mirror of
https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-29 15:51:42 +00:00
141 lines
No EOL
5.6 KiB
Lua
141 lines
No EOL
5.6 KiB
Lua
-----------------------------------------------------------------------------
|
|
-- includes
|
|
-----------------------------------------------------------------------------
|
|
|
|
IncludeScript("base_adzone")
|
|
IncludeScript("base_location")
|
|
IncludeScript("base_respawnturret")
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- global overrides that you can do what you want with
|
|
-----------------------------------------------------------------------------
|
|
|
|
ZONE_COLOR = "green"
|
|
USE_ZONE_AREA = true
|
|
NUM_DEFENDER_ONLY_PACKS = 3
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- Zone-controlling outputs
|
|
-----------------------------------------------------------------------------
|
|
|
|
function zone_on_outputs()
|
|
-- outputs
|
|
OutputEvent( "alarm1", "PlaySound" )
|
|
OutputEvent( "light1", "TurnOn" )
|
|
OutputEvent( "spot1", "LightOn" )
|
|
OutputEvent( "rotate1", "Start" )
|
|
OutputEvent( "rotate2", "Start" )
|
|
OutputEvent( "Tesla1", "DoSpark" )
|
|
end
|
|
|
|
function zone_off_outputs()
|
|
OutputEvent( "alarm1", "StopSound" )
|
|
OutputEvent( "light1", "TurnOff" )
|
|
OutputEvent( "spot1", "LightOff" )
|
|
OutputEvent( "rotate1", "Stop" )
|
|
OutputEvent( "rotate2", "Stop" )
|
|
end
|
|
|
|
function openstartdoor()
|
|
-- unlock them doors
|
|
attacker_door_trigger2 = id_door:new({ team = attackers, door = "attacker_door2" })
|
|
attacker_door_trigger3 = id_door:new({ team = attackers, door = "attacker_door3" })
|
|
|
|
-- open the first door
|
|
OutputEvent( "attacker_door2", "Open" )
|
|
OutputEvent( "attacker_door3", "Open" )
|
|
end
|
|
|
|
function onswitch()
|
|
-- reset doors to open for the right team
|
|
attacker_door_trigger1 = id_door:new({ team = attackers, door = "attacker_door1" })
|
|
attacker_door_trigger4 = id_door:new({ team = attackers, door = "attacker_door4" })
|
|
attacker_door_trigger5 = id_door:new({ team = attackers, door = "attacker_door5" })
|
|
attacker_door_trigger6 = id_door:new({ team = attackers, door = "attacker_door6" })
|
|
defender_door_trigger1 = id_door:new({ team = defenders, door = "defender_door1" })
|
|
defender_door_trigger2 = id_door:new({ team = defenders, door = "defender_door2" })
|
|
|
|
-- lock them doors
|
|
attacker_door_trigger2 = id_door:new({ team = Team.kUnassigned, door = "attacker_door2" })
|
|
attacker_door_trigger3 = id_door:new({ team = Team.kUnassigned, door = "attacker_door3" })
|
|
end
|
|
|
|
function onswitch_bluetodef()
|
|
-- switch the lights
|
|
OutputEvent( "defender_light1", "TurnOff" )
|
|
OutputEvent( "defender_spotlight1", "LightOff" )
|
|
|
|
OutputEvent( "defender_light2", "TurnOn" )
|
|
OutputEvent( "defender_spotlight2", "LightOn" )
|
|
end
|
|
|
|
function onswitch_redtodef()
|
|
-- switch the lights
|
|
OutputEvent( "defender_light1", "TurnOn" )
|
|
OutputEvent( "defender_spotlight1", "LightOn" )
|
|
|
|
OutputEvent( "defender_light2", "TurnOff" )
|
|
OutputEvent( "defender_spotlight2", "LightOff" )
|
|
end
|
|
|
|
------------------------------------------------------------------
|
|
--Resup Doors
|
|
------------------------------------------------------------------
|
|
neutral_door_trigger1 = trigger_ff_script:new({})
|
|
|
|
function neutral_door_trigger1:ontouch( trigger_entity )
|
|
OutputEvent( "neutral_door1", "Open" )
|
|
end
|
|
|
|
id_door = trigger_ff_script:new({ team = Team.kUnassigned, door = nil })
|
|
|
|
function id_door:allowed( touch_entity )
|
|
if IsPlayer( touch_entity ) then
|
|
local player = CastToPlayer( touch_entity )
|
|
return player:GetTeamId() == self.team
|
|
end
|
|
|
|
return EVENT_DISALLOWED
|
|
end
|
|
|
|
function id_door:ontrigger( touch_entity )
|
|
if IsPlayer( touch_entity ) then
|
|
OutputEvent(self.door, "Open")
|
|
end
|
|
end
|
|
|
|
attacker_door_trigger1 = id_door:new({ team = attackers, door = "attacker_door1" })
|
|
attacker_door_trigger2 = id_door:new({ team = Team.kUnassigned, door = "attacker_door2" })
|
|
attacker_door_trigger3 = id_door:new({ team = Team.kUnassigned, door = "attacker_door3" })
|
|
attacker_door_trigger4 = id_door:new({ team = attackers, door = "attacker_door4" })
|
|
attacker_door_trigger5 = id_door:new({ team = attackers, door = "attacker_door5" })
|
|
attacker_door_trigger6 = id_door:new({ team = attackers, door = "attacker_door6" })
|
|
defender_door_trigger1 = id_door:new({ team = defenders, door = "defender_door1" })
|
|
defender_door_trigger2 = id_door:new({ team = defenders, door = "defender_door2" })
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- Locations
|
|
-----------------------------------------------------------------------------
|
|
|
|
location_a_spawn = location_info:new({ text = "Attacker's Spawn"})
|
|
location_a_spawn2 = location_info:new({ text = "Attacker's Spawn"})
|
|
location_a_spawn3 = location_info:new({ text = "Attacker's Gate Room"})
|
|
|
|
location_a_bottom = location_info:new({ text = "Secondary Attacker Route"})
|
|
location_a_bottom2 = location_info:new({ text = "Secondary Attacker Route"})
|
|
|
|
location_gate = location_info:new({ text = "Attacker's Gate"})
|
|
location_lower = location_info:new({ text = "Lower Hallway"})
|
|
location_gate_balcony = location_info:new({ text = "Overhanging Defensive Balcony"})
|
|
location_side_balcony = location_info:new({ text = "Side Defensive Balcony"})
|
|
|
|
location_elevator = location_info:new({ text = "Elevator Shaft"})
|
|
|
|
location_lab = location_info:new({ text = "Center Laboratory"})
|
|
|
|
location_building = location_info:new({ text = "Defense Building"})
|
|
location_main = location_info:new({ text = "Main Area"})
|
|
location_main_top = location_info:new({ text = "Top Balcony"})
|
|
|
|
location_cap = location_info:new({ text = "Capture Area"})
|
|
location_d_spawn = location_info:new({ text = "Defense Spawn"}) |