mirror of
https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-25 14:00:56 +00:00
194 lines
No EOL
5.5 KiB
Lua
194 lines
No EOL
5.5 KiB
Lua
-- ff_palermo.lua
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-----------------------------------------------------------------------------
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-- includes
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-----------------------------------------------------------------------------
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IncludeScript("base_id");
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IncludeScript("base_respawnturret");
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IncludeScript("base_location");
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-----------------------------------------------------------------------------
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-- globals
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-----------------------------------------------------------------------------
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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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-- custom startup
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local startup_base = startup
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function startup()
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startup_base()
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-- palermo specific stuff
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-- lower trigger_hurt damage in water
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OutputEvent( "trigger_hurt", "SetDamage", "42" )
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end
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palammopack = genericbackpack:new({
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grenades = 20,
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nails = 50,
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shells = 100,
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rockets = 15,
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cells = 70,
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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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palgrenadepackone = genericbackpack:new({
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grenades = 20,
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nails = 50,
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shells = 50,
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rockets = 20,
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mancannons = 1,
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gren1 = 2,
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gren2 = 1,
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armor = 50,
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health = 25,
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respawntime = 30,
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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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attackers_palgrenadepackone = idbackpack:new({
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team = attackers,
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grenades = 20,
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nails = 50,
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shells = 50,
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rockets = 20,
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mancannons = 1,
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gren1 = 2,
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gren2 = 1,
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armor = 50,
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health = 25,
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respawntime = 30,
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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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palammotypeone = genericbackpack:new({
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grenades = 20,
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nails = 50,
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shells = 50,
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rockets = 20,
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cells = 75,
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armor = 50,
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health = 25,
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respawntime = 7,
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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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attackers_palammotypeone = idbackpack:new({
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team = attackers,
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grenades = 20,
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nails = 50,
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shells = 50,
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rockets = 20,
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cells = 75,
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armor = 50,
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health = 25,
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respawntime = 7,
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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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--This is called from base_id to do map-specific stuff
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function onroundreset()
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-- close the holes
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OutputEvent("cp1_detpack_hole", "Enable")
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OutputEvent("cp4_detpack_hole", "Enable")
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--re-enable detpack relays
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OutputEvent("cp1_detpack_relay", "Enable")
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OutputEvent("cp4_detpack_relay", "Enable")
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-- Reset The Turrets(?) and Bags
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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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attackers_palammotypeone.team = attackers
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attackers_palgrenadepackone.team = attackers
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end
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bellbutton = func_button:new({})
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function bellbutton:ondamage() return true end
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---------------------------
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--Detpack shit
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---------------------------
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detpack_trigger = trigger_ff_script:new({ prefix = "" })
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function detpack_trigger:onexplode( trigger_entity )
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if IsDetpack( trigger_entity ) then
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local detpack = CastToDetpack( trigger_entity )
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if detpack:GetTeamId() == attackers then
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--This triggers a logic_relay in the map, which opens the hole and can trigger any other effect.
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OutputEvent( self.prefix .. "_detpack_relay", "Trigger" )
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end
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end
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return EVENT_ALLOWED
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end
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--The detpack trigger names. Only attakers can activate them.
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--Prefix is used so each detpack area can have a different effect.
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cp1_detpack_trigger = detpack_trigger:new({ prefix = "cp1" })
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cp4_detpack_trigger = detpack_trigger:new({ prefix = "cp4" })
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---------------------------------------------------
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--Respawn the player if they go too far out to sea.
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---------------------------------------------------
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out_of_bounds = trigger_ff_script:new({})
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function out_of_bounds:allowed( touch_entity )
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if IsPlayer( touch_entity ) then
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local player = CastToPlayer( touch_entity )
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return EVENT_ALLOWED
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end
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return EVENT_DISALLOWED
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end
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function out_of_bounds:ontrigger( triggering_entity )
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if IsPlayer( triggering_entity ) then
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local player = CastToPlayer( triggering_entity )
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ApplyToPlayer( player, { AT.kRespawnPlayers } )
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end
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end
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cp1_detpack_trigger_hint = trigger_ff_script:new({})
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function cp1_detpack_trigger_hint:ontrigger( triggering_entity )
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if IsPlayer( triggering_entity ) then
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local player = CastToPlayer( triggering_entity )
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DisplayMessage( player, "A demoman on the attacking team can open this passage by laying a detpack here." )
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end
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end
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cp4_detpack_trigger_hint = cp1_detpack_trigger_hint
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------------------------------------------
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--return the flag if it goes in the water.
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------------------------------------------
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--hijacking this base_id function to add in the last line
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function setup_return_timer()
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RemoveSchedule( "timer_tobase_schedule" )
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current_timer = FLAG_RETURN_TIME
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AddScheduleRepeatingNotInfinitely( "timer_return_schedule", 1, timer_schedule, current_timer)
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--five seconds should be enough time to check.
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AddSchedule( "water_check", 5, check_flag_position)
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end
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function check_flag_position()
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local flag = GetInfoScriptByName(current_flag)
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local o = flag:GetOrigin()
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-- -256 is Palermo's sea level
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if o.z < -256 then
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flag:Return()
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BroadCastMessage("The flag was lost at sea and has returned.")
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end
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end |