mirror of
https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-14 17:01:08 +00:00
377 lines
14 KiB
Lua
377 lines
14 KiB
Lua
-----------------------------------------------------------------------------
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-- includes
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-----------------------------------------------------------------------------
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IncludeScript("base_idzone")
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IncludeScript("base_location")
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IncludeScript("base_respawnturret")
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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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INITIAL_ROUND_PERIOD = 60
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ROUND_SETUP_PERIOD = 17
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DEFENSE_PERIOD_TIME = 60
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POINTS_PER_DEFENSE_PERIOD = 1
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DEFAULT_POINTS_TO_CAP = 10
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NUMBER_OF_CAP_POINTS = 3
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DELAY_BEFORE_TEAMSWITCH = 3
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DELAY_AFTER_CAP = 3
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ZONE_COLOR = "purple"
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-----------------------------------------------------------------------------
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-- Zone-controlling outputs
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-----------------------------------------------------------------------------
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function oncap_outputs()
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OutputEvent( "shake"..phase, "StartShake" )
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OutputEvent( "shakebreak"..phase, "Playsound" )
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AddSchedule( "Partition_On", 4, OutputEvent,"cp"..phase.."_partition", "TurnOn")
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AddSchedule( "Partition_Enabled", 4, OutputEvent,"cp"..phase.."_partition", "Enable")
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AddSchedule( "Partition_Door_On", 4, OutputEvent, "cp"..phase.."_partition_door", "TurnOff")
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AddSchedule( "Partition_Door_Enable", 4, OutputEvent, "cp"..phase.."_partition_door", "Disable")
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AddSchedule( "Areaportal_On", 4, OutputEvent, "cp"..phase.."_areaportal_door", "Open")
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AddSchedule( "Areaportal_Partition_On", 4, OutputEvent, "cp"..phase.."_areaportal", "Close")
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AddSchedule( "alarm_voice", 2, OutputEvent, "voice1", "PlaySound")
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AddSchedule( "alarm_text", 2, schedulemessagetoall, "Zone Captured!")
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AddSchedule( "stop_voice", 2.5, OutputEvent, "voice1", "StopSound")
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AddSchedule( "alarm_voices", 2.5, OutputEvent, "voice2", "PlaySound")
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AddSchedule( "stop_voices", 2.975, OutputEvent, "voice2", "StopSound")
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AddSchedule( "35 second warning", 7, schedulemessagetoall, "Gate Opens in 35 seconds!")
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AddSchedule( "35 second warning_sound" , 7 , schedulesound, "misc.bloop" )
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AddSchedule( "dooropen5sec_sound", 37, schedulecountdown, "5")
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AddSchedule( "dooropen4sec_sound", 38, schedulecountdown, "4")
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AddSchedule( "dooropen3sec_sound", 39, schedulecountdown, "3")
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AddSchedule( "dooropen2sec_sound", 40, schedulecountdown, "2")
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AddSchedule( "dooropen1sec_sound", 41, schedulecountdown, "1")
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AddSchedule("alarm_events", 42, OutputEvent, "breakglass"..phase, "Break")
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AddSchedule("alarm_sounds", 42, OutputEvent, "breakalarm"..phase, "PlaySound")
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if phase == 1 then
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defender_door_trigger1 = id_door:new({ team = attackers, door = "defender_door1" })
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defender_door_trigger2 = id_door:new({ team = attackers, door = "defender_door2" })
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end
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if phase == 2 then
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defender_door_trigger3 = id_door:new({ team = attackers, door = "defender_door3" })
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defender_door_trigger4 = id_door:new({ team = attackers, door = "defender_door4" })
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end
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end
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function oncap_outputs_nextphase()
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RespawnAllPlayers()
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end
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function onreset_outputs()
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OutputEvent( "breakalarm"..phase, "Playsound" )
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OutputEvent( "shake"..phase, "StartShake" )
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OutputEvent( "shakebreak"..phase, "Playsound" )
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AddSchedule( "alarm_voice", 2, OutputEvent, "voice1", "PlaySound")
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AddSchedule( "alarm_text", 2, schedulemessagetoall, "Zone Captured!")
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AddSchedule( "stop_voice", 2.5, OutputEvent, "voice1", "StopSound")
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AddSchedule( "alarm_voices", 2.5, OutputEvent, "voice2", "PlaySound")
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AddSchedule( "stop_voices", 2.97, OutputEvent, "voice2", "StopSound")
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end
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function zone_on_outputs()
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-- use for entities that have two copies per zone (e.g. rotate1 and rotate2)
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two1 = phase * 2 - 1
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two2 = phase * 2
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-- use for entities that have three copies per zone (e.g. rotate1, rotate2, and rotate3)
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three1 = phase * 3 - 2
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three2 = phase * 3 - 1
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three3 = phase * 3
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-- use for entities that have three copies per zone (e.g. rotate1, rotate2, rotate3 and rotate4)
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four1 = phase * 4 - 3
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four2 = phase * 4 - 2
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four3 = phase * 4 - 1
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four4 = phase * 4
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-- outputs
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OutputEvent( "alarm"..phase, "PlaySound" )
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OutputEvent( "light"..phase, "TurnOn" )
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OutputEvent( "spot"..phase, "LightOn" )
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OutputEvent( "rotate"..two1, "Start" )
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OutputEvent( "rotate"..two2, "Start" )
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OutputEvent( "Tesla"..phase, "DoSpark" )
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end
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function zone_off_outputs()
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-- use for entities that have two copies per zone (e.g. rotate1 and rotate2)
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two1 = phase * 2 - 1
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two2 = phase * 2
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-- use for entities that have three copies per zone (e.g. rotate1, rotate2, and rotate3)
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three1 = phase * 3 - 2
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three2 = phase * 3 - 1
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three3 = phase * 3
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-- use for entities that have three copies per zone (e.g. rotate1, rotate2, rotate3 and rotate4)
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four1 = phase * 4 - 3
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four2 = phase * 4 - 2
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four3 = phase * 4 - 1
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four4 = phase * 4
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-- outputs
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OutputEvent( "alarm"..phase, "StopSound" )
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OutputEvent( "light"..phase, "TurnOff" )
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OutputEvent( "spot"..phase, "LightOff" )
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OutputEvent( "rotate"..two1, "Stop" )
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OutputEvent( "rotate"..two2, "Stop" )
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end
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function openstartdoor()
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-- unlock them doors
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attacker_door_trigger1 = id_door:new({ team = attackers, door = "attacker_door1" })
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attacker_door_trigger2 = id_door:new({ team = attackers, door = "attacker_door2" })
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-- open the first door
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OutputEvent( "attacker_door1", "Open" )
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OutputEvent( "attacker_door2", "Open" )
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end
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function onswitch()
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-- reset doors to open for the right team
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defender_door_trigger1 = id_door:new({ team = defenders, door = "defender_door1" })
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defender_door_trigger2 = id_door:new({ team = defenders, door = "defender_door2" })
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defender_door_trigger3 = id_door:new({ team = defenders, door = "defender_door3" })
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defender_door_trigger4 = id_door:new({ team = defenders, door = "defender_door4" })
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defender_door_trigger5 = id_door:new({ team = defenders, door = "defender_door5" })
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defender_door_trigger6 = id_door:new({ team = defenders, door = "defender_door6" })
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defender_door_trigger7 = id_door:new({ team = defenders, door = "defender_door7" })
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defender_door_trigger8 = id_door:new({ team = defenders, door = "defender_door8" })
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-- lock them doors
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attacker_door_trigger1 = id_door:new({ team = Team.kUnassigned, door = "attacker_door1" })
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attacker_door_trigger2 = id_door:new({ team = Team.kUnassigned, door = "attacker_door2" })
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OutputEvent( "point_template", "ForceSpawn" )
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end
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function onswitch_bluetodef()
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-- switch the lights
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OutputEvent( "defender_light1", "TurnOff" )
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OutputEvent( "defender_spotlight1", "LightOff" )
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OutputEvent( "defender_light2", "TurnOn" )
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OutputEvent( "defender_spotlight2", "LightOn" )
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OutputEvent( "cp1_partition", "TurnOff" )
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OutputEvent( "cp1_partition", "Disable" )
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OutputEvent( "cp2_partition", "TurnOff" )
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OutputEvent( "cp2_partition", "Disable" )
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OutputEvent( "cp1_areaportal", "Open" )
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OutputEvent( "cp1_areaportal_door", "Close" )
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OutputEvent( "cp2_areaportal", "Open" )
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OutputEvent( "cp2_areaportal_door", "Close" )
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OutputEvent( "cp1_partition_door", "TurnOn")
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OutputEvent( "cp1_partition_door", "Enable")
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OutputEvent( "cp2_partition_door", "TurnOn")
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OutputEvent( "cp2_partition_door", "Enable")
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-- switch them packs, for real this time; this is a workaround due to how the touchflags are set in base.lua
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local num_packs = 9
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for i=1,num_packs do
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entity = GetEntityByName( "gen_pack_defender"..i )
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local info = CastToInfoScript( entity )
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info:SetTouchFlags({ AllowFlags.kBlue})
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end
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end
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function onswitch_redtodef()
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-- switch the lights
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OutputEvent( "defender_light1", "TurnOn" )
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OutputEvent( "defender_spotlight1", "LightOn" )
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OutputEvent( "defender_light2", "TurnOff" )
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OutputEvent( "defender_spotlight2", "LightOff" )
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OutputEvent( "cp1_partition", "TurnOff" )
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OutputEvent( "cp1_partition", "Disable" )
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OutputEvent( "cp2_partition", "TurnOff" )
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OutputEvent( "cp2_partition", "Disable" )
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OutputEvent( "cp1_areaportal", "Open" )
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OutputEvent( "cp1_areaportal_door", "Close" )
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OutputEvent( "cp2_areaportal", "Open" )
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OutputEvent( "cp2_areaportal_door", "Close" )
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OutputEvent( "cp1_partition_door", "TurnOn")
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OutputEvent( "cp1_partition_door", "Enable")
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OutputEvent( "cp2_partition_door", "TurnOn")
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OutputEvent( "cp2_partition_door", "Enable")
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-- switch them packs, for real this time; this is a workaround due to how the touchflags are set in base.lua
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local num_packs = 9
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for i=1,num_packs do
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entity = GetEntityByName( "gen_pack_defender"..i )
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local info = CastToInfoScript( entity )
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info:SetTouchFlags({ AllowFlags.kRed})
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end
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end
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-----------------------------------------------------------------------------
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-- backpacks, doors, etc. etc.
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-----------------------------------------------------------------------------
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gen_pack = genericbackpack:new({
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health = 30,
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armor = 25,
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grenades = 20,
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nails = 50,
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shells = 300,
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rockets = 15,
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gren1 = 1,
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gren2 = 0,
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cells = 120,
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respawntime = 10,
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model = "models/items/backpack/backpack.mdl",
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materializesound = "Item.Materialize",
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touchsound = "Backpack.Touch"
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})
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function gen_pack:dropatspawn() return false
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end
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gen_pack_defender1 = gen_pack:new({ touchflags = {AllowFlags.kRed} })
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gen_pack_defender2 = gen_pack:new({ touchflags = {AllowFlags.kRed} })
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gen_pack_defender3 = gen_pack:new({ touchflags = {AllowFlags.kRed} })
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gen_pack_defender4 = gen_pack:new({ touchflags = {AllowFlags.kRed} })
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gen_pack_defender5 = gen_pack:new({ touchflags = {AllowFlags.kRed} })
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gen_pack_defender6 = gen_pack:new({ touchflags = {AllowFlags.kRed} })
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gen_pack_defender7 = gen_pack:new({ touchflags = {AllowFlags.kRed} })
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gen_pack_defender8 = gen_pack:new({ touchflags = {AllowFlags.kRed} })
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gen_pack_defender9 = gen_pack:new({ touchflags = {AllowFlags.kRed} })
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-----------------------------------------------------------------------------
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-- No Fucking Annoyances
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-----------------------------------------------------------------------------
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noannoyances = trigger_ff_script:new({})
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function noannoyances:onbuild( build_entity )
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return EVENT_DISALLOWED
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end
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function noannoyances:onexplode( explode_entity )
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if IsGrenade( explode_entity ) then
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return EVENT_DISALLOWED
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end
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return EVENT_ALLOWED
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end
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function noannoyances:oninfect( infect_entity )
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return EVENT_DISALLOWED
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end
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no_annoyances = noannoyances
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spawn_protection = noannoyances
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------------------------------------------------------------------
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--Resup Doors
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------------------------------------------------------------------
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neutral_door_trigger1 = trigger_ff_script:new({})
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function neutral_door_trigger1:ontouch( trigger_entity )
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OutputEvent( "neutral_door1", "Open" )
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end
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id_door = trigger_ff_script:new({ team = Team.kUnassigned, door = nil })
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function id_door:allowed( touch_entity )
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if IsPlayer( touch_entity ) then
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local player = CastToPlayer( touch_entity )
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return player:GetTeamId() == self.team
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end
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return EVENT_DISALLOWED
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end
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function id_door:ontrigger( touch_entity )
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if IsPlayer( touch_entity ) then
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OutputEvent(self.door, "Open")
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end
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end
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attacker_door_trigger1 = id_door:new({ team = Team.kUnassigned, door = "attacker_door1" })
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attacker_door_trigger2 = id_door:new({ team = Team.kUnassigned, door = "attacker_door2" })
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defender_door_trigger1 = id_door:new({ team = defenders, door = "defender_door1" })
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defender_door_trigger2 = id_door:new({ team = defenders, door = "defender_door2" })
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defender_door_trigger3 = id_door:new({ team = defenders, door = "defender_door3" })
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defender_door_trigger4 = id_door:new({ team = defenders, door = "defender_door4" })
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defender_door_trigger5 = id_door:new({ team = defenders, door = "defender_door5" })
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defender_door_trigger6 = id_door:new({ team = defenders, door = "defender_door6" })
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defender_spawn = base_defender_spawn:new({phase=1})
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defender_spawn2 = base_defender_spawn:new({phase=2})
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defender_spawn3 = base_defender_spawn:new({phase=3})
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attacker_spawn = base_attacker_spawn:new({phase=1})
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attacker_spawn2 = base_attacker_spawn:new({phase=2})
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attacker_spawn3 = base_attacker_spawn:new({phase=3})
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------------------------------------------------------------------
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--Elevator
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------------------------------------------------------------------
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-- keeps track of elevator goings on
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local elev_collection = Collection()
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elev_trigger_add = trigger_ff_script:new({ })
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-- registers attackers as they hit the top
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function elev_trigger_add: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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elev_collection:AddItem( player )
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end
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end
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elev_trigger_remove = trigger_ff_script:new({ })
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function elev_trigger_remove: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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elev_collection:RemoveItem( player )
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end
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end
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function elev_trigger_remove:oninactive( trigger_entity )
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elev_collection:RemoveAllItems()
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end
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elev_trigger = trigger_ff_script:new({ })
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function elev_trigger:allowed( trigger_entity )
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if IsPlayer( trigger_entity ) then
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local player = CastToPlayer( trigger_entity )
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for playerx in elev_collection.items do
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playerx = CastToPlayer(playerx)
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if playerx:GetId() == player:GetId() then
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return EVENT_DISALLOWED
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end
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end
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end
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return EVENT_ALLOWED
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end
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function elev_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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OutputEvent( "elev2", "Open" )
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end
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end
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