fortressforever-scripts/maps/ff_schtop.lua

250 lines
10 KiB
Lua

-----------------------------------------------------------------------------------------------------------------------------
-- INCLUDES
-----------------------------------------------------------------------------------------------------------------------------
IncludeScript("base_shutdown");
IncludeScript("base_location");
-----------------------------------------------------------------------------------------------------------------------------
-- CONSTANT!
-- I don't recommend changing this, as the in-game timer (above the FR door) will not change along with it.
-- Behaviour is undefined for values <= 10
-----------------------------------------------------------------------------------------------------------------------------
SECURITY_LENGTH = 40
-----------------------------------------------------------------------------------------------------------------------------
-- LOCATIONS
-----------------------------------------------------------------------------------------------------------------------------
location_blue_flagroom = location_info:new({ text = "Flag Room", team = Team.kBlue })
location_blue_window = location_info:new({ text = "Security Window", team = Team.kBlue })
location_blue_security = location_info:new({ text = "Security Area", team = Team.kBlue })
location_blue_courtyard = location_info:new({ text = "Main Courtyard", team = Team.kBlue })
location_blue_rampside = location_info:new({ text = "Ramp Side", team = Team.kBlue })
location_blue_secside = location_info:new({ text = "Security Side", team = Team.kBlue })
location_blue_frontdoor = location_info:new({ text = "Front Door", team = Team.kBlue })
location_blue_water = location_info:new({ text = "Water Area", team = Team.kBlue })
location_blue_spawn = location_info:new({ text = "Team Respawn", team = Team.kBlue })
location_red_flagroom = location_info:new({ text = "Flag Room", team = Team.kRed })
location_red_window = location_info:new({ text = "Security Window", team = Team.kRed })
location_red_security = location_info:new({ text = "Security Area", team = Team.kRed })
location_red_courtyard = location_info:new({ text = "Main Courtyard", team = Team.kRed })
location_red_rampside = location_info:new({ text = "Ramp Side", team = Team.kRed })
location_red_secside = location_info:new({ text = "Security Side", team = Team.kRed })
location_red_frontdoor = location_info:new({ text = "Front Door", team = Team.kRed })
location_red_water = location_info:new({ text = "Water Area", team = Team.kRed })
location_red_spawn = location_info:new({ text = "Team Respawn", team = Team.kRed })
location_yard = location_info:new({ text = "Yard", team = Team.kUnassigned })
-----------------------------------------------------------------------------
-- TOUCH RESUP
-- Brush volume which gives players health, ammo, etc...
-- Pretty much taken from ff_.lua
-----------------------------------------------------------------------------
touch_resup = trigger_ff_script:new({ team = Team.kUnassigned })
function touch_resup:ontouch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
if player:GetTeamId() == self.team then
player:AddHealth( 400 )
player:AddArmor( 400 )
player:AddAmmo( Ammo.kNails, 400 )
player:AddAmmo( Ammo.kShells, 400 )
player:AddAmmo( Ammo.kRockets, 400 )
player:AddAmmo( Ammo.kCells, 400 )
end
end
end
blue_touch_resup = touch_resup:new({ team = Team.kBlue })
red_touch_resup = touch_resup:new({ team = Team.kRed })
-----------------------------------------------------------------------------------------------------------------------------
-- WINDOWPACK
-- Team-specific packs which are located near the window where players can throw the flag out.
-----------------------------------------------------------------------------------------------------------------------------
windowpack = genericbackpack:new({
health = 50,
armor = 50,
grenades = 200,
nails = 200,
shells = 200,
rockets = 200,
cells = 130,
gren1 = 0,
gren2 = 0,
respawntime = 8,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
botgoaltype = Bot.kBackPack_Ammo
})
function windowpack:dropatspawn() return false end
blue_windowpack = windowpack:new({ touchflags = { AllowFlags.kOnlyPlayers, AllowFlags.kBlue } })
red_windowpack = windowpack:new({ touchflags = { AllowFlags.kOnlyPlayers, AllowFlags.kRed } })
-----------------------------------------------------------------------------
-- SPAWN PROTECTION
-- kills those who wander into the enemy spawn
-----------------------------------------------------------------------------
spawn_protection = trigger_ff_script:new({ team = Team.kUnassigned })
function spawn_protection:allowed( activator )
local player = CastToPlayer( activator )
if player then
if player:GetTeamId() == self.team then
return EVENT_ALLOWED
end
end
return EVENT_DISALLOWED
end
red_spawn_protection = spawn_protection:new({ team = Team.kBlue })
blue_spawn_protection = spawn_protection:new({ team = Team.kRed })
-----------------------------------------------------------------------------
-- OFFENSIVE AND DEFENSIVE SPAWNS
-- Medic, Spy, and Scout spawn in the offensive spawns, other classes spawn in the defensive spawn,
-- Copied from ff_session.lua
-----------------------------------------------------------------------------
red_o_only = function(self,player) return ((player:GetTeamId() == Team.kRed) and ((player:GetClass() == Player.kScout) or (player:GetClass() == Player.kMedic) or (player:GetClass() == Player.kSpy) or (player:GetClass() == Player.kEngineer))) end
red_d_only = function(self,player) return ((player:GetTeamId() == Team.kRed) and (((player:GetClass() == Player.kScout) == false) and ((player:GetClass() == Player.kMedic) == false) and ((player:GetClass() == Player.kSpy) == false) and ((player:GetClass() == Player.kEngineer) == false))) end
red_ospawn = { validspawn = red_o_only }
red_dspawn = { validspawn = red_d_only }
blue_o_only = function(self,player) return ((player:GetTeamId() == Team.kBlue) and ((player:GetClass() == Player.kScout) or (player:GetClass() == Player.kMedic) or (player:GetClass() == Player.kSpy) or (player:GetClass() == Player.kEngineer))) end
blue_d_only = function(self,player) return ((player:GetTeamId() == Team.kBlue) and (((player:GetClass() == Player.kScout) == false) and ((player:GetClass() == Player.kMedic) == false) and ((player:GetClass() == Player.kSpy) == false) and ((player:GetClass() == Player.kEngineer) == false))) end
blue_ospawn = { validspawn = blue_o_only }
blue_dspawn = { validspawn = blue_d_only }
-----------------------------------------------------------------------------
-- AND THEN, SOME MORE STUFF...
-----------------------------------------------------------------------------
red_sec = trigger_ff_script:new()
blue_sec = trigger_ff_script:new()
bluesecstatus = 1
redsecstatus = 1
sec_iconx = 60
sec_icony = 30
sec_iconw = 16
sec_iconh = 16
function red_sec:ontouch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
if player:GetTeamId() == Team.kBlue then
if redsecstatus == 1 then
redsecstatus = 0
AddSchedule("secup10red", SECURITY_LENGTH - 10, secup10red)
AddSchedule("beginclosered", SECURITY_LENGTH - 6, beginclosered)
AddSchedule("secupred",SECURITY_LENGTH,secupred)
OpenDoor("red_secdoor")
BroadCastMessage("#FF_RED_SEC_40")
SpeakAll( "SD_REDDOWN" )
RemoveHudItemFromAll( "red-sec-up" )
AddHudIconToAll( "hud_secdown.vtf", "red-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 )
end
end
end
end
function blue_sec:ontouch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
if player:GetTeamId() == Team.kRed then
if bluesecstatus == 1 then
bluesecstatus = 0
AddSchedule("secup10blue", SECURITY_LENGTH - 10, secup10blue)
AddSchedule("begincloseblue", SECURITY_LENGTH - 6, begincloseblue)
AddSchedule("secupblue",SECURITY_LENGTH,secupblue)
OpenDoor("blue_secdoor")
BroadCastMessage("#FF_BLUE_SEC_40")
SpeakAll( "SD_BLUEDOWN" )
RemoveHudItemFromAll( "blue-sec-up" )
AddHudIconToAll( "hud_secdown.vtf", "blue-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 )
end
end
end
end
function secupred()
redsecstatus = 1
BroadCastMessage("#FF_RED_SEC_ON")
SpeakAll( "SD_REDUP" )
RemoveHudItemFromAll( "red-sec-down" )
AddHudIconToAll( "hud_secup_red.vtf", "red-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 )
end
function begincloseblue()
CloseDoor("blue_secdoor")
end
function beginclosered()
CloseDoor("red_secdoor")
end
function secupblue()
bluesecstatus = 1
BroadCastMessage("#FF_BLUE_SEC_ON")
SpeakAll( "SD_BLUEUP" )
RemoveHudItemFromAll( "blue-sec-down" )
AddHudIconToAll( "hud_secup_blue.vtf", "blue-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 )
end
function secup10red()
BroadCastMessage("#FF_RED_SEC_10")
end
function secup10blue()
BroadCastMessage("#FF_BLUE_SEC_10")
end
grp = bigpack:new({
materializesound="Item.Materialize",
gren1=4,gren2=4,model=
"models/items/backpack/backpack.mdl",
respawntime=1,touchsound="Backpack.Touch"})
function grp:dropatspawn() return false end
-------------------------
-- flaginfo
-------------------------
function flaginfo( player_entity )
local player = CastToPlayer( player_entity )
flaginfo_base(player_entity) --basic CTF HUD items
RemoveHudItem( player, "red-sec-down" )
RemoveHudItem( player, "blue-sec-down" )
RemoveHudItem( player, "red-sec-up" )
RemoveHudItem( player, "blue-sec-up" )
if bluesecstatus == 1 then
AddHudIcon( player, "hud_secup_blue.vtf", "blue-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 )
else
AddHudIcon( player, "hud_secdown.vtf", "blue-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 )
end
if redsecstatus == 1 then
AddHudIcon( player, "hud_secup_red.vtf", "red-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 )
else
AddHudIcon( player, "hud_secdown.vtf", "red-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 )
end
end