( trigger_entity ) return EVENT_DISALLOWED
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end |