fortressforever-scripts/maps/ff_ksour.lua

404 lines
14 KiB
Lua

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