mirror of
https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-22 20:51:28 +00:00
1105 lines
No EOL
42 KiB
Lua
1105 lines
No EOL
42 KiB
Lua
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-- base_adzone.lua
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-- Attack and Defend the Zone gametype
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-----------------------------------------------------------------------------
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-- includes
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-----------------------------------------------------------------------------
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IncludeScript("base_teamplay")
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-----------------------------------------------------------------------------
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-- global overrides that you can do what you want with
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-----------------------------------------------------------------------------
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FORT_POINTS_PER_INITIAL_TOUCH = 200
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FORT_POINTS_PER_PERIOD = 50
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FORT_POINTS_PER_DEFEND = 100
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POINTS_PER_INITIAL_TOUCH = 1
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POINTS_PER_PERIOD = 1
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DELAY_BEFORE_PERIOD_POINTS = 2
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PERIOD_TIME = 1
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FLAG_RETURN_TIME = 0
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INITIAL_ROUND_PERIOD = 60
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DELAY_BEFORE_DEFENSE_PERIOD_SCORING = 30
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DEFENSE_PERIOD_TIME = 10
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POINTS_PER_DEFENSE_PERIOD = POINTS_PER_PERIOD -- same as attackers
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POINTS_PER_DEFENSE_60SEC_BONUS = POINTS_PER_PERIOD * 5 -- attackers period points * 5
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POINTS_PER_DEFENSE_SHUTOUT = POINTS_PER_DEFENSE_60SEC_BONUS * 10 --default, not used if GET_ROUND_PERIOD_FROM_TIMELIMIT is set to true
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ATTACKERS_OBJECTIVE_ENTITY = nil
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DEFENDERS_OBJECTIVE_ENTITY = nil
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ENABLE_ATTACKERS_OBJECTIVE = true -- puts attackers objective on the zone
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ENABLE_DEFENDERS_OBJECTIVE = true -- puts defenders objective on the zone
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GET_ROUND_PERIOD_FROM_TIMELIMIT = true
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NUMBER_OF_ROUNDS = 4
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ROUND_PERIOD = 600 --default, not used if GET_ROUND_PERIOD_FROM_TIMELIMIT is set to true
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ZONE_COLOR = "green"
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USE_ZONE_AREA = true
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NUM_DEFENDER_ONLY_PACKS = 0
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-----------------------------------------------------------------------------
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-- global variables and other shit that shouldn't be messed with
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-----------------------------------------------------------------------------
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phase = 1
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zone_status = false
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zone_area_status = false
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gates_open = false
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current_timer = DELAY_BEFORE_DEFENSE_PERIOD_SCORING
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current_seconds = 0
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attackers = Team.kBlue
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defenders = Team.kRed
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scoring_team = Team.kRed
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local teamdata = {
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[Team.kBlue] = { skin = "0", beamcolour = "0 0 255" },
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[Team.kRed] = { skin = "1", beamcolour = "255 0 0" }
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}
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-- stores attackers in the zone
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local zone_collection = Collection()
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-- stores attackers in the zone area
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local zone_area_collection = Collection()
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-- stores if the player has touched the cap point (for 1 touch per death)
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local playerTouchedTable = {}
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-----------------------------------------------------------------------------
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-- Entity definitions (flags/command points/backpacks etc.)
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-----------------------------------------------------------------------------
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-- zone
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base_zone_trigger = trigger_ff_script:new({})
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zone = base_zone_trigger:new({})
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-- area around zone
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base_zone_area_trigger = trigger_ff_script:new({})
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zone_area = base_zone_area_trigger:new({})
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-- respawns
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attacker_spawn = info_ff_teamspawn:new({ validspawn = function(self,player)
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return player:GetTeamId() == attackers
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end })
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defender_spawn = info_ff_teamspawn:new({ validspawn = function(self,player)
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return player:GetTeamId() == defenders
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end })
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-----------------------------------------------------------------------------
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-- functions that do sh... stuff
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-----------------------------------------------------------------------------
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-- sounds, right?
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function precache()
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PrecacheSound("otherteam.flagstolen") -- doors open sound
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PrecacheSound("otherteam.drop") -- warning sound
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PrecacheSound("yourteam.flagreturn") -- scoring sound
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PrecacheSound("misc.bloop") -- minutes remaining
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PrecacheSound("misc.doop") -- attackers capping sound
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end
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-- pretty standard setup, aside from scoring starting
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function startup()
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SetGameDescription( "Attack Defend the Zone" )
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-- set up team limits on each team
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SetPlayerLimit( Team.kBlue, 0 )
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SetPlayerLimit( Team.kRed, 0 )
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SetPlayerLimit( Team.kYellow, -1 )
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SetPlayerLimit( Team.kGreen, -1 )
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SetTeamName( attackers, "Attackers" )
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SetTeamName( defenders, "Defenders" )
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-- set class limits
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set_classlimits()
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AddSchedule( "round_start", INITIAL_ROUND_PERIOD, round_start)
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if INITIAL_ROUND_PERIOD > 30 then AddSchedule( "dooropen30sec" , INITIAL_ROUND_PERIOD - 30 , schedulemessagetoall, "#ADZ_30SecWarning" ) end
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if INITIAL_ROUND_PERIOD > 10 then AddSchedule( "dooropen10sec" , INITIAL_ROUND_PERIOD - 10 , schedulemessagetoall, "#ADZ_10SecWarning" ) end
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if INITIAL_ROUND_PERIOD > 5 then AddSchedule( "dooropen5sec" , INITIAL_ROUND_PERIOD - 5 , schedulemessagetoall, "5" ) end
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if INITIAL_ROUND_PERIOD > 4 then AddSchedule( "dooropen4sec" , INITIAL_ROUND_PERIOD - 4 , schedulemessagetoall, "4" ) end
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if INITIAL_ROUND_PERIOD > 3 then AddSchedule( "dooropen3sec" , INITIAL_ROUND_PERIOD - 3, schedulemessagetoall, "3" ) end
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if INITIAL_ROUND_PERIOD > 2 then AddSchedule( "dooropen2sec" , INITIAL_ROUND_PERIOD - 2, schedulemessagetoall, "2" ) end
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if INITIAL_ROUND_PERIOD > 1 then AddSchedule( "dooropen1sec" , INITIAL_ROUND_PERIOD - 1, schedulemessagetoall, "1" ) end
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-- sounds
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if INITIAL_ROUND_PERIOD > 10 then AddSchedule( "dooropen30secsound" , INITIAL_ROUND_PERIOD - 30 , schedulesound, "misc.bloop" ) end
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if INITIAL_ROUND_PERIOD > 10 then AddSchedule( "dooropen10secsound" , INITIAL_ROUND_PERIOD - 10 , schedulesound, "misc.bloop" ) end
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if INITIAL_ROUND_PERIOD > 5 then AddSchedule( "dooropen5seccount" , INITIAL_ROUND_PERIOD - 5 , schedulecountdown, 5 ) end
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if INITIAL_ROUND_PERIOD > 4 then AddSchedule( "dooropen4seccount" , INITIAL_ROUND_PERIOD - 4 , schedulecountdown, 4 ) end
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if INITIAL_ROUND_PERIOD > 3 then AddSchedule( "dooropen3seccount" , INITIAL_ROUND_PERIOD - 3 , schedulecountdown, 3 ) end
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if INITIAL_ROUND_PERIOD > 2 then AddSchedule( "dooropen2seccount" , INITIAL_ROUND_PERIOD - 2 , schedulecountdown, 2 ) end
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if INITIAL_ROUND_PERIOD > 1 then AddSchedule( "dooropen1seccount" , INITIAL_ROUND_PERIOD - 1 , schedulecountdown, 1 ) end
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-- get round times if its set to
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if GET_ROUND_PERIOD_FROM_TIMELIMIT == true then
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local timelimit = GetConvar( "mp_timelimit" )
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-- convert mp_timelimit from minutes to seconds and divide by the number of rounds minus initial round period
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ROUND_PERIOD = timelimit * 60 / NUMBER_OF_ROUNDS - INITIAL_ROUND_PERIOD - 1
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POINTS_PER_DEFENSE_SHUTOUT = ROUND_PERIOD / ( 3 / ( POINTS_PER_DEFENSE_PERIOD / 4 ) )
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-- now lock mp_timelimit, so things don't get weird
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AddScheduleRepeating( "set_cvar-mp_timelimit", 1, set_cvar, "mp_timelimit", timelimit )
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end
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if ENABLE_ATTACKERS_OBJECTIVE then ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "zone" ) end
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if ENABLE_DEFENDERS_OBJECTIVE then DEFENDERS_OBJECTIVE_ENTITY = GetEntityByName( "zone" ) end
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custom_startup()
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current_timer = INITIAL_ROUND_PERIOD
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AddScheduleRepeatingNotInfinitely( "timer_schedule", 1, timer_schedule, current_timer )
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update_zone_text( nil )
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update_zone_status( false )
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end
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-----------------------------------------------------------------------------
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-- player_ functions
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-----------------------------------------------------------------------------
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-- spawns attackers with flags
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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:SetCloakable( true )
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player:SetDisguisable( true )
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-- nade/detpack limits
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set_itemlimits( player )
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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, forcechange, player)
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end
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-- objective icon
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if player:GetTeamId() == attackers then
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UpdateObjectiveIcon( player, ATTACKERS_OBJECTIVE_ENTITY )
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elseif player:GetTeamId() == defenders then
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UpdateObjectiveIcon( player, DEFENDERS_OBJECTIVE_ENTITY )
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end
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-- remove any players not on a team from playertouchedtable
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for playerx, recordx in pairs(playerTouchedTable) do
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if GetPlayerByID( playerx ) then
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local playert = GetPlayerByID( playerx )
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if playert:GetTeamId() ~= attackers then
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playerTouchedTable[playerx] = nil
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end
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end
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end
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if player:GetTeamId() ~= attackers then return end
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-- add to table and reset touched to 0
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playerTouchedTable[player:GetId()] = {touched = false, allowed = true, points = 0}
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end
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function player_killed( player, damageinfo )
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-- if no damageinfo do nothing
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if not damageinfo then return end
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-- Entity that is attacking
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local attacker = damageinfo:GetAttacker()
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-- If no attacker do nothing
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if not attacker then return end
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local player_attacker = nil
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-- get the attacking player
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if IsPlayer(attacker) then
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attacker = CastToPlayer(attacker)
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player_attacker = attacker
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elseif IsSentrygun(attacker) then
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attacker = CastToSentrygun(attacker)
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player_attacker = attacker:GetOwner()
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elseif IsDetpack(attacker) then
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attacker = CastToDetpack(attacker)
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player_attacker = attacker:GetOwner()
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elseif IsDispenser(attacker) then
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attacker = CastToDispenser(attacker)
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player_attacker = attacker:GetOwner()
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else
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return
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end
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-- if still no attacking player after all that, forget about it
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if not player_attacker then return end
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-- If player killed self or teammate do nothing
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if (player:GetId() == player_attacker:GetId()) or (player:GetTeamId() == player_attacker:GetTeamId()) then
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return
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end
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-- If player is an attacker, then do stuff
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if player:GetTeamId() == attackers then
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-- show scored points
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BroadCastMessageToPlayer( player, "You scored "..playerTouchedTable[player:GetId()].points.." team points that run" )
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AddScheduleRepeatingNotInfinitely( "timer_return_schedule", .5, BroadCastMessageToPlayer, 4, player, "You scored "..playerTouchedTable[player:GetId()].points.." team points that run")
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-- Check if he's in the zone
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for playerx in zone_collection.items do
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playerx = CastToPlayer(playerx)
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if playerx:GetId() == player:GetId() then
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player_attacker:AddFortPoints( FORT_POINTS_PER_DEFEND, "Defending the Zone" )
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return
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end
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end
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-- Check if he's in the zone area
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for playerx in zone_area_collection.items do
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playerx = CastToPlayer(playerx)
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if playerx:GetId() == player:GetId() then
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if playerTouchedTable[player:GetId()].touched == false then
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player_attacker:AddFortPoints( FORT_POINTS_PER_DEFEND * 2, "Denying Attacker from Scoring" )
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else
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player_attacker:AddFortPoints( FORT_POINTS_PER_DEFEND / 2, "Defending the Zone Area" )
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end
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return
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end
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end
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end
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end
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function player_ondamage( player, damageinfo )
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-- if no damageinfo do nothing
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if not damageinfo then return end
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-- Get Damage Force
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local damage = damageinfo:GetDamage()
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-- Entity that is attacking
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local attacker = damageinfo:GetAttacker()
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-- If no attacker do nothing
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if not attacker then return end
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local player_attacker = nil
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-- get the attacking player
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if IsPlayer(attacker) then
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attacker = CastToPlayer(attacker)
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player_attacker = attacker
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elseif IsSentrygun(attacker) then
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attacker = CastToSentrygun(attacker)
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player_attacker = attacker:GetOwner()
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elseif IsDetpack(attacker) then
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attacker = CastToDetpack(attacker)
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player_attacker = attacker:GetOwner()
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elseif IsDispenser(attacker) then
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attacker = CastToDispenser(attacker)
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player_attacker = attacker:GetOwner()
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else
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return
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end
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-- if still no attacking player after all that, forget about it
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if not player_attacker then return end
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-- If player killed self or teammate do nothing
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if (player:GetId() == player_attacker:GetId()) or (player:GetTeamId() == player_attacker:GetTeamId()) then
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return
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end
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-- If player (victim) is an attacker, then do stuff
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if player:GetTeamId() == attackers then
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-- Check if he's in the zone
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for playerx in zone_collection.items do
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playerx = CastToPlayer(playerx)
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if playerx:GetId() == player:GetId() then
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if (damage > 100) then damage = 100 end
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player_attacker:AddFortPoints( damage, "Protecting the Zone" )
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return
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end
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end
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-- Check if he's in the zone area
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for playerx in zone_area_collection.items do
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playerx = CastToPlayer(playerx)
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if playerx:GetId() == player:GetId() then
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if (damage > 50) then damage = 50 end
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player_attacker:AddFortPoints( damage, "Protecting the Zone Area" )
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return
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end
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end
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end
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end
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-----------------------------------------------------------------------------
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-- zone triggers
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-----------------------------------------------------------------------------
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-- only attackers!
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function base_zone_trigger:allowed( allowed_entity )
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if IsPlayer( allowed_entity ) then
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local player = CastToPlayer( allowed_entity )
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if player:GetTeamId() == attackers then
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if not gates_open then return EVENT_DISALLOWED end
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return EVENT_ALLOWED
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end
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if player:GetTeamId() == defenders then
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BroadCastMessageToPlayer( player, "ADZ_Defend" )
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return EVENT_DISALLOWED
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end
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end
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return EVENT_DISALLOWED
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end
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-- registers attackers as they enter the zone
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function base_zone_trigger:ontouch( trigger_entity )
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if IsPlayer( trigger_entity ) then
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local player = CastToPlayer( trigger_entity )
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player:SetCloakable( false )
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player:SetDisguisable( false )
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local playerid = player:GetId()
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zone_collection:AddItem( player )
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local team = GetTeam(attackers)
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-- if it's the first touch, give points and stuff
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if playerTouchedTable[playerid].touched == false then
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team:AddScore( POINTS_PER_INITIAL_TOUCH )
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player:AddFortPoints( FORT_POINTS_PER_INITIAL_TOUCH, "Initial Point Touch" )
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RemoveSchedule( "shutout" ) -- O scores, no D shutout (put in all O scoring spots for safety, haha)
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SmartTeamSound( GetTeam(defenders), "yourteam.flagreturn", "misc.doop" )
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playerTouchedTable[playerid].touched = true
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playerTouchedTable[playerid].points = playerTouchedTable[playerid].points + POINTS_PER_INITIAL_TOUCH
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if zone_collection:Count() == 1 then
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AddSchedule( "period_init", DELAY_BEFORE_PERIOD_POINTS, init_scoring, team )
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end
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elseif zone_collection:Count() == 1 then
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SmartTeamSound( GetTeam(defenders), "otherteam.drop", nil )
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end
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if zone_collection:Count() == 1 then
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-- activate the cap point, bro
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zone_turnon()
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end
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update_zone_status( true )
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end
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end
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-- deregisters attackers as they leave the zone
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function base_zone_trigger:onendtouch( trigger_entity )
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if IsPlayer( trigger_entity ) then
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local player = CastToPlayer( trigger_entity )
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player:SetCloakable( true )
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player:SetDisguisable( true )
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zone_collection:RemoveItem( player )
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end
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end
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-- clear collection and start defender points when everyone's left
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function base_zone_trigger:oninactive( )
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-- Clear out the flags in the collection
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zone_collection:RemoveAllItems()
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init_defender_countdown()
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zone_turnoff()
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update_zone_status( false )
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end
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-----------------------------------------------------------------------------
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-- zone area triggers
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-----------------------------------------------------------------------------
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-- only attackers!
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function base_zone_area_trigger:allowed( allowed_entity )
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if IsPlayer( allowed_entity ) then
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local player = CastToPlayer( allowed_entity )
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if player:GetTeamId() == attackers then
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return EVENT_ALLOWED
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end
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end
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return EVENT_DISALLOWED
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end
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-- registers attackers as they enter the zone area
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function base_zone_area_trigger:ontouch( trigger_entity )
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if IsPlayer( trigger_entity ) then
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local player = CastToPlayer( trigger_entity )
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if player:GetTeamId() == defenders then return end
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update_zone_area_status( true )
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zone_area_collection:AddItem( player )
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end
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end
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-- registers attackers as they enter the zone area
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function base_zone_area_trigger:onendtouch( trigger_entity )
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if IsPlayer( trigger_entity ) then
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local player = CastToPlayer( trigger_entity )
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if player:GetTeamId() == defenders then return end
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zone_area_collection:RemoveItem( player )
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end
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end
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-- updates the hud if no one is in the zone area.
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function base_zone_area_trigger:oninactive()
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update_zone_area_status( false )
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zone_area_collection:RemoveAllItems()
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end
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-----------------------------------------------------------------------------
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-- zone functions
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-----------------------------------------------------------------------------
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function update_zone_status( on )
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RemoveHudItemFromAll( "Zone_Status" )
|
|
if on then
|
|
AddHudIconToAll( "hud_zone_on_"..ZONE_COLOR..".vtf", "Zone_Status", -64, 32, 88, 88, 3 )
|
|
zone_status = true;
|
|
else
|
|
AddHudIconToAll( "hud_zone_off.vtf", "Zone_Status", -64, 32, 88, 88, 3 )
|
|
zone_status = false;
|
|
end
|
|
update_zone_text( nil )
|
|
end
|
|
|
|
function update_zone_area_status( on )
|
|
if USE_ZONE_AREA then
|
|
RemoveHudItemFromAll( "Zone_Area_Status" )
|
|
if on then
|
|
AddHudIconToAll( "hud_zone_area_active_"..ZONE_COLOR..".vtf", "Zone_Area_Status", -56, 40, 72, 72, 3 )
|
|
zone_area_status = true;
|
|
else
|
|
AddHudIconToAll( "hud_zone_area_inactive.vtf", "Zone_Area_Status", -56, 40, 72, 72, 3 )
|
|
zone_area_status = false;
|
|
end
|
|
end
|
|
end
|
|
|
|
function flaginfo( player_entity )
|
|
local player = CastToPlayer( player_entity )
|
|
RemoveHudItem( player, "Zone_Status" )
|
|
RemoveHudItem( player, "Zone_Area_Status" )
|
|
if USE_ZONE_AREA then
|
|
if zone_area_status then
|
|
AddHudIcon( player, "hud_zone_area_active_"..ZONE_COLOR..".vtf", "Zone_Area_Status", -56, 40, 72, 72, 3 )
|
|
else
|
|
AddHudIcon( player, "hud_zone_area_inactive.vtf", "Zone_Area_Status", -56, 40, 72, 72, 3 )
|
|
end
|
|
end
|
|
if zone_status then
|
|
AddHudIcon( player, "hud_zone_on_"..ZONE_COLOR..".vtf", "Zone_Status", -64, 32, 88, 88, 3 )
|
|
else
|
|
AddHudIcon( player, "hud_zone_off.vtf", "Zone_Status", -64, 32, 88, 88, 3 )
|
|
end
|
|
update_zone_text( player )
|
|
update_round_info( player )
|
|
end
|
|
|
|
function zone_turnon( )
|
|
zone_on_outputs()
|
|
|
|
-- init attacker scoring
|
|
AddSchedule( "period_init", DELAY_BEFORE_PERIOD_POINTS, init_scoring, team )
|
|
AddSchedule( "period_init_alarm", DELAY_BEFORE_PERIOD_POINTS - 1, init_scoring_alarm )
|
|
-- stop defender point countdown
|
|
DeleteSchedule( "timer_schedule" )
|
|
RemoveSchedule( "defenders_period_scoring" )
|
|
RemoveSchedule( "init_defenders_period_scoring" )
|
|
end
|
|
function zone_turnoff( )
|
|
zone_off_outputs()
|
|
|
|
-- stop attacker scoring
|
|
DeleteSchedule( "period_init" )
|
|
DeleteSchedule( "period_init_alarm" )
|
|
DeleteSchedule( "period_scoring" )
|
|
zone_scoring = false
|
|
end
|
|
|
|
function update_zone_text( player )
|
|
local text_align = 4
|
|
local text_x = 40
|
|
local text_line1y = 84
|
|
local text_line2y = text_line1y + 8
|
|
local text_line3y = text_line2y + 8
|
|
|
|
if IsPlayer( player ) then
|
|
-- defender period scoring text and timer
|
|
RemoveHudItem(player, "defender_points_timer")
|
|
RemoveHudItem(player, "defender_points_text")
|
|
RemoveHudItem(player, "defender_points_text2")
|
|
-- attackers in the zone text
|
|
RemoveHudItem(player, "attackers_in_text")
|
|
RemoveHudItem(player, "attackers_in_text2")
|
|
RemoveHudItem(player, "attackers_in_text3")
|
|
-- gates open in text and timer
|
|
RemoveHudItem(player, "gates_open_text")
|
|
RemoveHudItem(player, "gates_open_text2")
|
|
RemoveHudItem(player, "gates_open_timer")
|
|
if gates_open == true then
|
|
if not zone_status then
|
|
AddHudText( player, "defender_points_text", "#FF_Defenders", text_x, text_line1y, text_align )
|
|
AddHudText( player, "defender_points_text2", "#ADZ_ScoreNotice", text_x, text_line2y, text_align )
|
|
AddHudTimer( player, "defender_points_timer", current_timer +1, -1, text_x, text_line3y, text_align )
|
|
else
|
|
AddHudText( player, "attackers_in_text", "#FF_Attackers", text_x, text_line1y, text_align )
|
|
AddHudText( player, "attackers_in_text2", "#ADZ_AreIn", text_x, text_line2y, text_align )
|
|
AddHudText( player, "attackers_in_text3", "#ADZ_TheZone", text_x, text_line3y, text_align )
|
|
end
|
|
else
|
|
AddHudText( player, "gates_open_text", "#ADZ_GATES", text_x, text_line1y, text_align )
|
|
AddHudText( player, "gates_open_text2", "#ADZ_OPENIN", text_x, text_line2y, text_align )
|
|
AddHudTimer( player, "gates_open_timer", current_timer, -1, text_x, text_line3y, text_align )
|
|
end
|
|
else
|
|
-- defender period scoring text and timer
|
|
RemoveHudItemFromAll("defender_points_timer")
|
|
RemoveHudItemFromAll("defender_points_text")
|
|
RemoveHudItemFromAll("defender_points_text2")
|
|
-- attackers in the zone text
|
|
RemoveHudItemFromAll("attackers_in_text")
|
|
RemoveHudItemFromAll("attackers_in_text2")
|
|
RemoveHudItemFromAll("attackers_in_text3")
|
|
-- gates open in text and timer
|
|
RemoveHudItemFromAll("gates_open_text")
|
|
RemoveHudItemFromAll("gates_open_text2")
|
|
RemoveHudItemFromAll("gates_open_timer")
|
|
if gates_open == true then
|
|
if not zone_status then
|
|
AddHudTextToAll( "defender_points_text", "#FF_Defenders", text_x, text_line1y, text_align )
|
|
AddHudTextToAll( "defender_points_text2", "#ADZ_ScoreNotice", text_x, text_line2y, text_align )
|
|
AddHudTimerToAll( "defender_points_timer", current_timer +1, -1, text_x, text_line3y, text_align )
|
|
else
|
|
AddHudTextToAll( "attackers_in_text", "#FF_Attackers", text_x, text_line1y, text_align )
|
|
AddHudTextToAll( "attackers_in_text2", "#ADZ_AreIn", text_x, text_line2y, text_align )
|
|
AddHudTextToAll( "attackers_in_text3", "#ADZ_TheZone", text_x, text_line3y, text_align )
|
|
end
|
|
else
|
|
AddHudTextToAll( "gates_open_text", "#ADZ_GATES", text_x, text_line1y, text_align )
|
|
AddHudTextToAll( "gates_open_text2", "#ADZ_OPENIN", text_x, text_line2y, text_align )
|
|
AddHudTimerToAll( "gates_open_timer", current_timer, -1, text_x, text_line3y, text_align )
|
|
end
|
|
end
|
|
end
|
|
|
|
function update_round_info( player )
|
|
|
|
RemoveHudItem( player, "Zone_Round" )
|
|
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 = 48
|
|
od_hudstatusiconw = 24
|
|
od_hudstatusiconh = 24
|
|
od_hudstatusiconalign = 3
|
|
|
|
AddHudText( player, "Zone_Round", "#ADZ_Round", od_hudstatusiconx + od_hudstatusiconw / 2, od_hudstatusicony - 10, 4 )
|
|
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 )
|
|
elseif player:GetTeamId() == defenders then
|
|
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 init_defender_countdown()
|
|
-- init defender scoring
|
|
current_timer = DELAY_BEFORE_DEFENSE_PERIOD_SCORING
|
|
RemoveSchedule( "timer_schedule" )
|
|
AddScheduleRepeatingNotInfinitely( "timer_schedule", 1, timer_schedule, current_timer )
|
|
AddSchedule( "init_defenders_period_scoring", current_timer, init_defenders_period_scoring )
|
|
end
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- Scheduled functions that do stuff
|
|
-----------------------------------------------------------------------------
|
|
|
|
-- Sends a message to all after the determined time
|
|
function schedulechangemessage( player, message )
|
|
if (player:GetClass() == Player.kScout or player:GetClass() == Player.kMedic) and (player:GetTeamId() == defenders) then
|
|
BroadCastMessageToPlayer( player, message )
|
|
end
|
|
end
|
|
|
|
-- force a scout/med to switch to soli if they haven't
|
|
function forcechange( player )
|
|
if (player:GetClass() == Player.kScout or player:GetClass() == Player.kMedic) and (player:GetTeamId() == defenders) then
|
|
ApplyToPlayer( player, { AT.kChangeClassSoldier, AT.kRespawnPlayers } )
|
|
end
|
|
end
|
|
|
|
-- Sends a message to all after the determined time
|
|
function schedulemessagetoall( message )
|
|
BroadCastMessage( message )
|
|
end
|
|
|
|
-- Plays a sound to all after the determined time
|
|
function schedulesound( sound )
|
|
BroadCastSound( sound )
|
|
end
|
|
|
|
|
|
function schedulecountdown( time )
|
|
BroadCastMessage( ""..time.."" )
|
|
SpeakAll( "AD_" .. time .. "SEC" )
|
|
end
|
|
|
|
function timer_schedule()
|
|
current_timer = current_timer -1
|
|
end
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- Scoring
|
|
-----------------------------------------------------------------------------
|
|
|
|
-- Adds points based on time inside cap room and number of attackers inside cap room
|
|
function period_scoring( team )
|
|
team:AddScore( POINTS_PER_PERIOD )
|
|
SmartTeamSound( GetTeam(defenders), "yourteam.flagreturn", "misc.doop" )
|
|
|
|
for player in zone_collection.items do
|
|
player = CastToPlayer(player)
|
|
|
|
if player ~= nil then
|
|
player:AddFortPoints( FORT_POINTS_PER_PERIOD, "Touching the Point" )
|
|
playerTouchedTable[player:GetId()].points = playerTouchedTable[player:GetId()].points + POINTS_PER_PERIOD
|
|
else
|
|
ConsoleToAll("LUA ERROR: player_addfortpoints: Unable to find player")
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Initializes the period_scoring (allows for a delay after initial touch)
|
|
function init_scoring( team )
|
|
if zone_collection:Count() > 0 then
|
|
team:AddScore( POINTS_PER_PERIOD )
|
|
AddScheduleRepeating( "period_scoring", PERIOD_TIME, period_scoring, team)
|
|
|
|
for player in zone_collection.items do
|
|
player = CastToPlayer(player)
|
|
if player ~= nil then
|
|
player:AddFortPoints( FORT_POINTS_PER_PERIOD, "Touching the Point" )
|
|
playerTouchedTable[player:GetId()].points = playerTouchedTable[player:GetId()].points + POINTS_PER_PERIOD
|
|
else
|
|
ConsoleToAll("LUA ERROR: player_addfortpoints: Unable to find player")
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Initializes the period_scoring (allows for a delay after initial touch)
|
|
function init_scoring_alarm( )
|
|
if zone_collection:Count() > 0 then
|
|
SmartTeamSound( GetTeam(defenders), "otherteam.drop", nil )
|
|
end
|
|
end
|
|
|
|
function init_defenders_period_scoring()
|
|
local team = GetTeam( defenders )
|
|
team:AddScore( POINTS_PER_DEFENSE_PERIOD )
|
|
SmartTeamSound( GetTeam(attackers), "yourteam.flagreturn", "misc.doop" )
|
|
|
|
current_seconds = 30
|
|
|
|
AddScheduleRepeating( "defenders_period_scoring", DEFENSE_PERIOD_TIME, defenders_period_scoring )
|
|
current_timer = DEFENSE_PERIOD_TIME
|
|
RemoveSchedule( "timer_schedule" )
|
|
AddScheduleRepeatingNotInfinitely( "timer_schedule", 1, timer_schedule, current_timer )
|
|
update_zone_text( nil )
|
|
end
|
|
|
|
function defenders_period_scoring( )
|
|
local team = GetTeam( defenders )
|
|
team:AddScore( POINTS_PER_DEFENSE_PERIOD )
|
|
SmartTeamSound( GetTeam(attackers), "yourteam.flagreturn", "misc.doop" )
|
|
|
|
if current_seconds >= 60 then
|
|
BroadCastMessage( "Defenders get "..POINTS_PER_DEFENSE_60SEC_BONUS.." bonus points" )
|
|
team:AddScore( POINTS_PER_DEFENSE_60SEC_BONUS )
|
|
current_seconds = 0
|
|
else
|
|
current_seconds = current_seconds + 10
|
|
end
|
|
|
|
current_timer = DEFENSE_PERIOD_TIME
|
|
RemoveSchedule( "timer_schedule" )
|
|
AddScheduleRepeatingNotInfinitely( "timer_schedule", 1, timer_schedule, current_timer )
|
|
update_zone_text( nil )
|
|
end
|
|
|
|
function shutout( )
|
|
|
|
-- attackers instead of defenders, because the teams switched
|
|
local teamid = attackers
|
|
|
|
-- but after the last round, use defenders
|
|
if phase >= NUMBER_OF_ROUNDS then
|
|
teamid = defenders
|
|
end
|
|
|
|
local team = GetTeam( teamid )
|
|
AddSchedule( "defenders_shutout_msg", 3, BroadCastMessage, "#ADZ_NoScore" )
|
|
team:AddScore( POINTS_PER_DEFENSE_SHUTOUT )
|
|
end
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- Round start/end
|
|
-----------------------------------------------------------------------------
|
|
|
|
-- Opens the gates and schedules the round's end.
|
|
function round_start()
|
|
-- Opens the gates and all that lovely stuff
|
|
OpenDoor("frontgate")
|
|
BroadCastMessage( "#FF_AD_GATESOPEN" )
|
|
BroadCastSound( "otherteam.flagstolen" )
|
|
SpeakAll( "AD_GATESOPEN" )
|
|
|
|
gates_open = true
|
|
|
|
openstartdoor()
|
|
|
|
AddSchedule( "round_end", ROUND_PERIOD, round_end)
|
|
AddSchedule( "shutout", ROUND_PERIOD, shutout)
|
|
init_defender_countdown()
|
|
update_zone_status( false )
|
|
|
|
if phase < NUMBER_OF_ROUNDS then
|
|
-- Sets up the end of a round, and the appropriate timed messages
|
|
if ROUND_PERIOD > 300 then AddSchedule( "phase" .. phase .. "5minwarn" , ROUND_PERIOD - 300 , schedulemessagetoall, "#ADZ_Switch5Min" ) end
|
|
if ROUND_PERIOD > 120 then AddSchedule( "phase" .. phase .. "2minwarn" , ROUND_PERIOD - 120 , schedulemessagetoall, "#ADZ_Switch2Min" ) end
|
|
if ROUND_PERIOD > 60 then AddSchedule( "phase" .. phase .. "1minwarn" , ROUND_PERIOD - 60 , schedulemessagetoall, "#ADZ_Switch1Min" ) end
|
|
if ROUND_PERIOD > 30 then AddSchedule( "phase" .. phase .. "30secwarn" , ROUND_PERIOD - 30 , schedulemessagetoall, "#ADZ_Switch30Sec" ) end
|
|
if ROUND_PERIOD > 10 then AddSchedule( "phase" .. phase .. "10secwarn" , ROUND_PERIOD - 10 , schedulemessagetoall, "#ADZ_Switch10Sec" ) end
|
|
if ROUND_PERIOD > 5 then AddSchedule( "phase" .. phase .. "5secwarn" , ROUND_PERIOD - 5 , schedulemessagetoall, "5" ) end
|
|
if ROUND_PERIOD > 4 then AddSchedule( "phase" .. phase .. "4secwarn" , ROUND_PERIOD - 4 , schedulemessagetoall, "4" ) end
|
|
if ROUND_PERIOD > 3 then AddSchedule( "phase" .. phase .. "3secwarn" , ROUND_PERIOD - 3, schedulemessagetoall, "3" ) end
|
|
if ROUND_PERIOD > 2 then AddSchedule( "phase" .. phase .. "2secwarn" , ROUND_PERIOD - 2, schedulemessagetoall, "2" ) end
|
|
if ROUND_PERIOD > 1 then AddSchedule( "phase" .. phase .. "1secwarn" , ROUND_PERIOD - 1, schedulemessagetoall, "1" ) end
|
|
AddSchedule( "phase" .. phase .. "switchmessage" , ROUND_PERIOD, schedulemessagetoall, "#ADZ_Switch" )
|
|
else
|
|
if ROUND_PERIOD > 300 then AddSchedule( "phase" .. phase .. "5minwarn" , ROUND_PERIOD - 300 , schedulemessagetoall, "#ADZ_End5Min" ) end
|
|
if ROUND_PERIOD > 120 then AddSchedule( "phase" .. phase .. "2minwarn" , ROUND_PERIOD - 120 , schedulemessagetoall, "#ADZ_End2Min" ) end
|
|
if ROUND_PERIOD > 60 then AddSchedule( "phase" .. phase .. "1minwarn" , ROUND_PERIOD - 60 , schedulemessagetoall, "#ADZ_End1Min" ) end
|
|
if ROUND_PERIOD > 30 then AddSchedule( "phase" .. phase .. "30secwarn" , ROUND_PERIOD - 30 , schedulemessagetoall, "#ADZ_End30Sec" ) end
|
|
if ROUND_PERIOD > 10 then AddSchedule( "phase" .. phase .. "10secwarn" , ROUND_PERIOD - 10 , schedulemessagetoall, "#ADZ_End10Sec" ) end
|
|
if ROUND_PERIOD > 5 then AddSchedule( "phase" .. phase .. "5secwarn" , ROUND_PERIOD - 5 , schedulemessagetoall, "5" ) end
|
|
if ROUND_PERIOD > 4 then AddSchedule( "phase" .. phase .. "4secwarn" , ROUND_PERIOD - 4 , schedulemessagetoall, "4" ) end
|
|
if ROUND_PERIOD > 3 then AddSchedule( "phase" .. phase .. "3secwarn" , ROUND_PERIOD - 3, schedulemessagetoall, "3" ) end
|
|
if ROUND_PERIOD > 2 then AddSchedule( "phase" .. phase .. "2secwarn" , ROUND_PERIOD - 2, schedulemessagetoall, "2" ) end
|
|
if ROUND_PERIOD > 1 then AddSchedule( "phase" .. phase .. "1secwarn" , ROUND_PERIOD - 1, schedulemessagetoall, "1" ) end
|
|
end
|
|
|
|
-- sounds
|
|
if ROUND_PERIOD > 300 then AddSchedule( "phase" .. phase .. "5minwarnsound" , ROUND_PERIOD - 300 , schedulesound, "misc.bloop" ) end
|
|
if ROUND_PERIOD > 120 then AddSchedule( "phase" .. phase .. "2minwarnsound" , ROUND_PERIOD - 120 , schedulesound, "misc.bloop" ) end
|
|
if ROUND_PERIOD > 60 then AddSchedule( "phase" .. phase .. "1minwarnsound" , ROUND_PERIOD - 60 , schedulesound, "misc.bloop" ) end
|
|
if ROUND_PERIOD > 30 then AddSchedule( "phase" .. phase .. "30secwarnsound" , ROUND_PERIOD - 30 , schedulesound, "misc.bloop" ) end
|
|
if ROUND_PERIOD > 10 then AddSchedule( "phase" .. phase .. "10secwarnsound" , ROUND_PERIOD - 10 , schedulesound, "misc.bloop" ) end
|
|
if ROUND_PERIOD > 5 then AddSchedule( "phase" .. phase .. "5secwarnsound" , ROUND_PERIOD - 5 , schedulecountdown, 5 ) end
|
|
if ROUND_PERIOD > 4 then AddSchedule( "phase" .. phase .. "4secwarnsound" , ROUND_PERIOD - 4 , schedulecountdown, 4 ) end
|
|
if ROUND_PERIOD > 3 then AddSchedule( "phase" .. phase .. "3secwarnsound" , ROUND_PERIOD - 3 , schedulecountdown, 3 ) end
|
|
if ROUND_PERIOD > 2 then AddSchedule( "phase" .. phase .. "2secwarnsound" , ROUND_PERIOD - 2 , schedulecountdown, 2 ) end
|
|
if ROUND_PERIOD > 1 then AddSchedule( "phase" .. phase .. "1secwarnsound" , ROUND_PERIOD - 1 , schedulecountdown, 1 ) end
|
|
|
|
end
|
|
|
|
-- Checks to see if it's the first or second round, then either swaps teams, or ends the game.
|
|
function round_end()
|
|
|
|
if phase == NUMBER_OF_ROUNDS then
|
|
DeleteSchedule( "period_scoring" )
|
|
DeleteSchedule( "defenders_period_scoring" )
|
|
DeleteSchedule( "init_defenders_period_scoring" )
|
|
DeleteSchedule( "set_cvar-mp_timelimit" )
|
|
update_zone_text( nil )
|
|
GoToIntermission()
|
|
return
|
|
else
|
|
phase = phase + 1
|
|
gates_open = false
|
|
end
|
|
|
|
if attackers == Team.kBlue then
|
|
attackers = Team.kRed
|
|
defenders = Team.kBlue
|
|
|
|
onswitch_bluetodef()
|
|
else
|
|
attackers = Team.kBlue
|
|
defenders = Team.kRed
|
|
|
|
onswitch_redtodef()
|
|
end
|
|
|
|
-- switches some prop model's skins so teams spawn in appropriatly-coloured rooms.
|
|
OutputEvent( "prop_defender", "Skin", teamdata[defenders].skin )
|
|
OutputEvent( "prop_attacker", "Skin", teamdata[attackers].skin )
|
|
|
|
-- reset the doors
|
|
CloseDoor("frontgate")
|
|
attacker_door_trigger = adz_door:new({ team = attackers, door = "attacker_door" })
|
|
defender_door_trigger = adz_door:new({ team = defenders, door = "defender_door" })
|
|
|
|
-- switch them team names
|
|
SetTeamName( attackers, "Attackers" )
|
|
SetTeamName( defenders, "Defenders" )
|
|
|
|
-- reset schedules
|
|
DeleteSchedule( "period_scoring" )
|
|
DeleteSchedule( "period_init" )
|
|
DeleteSchedule( "defenders_period_scoring" )
|
|
DeleteSchedule( "init_defenders_period_scoring" )
|
|
AddSchedule( "round_start", INITIAL_ROUND_PERIOD, round_start)
|
|
-- gate timer
|
|
current_timer = INITIAL_ROUND_PERIOD
|
|
AddScheduleRepeatingNotInfinitely( "timer_schedule", 1, timer_schedule, current_timer )
|
|
|
|
-- reset player touched table
|
|
playerTouchedTable = {}
|
|
-- remove all leftovers from the cap point collection
|
|
zone_collection:RemoveAllItems()
|
|
zone_area_collection:RemoveAllItems()
|
|
-- respawn, obviously
|
|
RespawnAllPlayers()
|
|
|
|
-- switch pack touchflags
|
|
if NUM_DEFENDER_ONLY_PACKS > 0 then
|
|
-- get correct allow flags
|
|
if defenders == Team.kRed then pack_allowflags = AllowFlags.kRed
|
|
elseif defenders == Team.kBlue then pack_allowflags = AllowFlags.kBlue
|
|
elseif defenders == Team.kGreen then pack_allowflags = AllowFlags.kGreen
|
|
elseif defenders == Team.kYellow then pack_allowflags = AllowFlags.kYellow end
|
|
|
|
-- this is a workaround due to how the touchflags are set in base.lua
|
|
for i=1,NUM_DEFENDER_ONLY_PACKS do
|
|
entity = GetEntityByName( "adz_pack_defender"..i )
|
|
local info = CastToInfoScript( entity )
|
|
info:SetTouchFlags({ pack_allowflags })
|
|
end
|
|
end
|
|
|
|
-- MORE scheduled message loveliness.
|
|
if INITIAL_ROUND_PERIOD > 30 then AddSchedule( "dooropen30sec" , INITIAL_ROUND_PERIOD - 30 , schedulemessagetoall, "#ADZ_30SecWarning" ) end
|
|
if INITIAL_ROUND_PERIOD > 10 then AddSchedule( "dooropen10sec" , INITIAL_ROUND_PERIOD - 10 , schedulemessagetoall, "#ADZ_10SecWarning" ) end
|
|
if INITIAL_ROUND_PERIOD > 5 then AddSchedule( "dooropen5sec" , INITIAL_ROUND_PERIOD - 5 , schedulemessagetoall, "5" ) end
|
|
if INITIAL_ROUND_PERIOD > 4 then AddSchedule( "dooropen4sec" , INITIAL_ROUND_PERIOD - 4 , schedulemessagetoall, "4" ) end
|
|
if INITIAL_ROUND_PERIOD > 3 then AddSchedule( "dooropen3sec" , INITIAL_ROUND_PERIOD - 3, schedulemessagetoall, "3" ) end
|
|
if INITIAL_ROUND_PERIOD > 2 then AddSchedule( "dooropen2sec" , INITIAL_ROUND_PERIOD - 2, schedulemessagetoall, "2" ) end
|
|
if INITIAL_ROUND_PERIOD > 1 then AddSchedule( "dooropen1sec" , INITIAL_ROUND_PERIOD - 1, schedulemessagetoall, "1" ) end
|
|
|
|
-- sounds
|
|
if INITIAL_ROUND_PERIOD > 10 then AddSchedule( "dooropen30secsound" , INITIAL_ROUND_PERIOD - 30 , schedulesound, "misc.bloop" ) end
|
|
if INITIAL_ROUND_PERIOD > 10 then AddSchedule( "dooropen10secsound" , INITIAL_ROUND_PERIOD - 10 , schedulesound, "misc.bloop" ) end
|
|
if INITIAL_ROUND_PERIOD > 5 then AddSchedule( "dooropen5seccount" , INITIAL_ROUND_PERIOD - 5 , schedulecountdown, 5 ) end
|
|
if INITIAL_ROUND_PERIOD > 4 then AddSchedule( "dooropen4seccount" , INITIAL_ROUND_PERIOD - 4 , schedulecountdown, 4 ) end
|
|
if INITIAL_ROUND_PERIOD > 3 then AddSchedule( "dooropen3seccount" , INITIAL_ROUND_PERIOD - 3 , schedulecountdown, 3 ) end
|
|
if INITIAL_ROUND_PERIOD > 2 then AddSchedule( "dooropen2seccount" , INITIAL_ROUND_PERIOD - 2 , schedulecountdown, 2 ) end
|
|
if INITIAL_ROUND_PERIOD > 1 then AddSchedule( "dooropen1seccount" , INITIAL_ROUND_PERIOD - 1 , schedulecountdown, 1 ) end
|
|
|
|
-- clear them zones
|
|
update_zone_status( false )
|
|
zone_turnoff()
|
|
|
|
set_classlimits()
|
|
onswitch()
|
|
end
|
|
|
|
-- I dunno, does something, not sure what!
|
|
function RespawnAllPlayers()
|
|
ApplyToAll({ AT.kRemovePacks, AT.kRemoveProjectiles, AT.kRespawnPlayers, AT.kRemoveBuildables, AT.kRemoveRagdolls, AT.kStopPrimedGrens, AT.kReloadClips, AT.kAllowRespawn, AT.kReturnDroppedItems })
|
|
end
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- output functions
|
|
-----------------------------------------------------------------------------
|
|
|
|
function custom_startup()
|
|
return
|
|
end
|
|
|
|
function zone_on_outputs()
|
|
OutputEvent( "zone_alarm", "PlaySound" )
|
|
OutputEvent( "zone_light", "TurnOn" )
|
|
OutputEvent( "zone_spot", "LightOn" )
|
|
OutputEvent( "zone_rotate_clock", "Start" )
|
|
OutputEvent( "zone_rotate_counterclock", "Start" )
|
|
OutputEvent( "zone_tesla", "DoSpark" )
|
|
end
|
|
function zone_off_outputs()
|
|
OutputEvent( "zone_alarm", "StopSound" )
|
|
OutputEvent( "zone_light", "TurnOff" )
|
|
OutputEvent( "zone_spot", "LightOff" )
|
|
OutputEvent( "zone_rotate_clock", "Stop" )
|
|
OutputEvent( "zone_rotate_counterclock", "Stop" )
|
|
end
|
|
function onswitch_bluetodef()
|
|
end
|
|
function onswitch_redtodef()
|
|
return
|
|
end
|
|
function onswitch()
|
|
return
|
|
end
|
|
function openstartdoor()
|
|
return
|
|
end
|
|
function onreset_outputs()
|
|
return
|
|
end
|
|
function set_classlimits()
|
|
-- reset them limits
|
|
local team = GetTeam(attackers)
|
|
team:SetClassLimit(Player.kCivilian, -1)
|
|
team:SetClassLimit(Player.kScout, 0)
|
|
team:SetClassLimit(Player.kMedic, 0)
|
|
team:SetClassLimit(Player.kSniper, 1)
|
|
team:SetClassLimit(Player.kEngineer, 2)
|
|
team:SetClassLimit(Player.kDemoman, 2)
|
|
team:SetClassLimit(Player.kHwguy, 2)
|
|
team:SetClassLimit(Player.kPyro, 2)
|
|
|
|
|
|
team = GetTeam(defenders)
|
|
team:SetClassLimit(Player.kCivilian, -1)
|
|
team:SetClassLimit(Player.kScout, -1)
|
|
team:SetClassLimit(Player.kMedic, -1)
|
|
team:SetClassLimit(Player.kSniper, 1)
|
|
team:SetClassLimit(Player.kEngineer, 2)
|
|
team:SetClassLimit(Player.kDemoman, 2)
|
|
team:SetClassLimit(Player.kHwguy, 2)
|
|
team:SetClassLimit(Player.kPyro, 2)
|
|
end
|
|
function set_itemlimits( player )
|
|
player:RemoveAmmo( Ammo.kManCannon, 1 )
|
|
-- give demo 1 mirv, and only 1 mirv
|
|
if player:GetClass() == Player.kDemoman or player:GetClass() == Player.kEngineer then
|
|
player:RemoveAmmo( Ammo.kGren2, 4 )
|
|
player:AddAmmo( Ammo.kGren2, 1 )
|
|
end
|
|
if player:GetTeamId() == defenders then
|
|
player:RemoveAmmo( Ammo.kDetpack, 1 )
|
|
end
|
|
end
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- respawn shields
|
|
-----------------------------------------------------------------------------
|
|
hurt = trigger_ff_script:new({ team = Team.kUnassigned })
|
|
function hurt:allowed( allowed_entity )
|
|
if IsPlayer( allowed_entity ) then
|
|
local player = CastToPlayer( allowed_entity )
|
|
if player:GetTeamId() == attackers then
|
|
return EVENT_ALLOWED
|
|
end
|
|
end
|
|
|
|
return EVENT_DISALLOWED
|
|
end
|
|
|
|
-- red lasers hurt blue and vice-versa
|
|
|
|
red_laser_hurt = hurt:new({ team = Team.kBlue })
|
|
blue_laser_hurt = hurt:new({ team = Team.kRed })
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- backpacks, doors, etc. etc.
|
|
-----------------------------------------------------------------------------
|
|
|
|
adz_pack = genericbackpack:new({
|
|
health = 35,
|
|
armor = 35,
|
|
grenades = 20,
|
|
nails = 50,
|
|
shells = 300,
|
|
rockets = 15,
|
|
gren1 = 1,
|
|
gren2 = 0,
|
|
cells = 120,
|
|
respawntime = 10,
|
|
model = "models/items/backpack/backpack.mdl",
|
|
materializesound = "Item.Materialize",
|
|
touchsound = "Backpack.Touch"})
|
|
|
|
function adz_pack:dropatspawn() return false end
|
|
|
|
if defenders == Team.kRed then pack_allowflags = AllowFlags.kRed
|
|
elseif defenders == Team.kBlue then pack_allowflags = AllowFlags.kBlue
|
|
elseif defenders == Team.kGreen then pack_allowflags = AllowFlags.kGreen
|
|
elseif defenders == Team.kYellow then pack_allowflags = AllowFlags.kYellow end
|
|
|
|
adz_pack_defender1 = adz_pack:new({ touchflags = {pack_allowflags} })
|
|
adz_pack_defender2 = adz_pack:new({ touchflags = {pack_allowflags} })
|
|
adz_pack_defender3 = adz_pack:new({ touchflags = {pack_allowflags} })
|
|
adz_pack_defender4 = adz_pack:new({ touchflags = {pack_allowflags} })
|
|
adz_pack_defender5 = adz_pack:new({ touchflags = {pack_allowflags} })
|
|
adz_pack_defender6 = adz_pack:new({ touchflags = {pack_allowflags} })
|
|
adz_pack_defender7 = adz_pack:new({ touchflags = {pack_allowflags} })
|
|
adz_pack_defender8 = adz_pack:new({ touchflags = {pack_allowflags} })
|
|
adz_pack_defender9 = adz_pack:new({ touchflags = {pack_allowflags} })
|
|
|
|
adz_defender_pack1 = adz_pack_defender1
|
|
adz_defender_pack2 = adz_pack_defender2
|
|
adz_defender_pack3 = adz_pack_defender3
|
|
adz_defender_pack4 = adz_pack_defender4
|
|
adz_defender_pack5 = adz_pack_defender5
|
|
adz_defender_pack6 = adz_pack_defender6
|
|
adz_defender_pack7 = adz_pack_defender7
|
|
adz_defender_pack8 = adz_pack_defender8
|
|
adz_defender_pack9 = adz_pack_defender9
|
|
|
|
------------------------------------------------------------------
|
|
--Resup Doors
|
|
------------------------------------------------------------------
|
|
|
|
adz_door = trigger_ff_script:new({ team = Team.kUnassigned, door = nil })
|
|
|
|
function adz_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 adz_door:ontrigger( touch_entity )
|
|
if IsPlayer( touch_entity ) then
|
|
OutputEvent(self.door, "Open")
|
|
end
|
|
end
|
|
|
|
attacker_door_trigger = adz_door:new({ team = attackers, door = "attacker_door" })
|
|
defender_door_trigger = adz_door:new({ team = defenders, door = "defender_door" }) |