mirror of
https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-22 12:41:17 +00:00
658 lines
23 KiB
Lua
658 lines
23 KiB
Lua
-- base_training.lua
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-- contains common useful functionality for maps that include training elements.
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IncludeScript("base_teamplay")
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IncludeScript("base_respawnturret")
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-----------------------------------------------------------------------------
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-- helper functions
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-----------------------------------------------------------------------------
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function restoreEntityByName(name)
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local e = GetInfoScriptByName(name)
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if e ~= nil then e:Restore() end
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end
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-----------------------------------------------------------------------------
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-- glass
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-----------------------------------------------------------------------------
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breakable_glass = info_ff_script:new({ })
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function breakable_glass:spawn() end
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function breakable_glass:OnBreak()
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if self.BotSignal ~= nil then
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bot.signal(self.BotSignal.."_OnBreak")
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end
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end
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function breakable_glass:ondamage() end
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-----------------------------------------------------------------------------
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-- Class specific trainer spawns
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-----------------------------------------------------------------------------
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training_spawn = info_ff_script:new({
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name="Trainer",
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model="",
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botteam=Team.kYellow,
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botclass=0,
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botgoaltype=Bot.kTrainerSpawn,
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})
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function training_spawn:spawn()
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info_ff_script.spawn(self)
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local info = CastToInfoScript(entity)
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info:SpawnBot(self.name, self.botteam, self.botclass);
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end
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scout_trainer = training_spawn:new({ name="Scout Instructor", botclass=Player.kScout, })
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sniper_trainer = training_spawn:new({ name="Sniper Instructor", botclass=Player.kSniper, })
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soldier_trainer = training_spawn:new({ name="Soldier Instructor", botclass=Player.kSoldier, })
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demoman_trainer = training_spawn:new({ name="Demo-man Instructor", botclass=Player.kDemoman, })
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medic_trainer = training_spawn:new({ name="Medic Instructor", botclass=Player.kMedic, })
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hwguy_trainer = training_spawn:new({ name="HwGuy Instructor", botclass=Player.kHwguy, })
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pyro_trainer = training_spawn:new({ name="Pyro Instructor", botclass=Player.kPyro, })
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engineer_trainer = training_spawn:new({ name="Engineer Instructor", botclass=Player.kEngineer, })
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spy_trainer = training_spawn:new({ name="Spy Instructor", botclass=Player.kSpy, })
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civilian_trainer = training_spawn:new({ name="Civilian Instructor", botclass=Player.kCivilian, })
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random_target = training_spawn:new({ name="Target", botclass=Player.kRandom, })
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-----------------------------------------------------------------------------
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-- Training buttons
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-----------------------------------------------------------------------------
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train_button = func_button:new({})
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function train_button:allowed() return true end
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function train_button:ondamage() end
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function train_button:ontouch() end
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function train_button:onuse()
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if self.restoreentity ~= nil then
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local e = GetInfoScriptByName(self.restoreentity)
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if e ~= nil then
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e:Restore()
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else
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ConsoleToAll("Could not restore " .. self.restoreentity)
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end
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end
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bot.signal(entity:GetName())
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ConsoleToAll(entity:GetName() .. " onuse")
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end
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function train_button:onfailuse()
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ConsoleToAll("button failuse")
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end
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-----------------------------------------------------------------------------
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-- Fake weapon pickups
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-----------------------------------------------------------------------------
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fakeweapon_spawn = info_ff_script:new({
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model = "models/items/backpack/backpack.mdl",
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weaponname = "ff_weapon_crowbar",
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ammo = {},
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touchsound = "HealthKit.Touch",
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materializesound = "Item.Materialize",
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respawntime = 5,
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removeOnSpawn = false,
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touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen}
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})
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function fakeweapon_spawn:spawn()
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-- temporary override
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--self.model = "models/items/backpack/backpack.mdl"
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info_ff_script.spawn(self)
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local info = CastToInfoScript(entity)
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if self.removeOnSpawn then
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info:Remove()
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end
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end
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function fakeweapon_spawn:precache( )
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PrecacheSound(self.materializesound)
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PrecacheSound(self.touchsound)
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--PrecacheModel(self.model)
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end
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function fakeweapon_spawn:materialize( )
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entity:EmitSound(self.materializesound)
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end
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function fakeweapon_spawn:touch( touch_entity )
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if IsPlayer( touch_entity ) then
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local player = CastToPlayer( touch_entity )
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local dispensed = 0
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if self.weaponclass ~= nil and not player:OwnsWeaponType(self.weaponclass) then
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player:GiveWeapon(self.weaponclass)
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dispensed = dispensed + 1
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end
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if self.weaponclass2 ~= nil and not player:OwnsWeaponType(self.weaponclass2) then
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player:GiveWeapon(self.weaponclass2)
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dispensed = dispensed + 1
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end
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-- give player some health and armor
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if self.health ~= nil and self.health ~= 0 then player:AddHealth(self.health) end
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if self.armor ~= nil and self.armor ~= 0 then player:AddArmor(self.armor) end
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-- give the player some ammo
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if self.nails ~= nil and self.nails ~= 0 then player:AddAmmo(Ammo.kNails, self.nails) end
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if self.shells ~= nil and self.shells ~= 0 then player:AddAmmo(Ammo.kShells, self.shells) end
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if self.rockets ~= nil and self.rockets ~= 0 then player:AddAmmo(Ammo.kRockets, self.rockets) end
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if self.cells ~= nil and self.cells ~= 0 then player:AddAmmo(Ammo.kCells, self.cells) end
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if self.detpacks ~= nil and self.detpacks ~= 0 then player:AddAmmo(Ammo.kDetpack, self.detpacks) end
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if self.mancannons ~= nil and self.mancannons ~= 0 then player:AddAmmo(Ammo.kManCannon, self.mancannons) end
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if self.gren1 ~= nil and self.gren1 ~= 0 then player:AddAmmo(Ammo.kGren1, self.gren1) end
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if self.gren2 ~= nil and self.gren2 ~= 0 then player:AddAmmo(Ammo.kGren2, self.gren2) end
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if dispensed > 0 then
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local item = CastToInfoScript(entity);
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item:EmitSound(self.touchsound)
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-- Do this or don't call Respawn?
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--item:SetStartOrigin(item:GetOrigin())
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--item:SetStartAngles(item:GetAngles())
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--item:Remove()
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--item:Respawn(self.respawntime);
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end
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end
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end
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function fakeweapon_spawn:add_weapon( weaponname )
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ConsoleToAll("fakeweapon_spawn:add_weapon " .. weaponname)
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self.weaponclass2 = weaponname
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end
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-----------------------------------------------------------------------------
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-- Weapon pickup variations.
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-----------------------------------------------------------------------------
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weapon_assaultcannon = fakeweapon_spawn:new({ model = "models/weapons/assaultcannon/w_assaultcannon.mdl", weaponclass = "ff_weapon_assaultcannon", shells = 400 })
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weapon_autorifle = fakeweapon_spawn:new({ model = "models/weapons/autorifle/w_autorifle.mdl", weaponclass = "ff_weapon_autorifle", shells = 400 })
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weapon_crowbar = fakeweapon_spawn:new({ model = "models/weapons/crowbar/w_crowbar.mdl", weaponclass = "ff_weapon_crowbar", })
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weapon_flamethrower = fakeweapon_spawn:new({ model = "models/weapons/flamethrower/w_flamethrower.mdl", weaponclass = "ff_weapon_flamethrower", cells = 400 })
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weapon_grenadelauncher = fakeweapon_spawn:new({ model = "models/weapons/grenadelauncher/w_grenadelauncher.mdl", weaponclass = "ff_weapon_grenadelauncher", rockets = 400 })
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weapon_incendiarycannon = fakeweapon_spawn:new({ model = "models/weapons/incendiarycannon/w_incendiarycannon.mdl", weaponclass = "ff_weapon_ic", rockets = 400 })
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weapon_knife = fakeweapon_spawn:new({ model = "models/weapons/knife/w_knife.mdl", weaponclass = "ff_weapon_knife" })
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weapon_medkit = fakeweapon_spawn:new({ model = "models/weapons/medkit/w_medkit.mdl", weaponclass = "ff_weapon_medkit" })
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weapon_nailgun = fakeweapon_spawn:new({ model = "models/weapons/nailgun/w_nailgun.mdl", weaponclass = "ff_weapon_nailgun", nails = 400 })
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weapon_pipelauncher = fakeweapon_spawn:new({ model = "models/weapons/pipelauncher/w_pipelauncher.mdl", weaponclass = "ff_weapon_pipelauncher", rockets = 400 })
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weapon_railgun = fakeweapon_spawn:new({ model = "models/weapons/railgun/w_railgun.mdl", weaponclass = "ff_weapon_railgun", nails = 400 })
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weapon_rpg = fakeweapon_spawn:new({ model = "models/weapons/rpg/w_rpg.mdl", weaponclass = "ff_weapon_rpg", rockets = 400 })
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weapon_shotgun = fakeweapon_spawn:new({ model = "models/weapons/shotgun/w_shotgun.mdl", weaponclass = "ff_weapon_shotgun", shells = 400 })
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weapon_sniperrifle = fakeweapon_spawn:new({ model = "models/weapons/sniperrifle/w_sniperrifle.mdl", weaponclass = "ff_weapon_sniperrifle", nails = 400 })
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weapon_spanner = fakeweapon_spawn:new({ model = "models/weapons/spanner/w_spanner.mdl", weaponclass = "ff_weapon_spanner" })
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weapon_supernailgun = fakeweapon_spawn:new({ model = "models/weapons/supernailgun/w_supernailgun.mdl", weaponclass = "ff_weapon_supernailgun", nails = 400 })
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weapon_supershotgun = fakeweapon_spawn:new({ model = "models/weapons/supershotgun/w_supershotgun.mdl", weaponclass = "ff_weapon_supershotgun", shells = 400 })
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weapon_tommygun = fakeweapon_spawn:new({ model = "models/weapons/tommygun/w_tommygun.mdl", weaponclass = "ff_weapon_tommygun", shells = 400 })
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weapon_tranq = fakeweapon_spawn:new({ model = "models/weapons/tranq/w_tranq.mdl", weaponclass = "ff_weapon_tranq", nails = 400 })
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weapon_umbrella = fakeweapon_spawn:new({ model = "models/weapons/umbrella/w_umbrella.mdl", weaponclass = "ff_weapon_umbrella" })
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grenade_pack = fakeweapon_spawn:new({ model = "models/items/backpack/backpack.mdl", gren1 = 4, gren2 = 4 })
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weapon_sentry = fakeweapon_spawn:new({ weaponclass = "ff_weapon_deploysentrygun" })
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weapon_dispenser = fakeweapon_spawn:new({ weaponclass = "ff_weapon_deploydispenser" })
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-----------------------------------------------------------------------------
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-- class scanner triggers
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-----------------------------------------------------------------------------
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function perform_player_scan(player, expectedclass, respawnturret)
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if expectedclass ~= player:GetClass() then
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BroadCastMessage("Wrong Class")
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respawnturret.killplayer = true
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else
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--BroadCastMessage("Wrong Class")
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end
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end
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scanner_class = trigger_ff_script:new({ })
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function scanner_class:ontouch( touch_entity )
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if IsPlayer( touch_entity ) then
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local p = CastToPlayer( touch_entity )
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if not p:IsBot() then
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AddSchedule("perform_player_scan", 0, perform_player_scan, p, self.class, self.turret)
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end
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end
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end
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function scanner_class:onendtouch()
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RemoveSchedule("perform_player_scan")
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end
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scout_scanner = scanner_class:new({ class=Player.kScout, })
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sniper_scanner = scanner_class:new({ class=Player.kSniper, })
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soldier_scanner = scanner_class:new({ class=Player.kSoldier, })
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demoman_scanner = scanner_class:new({ class=Player.kDemoman, })
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medic_scanner = scanner_class:new({ class=Player.kMedic, })
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hwguy_scanner = scanner_class:new({ class=Player.kHwguy, })
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pyro_scanner = scanner_class:new({ class=Player.kPyro, })
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engineer_scanner = scanner_class:new({ class=Player.kEngineer, })
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spy_scanner = scanner_class:new({ class=Player.kSpy, })
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civilian_scanner = scanner_class:new({ class=Player.kCivilian, })
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-----------------------------------------------------------------------------
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-- class turrets
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-----------------------------------------------------------------------------
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scanner_turret = respawnturret:new({ team = Team.kGreen })
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function scanner_turret:deploydelay( target_entity ) return 0.5 end
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function scanner_turret:validtarget( target_entity )
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--local entity = GetEntity(ent_id)
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if self.killplayer then
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local player = CastToPlayer( target_entity )
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if player ~= nil and not player:IsBot() then
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return true
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end
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end
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if not AreTeamsAllied(self.team, target_entity:GetTeamId()) then return true end
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return false
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end
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scout_turret = scanner_turret:new({ class=Player.kScout, })
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sniper_turret = scanner_turret:new({ class=Player.kSniper, })
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soldier_turret = scanner_turret:new({ class=Player.kSoldier, })
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demoman_turret = scanner_turret:new({ class=Player.kDemoman, })
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medic_turret = scanner_turret:new({ class=Player.kMedic, })
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hwguy_turret = scanner_turret:new({ class=Player.kHwguy, })
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pyro_turret = scanner_turret:new({ class=Player.kPyro, })
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engineer_turret = scanner_turret:new({ class=Player.kEngineer, })
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spy_turret = scanner_turret:new({ class=Player.kSpy, })
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civilian_turret = scanner_turret:new({ class=Player.kCivilian, })
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-----------------------------------------------------------------------------
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-- class holograms
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-----------------------------------------------------------------------------
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base_hologram = info_ff_script:new({ model = "models/player/pyro/pyro.mdl", renderfx = RenderFx.kHologram })
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scout_hologram = base_hologram:new({ model = "models/player/scout/scout.mdl" })
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sniper_hologram = base_hologram:new({ model = "models/player/sniper/sniper.mdl" })
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soldier_hologram = base_hologram:new({ model = "models/player/soldier/soldier.mdl" })
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demoman_hologram = base_hologram:new({ model = "models/player/demoman/demoman.mdl" })
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medic_hologram = base_hologram:new({ model = "models/player/medic/medic.mdl" })
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hwguy_hologram = base_hologram:new({ model = "models/player/hwguy/hwguy.mdl" })
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pyro_hologram = base_hologram:new({ model = "models/player/pyro/pyro.mdl" })
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engineer_hologram = base_hologram:new({ model = "models/player/engineer/engineer.mdl" })
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spy_hologram = base_hologram:new({ model = "models/player/spy/spy.mdl" })
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-----------------------------------------------------------------------------
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-- Beams
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-----------------------------------------------------------------------------
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base_beam = baseclass:new({ startstate="on",startcolor="0 255 0" })
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function base_beam:spawn()
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if startstate == "on" then
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OutputEvent( entity:GetName(), "TurnOn" )
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else
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OutputEvent( entity:GetName(), "TurnOff" )
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end
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if startstate ~= nil then
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OutputEvent( entity:GetName(), "Color", startcolor )
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end
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end
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function base_beam:turnon()
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OutputEvent( entity:GetName(), "TurnOn" )
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end
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function base_beam:turnoff()
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OutputEvent( entity:GetName(), "TurnOff" )
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end
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function base_beam:setcolor(newcolor)
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if newcolor ~= nil then
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OutputEvent( entity:GetName(), "Color", newcolor )
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end
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end
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-----------------------------------------------------------------------------
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-- training room triggers
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-----------------------------------------------------------------------------
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training_room = trigger_ff_script:new({ })
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function training_room:allowed()
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-- if self.restrictClass ~= nil then
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-- entity:EmitSound(self.speakOnceOnEnter)
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-- end
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return EVENT_ALLOWED
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end
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function training_room:ontrigger()
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--ConsoleToAll("training_room:ontrigger() ")
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end
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function training_room:ontouch( touch_entity )
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if IsPlayer( touch_entity ) then
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local p = CastToPlayer( touch_entity )
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if not p:IsBot() then
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bot.signal(entity:GetName())
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end
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end
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------------------
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ConsoleToAll(entity:GetName() .. " ontouch")
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------------------
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end
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function training_room:onendtouch()
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------------------
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ConsoleToAll(entity:GetName() .. " onendtouch")
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------------------
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end
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function training_room:onfailtouch()
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end
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function training_room:onexplode()
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return EVENT_ALLOWED
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end
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function training_room:onbuild()
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return EVENT_ALLOWED
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end
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function training_room:onfailuse()
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end
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function training_room:onuse()
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end
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function training_room:onactive()
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end
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function training_room:oninactive()
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end
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function training_room:onremoved()
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end
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function training_room:onrestored()
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end
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function training_room:spawn()
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end
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-----------------------------------------------------------------------------
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-- current training status
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-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------
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-- bot helper functions
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-----------------------------------------------------------------------------
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function restore_entity(entname)
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local info = GetInfoScriptByName(entname)
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if info ~= nil then
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info:Restore()
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end
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end
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function remove_entity(entname)
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local info = GetInfoScriptByName(entname)
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if info ~= nil then
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info:Remove()
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end
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end
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function update_grenadecount(entname, g1, g2)
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local info = GetInfoScriptByName(entname)
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if info ~= nil then
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info.gren1 = tonumber(g1)
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info.gren2 = tonumber(g2)
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end
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end
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function vec_tostring(v)
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return string.format("%f %f %f", v.x, v.y, v.z)
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end
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bot = {}
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bot.spawnAtEntity = function(spawnent, name, team, class)
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local info = GetInfoScriptByName(spawnent)
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if info ~= nil then
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info:SpawnBot(name, team, class);
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end
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end
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bot.sendMsg = function(botname, msg, d1, d2, d3)
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local p = GetPlayerByName(botname)
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if p ~= nil then
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p:SendBotMessage(msg, d1, d2, d3)
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else
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ConsoleToAll("bot.sendMsg: player not found: " .. botname)
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end
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end
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bot.signal = function(signalname)
|
|
SendBotSignal(signalname)
|
|
end
|
|
|
|
bot.moveTo = function(botname, targetentity)
|
|
local e = GetEntityByName(targetentity)
|
|
if e ~= nil then
|
|
local epos = e:GetOrigin()
|
|
local eface = e:GetAbsFacing()
|
|
-- convert epos to string
|
|
bot.sendMsg(botname, "run_to", vec_tostring(epos), vec_tostring(eface))
|
|
end
|
|
end
|
|
|
|
bot.setIdlePoint = function(botname, targetentity)
|
|
local e = GetEntityByName(targetentity)
|
|
if e ~= nil then
|
|
local epos = e:GetOrigin()
|
|
local eface = e:GetAbsFacing()
|
|
-- convert epos to string
|
|
bot.sendMsg(botname, "set_idle_position", vec_tostring(epos), vec_tostring(eface))
|
|
end
|
|
end
|
|
|
|
bot.leaveGame = function(botname)
|
|
bot.sendMsg(botname, "leave_game")
|
|
end
|
|
|
|
-- teleportTo(botname, targetEntName)
|
|
-- local p = GetPlayerByName(botname)
|
|
-- local e = GetEntityByName(targetentity)
|
|
-- if p ~= nil and e ~= nil then
|
|
-- p:SetOrigin(e:GetOrigin())
|
|
-- p:SetAngles(e:GetAngles())
|
|
-- else
|
|
-- ConsoleToAll("teleportTo: player not found: " .. botname)
|
|
-- end
|
|
-- end
|
|
|
|
function player_giveweapon(weaponname, as)
|
|
local c = Collection()
|
|
c:GetByFilter({ CF.kHumanPlayers })
|
|
for temp in c.items do
|
|
local player = CastToPlayer( temp )
|
|
local autoselect = false
|
|
if as == "true" then autoselect = true end
|
|
player:GiveWeapon(weaponname, autoselect)
|
|
end
|
|
end
|
|
|
|
function player_giveammo(ammoname, amount)
|
|
local c = Collection()
|
|
c:GetByFilter({ CF.kHumanPlayers })
|
|
for temp in c.items do
|
|
local player = CastToPlayer( temp )
|
|
if ammoname == "nails" then player:AddAmmo(Ammo.kNails, tonumber(amount)) end
|
|
if ammoname == "shells" then player:AddAmmo(Ammo.kShells, tonumber(amount)) end
|
|
if ammoname == "rockets" then player:AddAmmo(Ammo.kRockets, tonumber(amount)) end
|
|
if ammoname == "cells" then player:AddAmmo(Ammo.kCells, tonumber(amount)) end
|
|
if ammoname == "detpack" then player:AddAmmo(Ammo.kDetpack, tonumber(amount)) end
|
|
if ammoname == "mancannon" then player:AddAmmo(Ammo.kManCannon, tonumber(amount)) end
|
|
if ammoname == "gren1" then player:AddAmmo(Ammo.kGren1, tonumber(amount)) end
|
|
if ammoname == "gren2" then player:AddAmmo(Ammo.kGren2, tonumber(amount)) end
|
|
end
|
|
end
|
|
function player_removeweapon(weaponname)
|
|
local c = Collection()
|
|
c:GetByFilter({ CF.kHumanPlayers })
|
|
for temp in c.items do
|
|
local player = CastToPlayer( temp )
|
|
player:RemoveWeapon(weaponname)
|
|
end
|
|
end
|
|
|
|
function player_givedetpack()
|
|
local c = Collection()
|
|
c:GetByFilter({ CF.kHumanPlayers })
|
|
for temp in c.items do
|
|
local player = CastToPlayer( temp )
|
|
player:AddAmmo(Ammo.kDetpack, 1)
|
|
end
|
|
end
|
|
|
|
function player_givemancannon()
|
|
local c = Collection()
|
|
c:GetByFilter({ CF.kHumanPlayers })
|
|
for temp in c.items do
|
|
local player = CastToPlayer( temp )
|
|
player:AddAmmo(Ammo.kManCannon, 1)
|
|
end
|
|
end
|
|
|
|
function player_givegren1()
|
|
local c = Collection()
|
|
c:GetByFilter({ CF.kHumanPlayers })
|
|
for temp in c.items do
|
|
local player = CastToPlayer( temp )
|
|
player:AddAmmo(Ammo.kGren1, 4)
|
|
end
|
|
end
|
|
|
|
function player_givegren2()
|
|
local c = Collection()
|
|
c:GetByFilter({ CF.kHumanPlayers })
|
|
for temp in c.items do
|
|
local player = CastToPlayer( temp )
|
|
player:AddAmmo(Ammo.kGren2, 4)
|
|
end
|
|
end
|
|
|
|
function player_removehealth(playername, amt)
|
|
p = GetPlayerByName(playername)
|
|
if p ~= nil then
|
|
p:AddHealth(-tonumber(amt))
|
|
else
|
|
ConsoleToAll("player_removehealth: Unable to find " .. playername)
|
|
end
|
|
end
|
|
|
|
function player_removearmor(playername, amt)
|
|
p = GetPlayerByName(playername)
|
|
if p ~= nil then
|
|
p:RemoveArmor(tonumber(amt))
|
|
else
|
|
ConsoleToAll("player_removehealth: Unable to find " .. playername)
|
|
end
|
|
end
|
|
|
|
function player_forcerespawn(playername, amt)
|
|
p = GetPlayerByName(playername)
|
|
if p ~= nil then
|
|
ApplyToPlayer(p, { AT.kRespawnPlayers })
|
|
else
|
|
ConsoleToAll("player_forcerespawn: Unable to find " .. playername)
|
|
end
|
|
end
|
|
|
|
function broadcast_message(message)
|
|
BroadCastMessage(message)
|
|
end
|
|
|
|
function training_intro(classname)
|
|
if classname == "Scout" then
|
|
BroadCastSound("training.fem_scout_ovr")
|
|
elseif classname == "Sniper" then
|
|
BroadCastSound("training.fem_sniper_ovr")
|
|
elseif classname == "Soldier" then
|
|
BroadCastSound("training.fem_soldier_ovr")
|
|
elseif classname == "Demoman" then
|
|
BroadCastSound("training.fem_demo_ovr")
|
|
elseif classname == "Medic" then
|
|
BroadCastSound("training.fem_medic_ovr")
|
|
elseif classname == "HwGuy" then
|
|
BroadCastSound("training.fem_hwguy_ovr")
|
|
elseif classname == "Pyro" then
|
|
BroadCastSound("training.fem_pyro_ovr")
|
|
elseif classname == "Spy" then
|
|
BroadCastSound("training.fem_spy_ovr")
|
|
elseif classname == "Engineer" then
|
|
BroadCastSound("training.fem_engy_ovr")
|
|
end
|
|
end
|
|
|
|
function section_complete(sectionname, room)
|
|
BroadCastSound("training.section_complete")
|
|
end
|
|
|
|
function training_complete(classname)
|
|
if classname == "Scout" then
|
|
BroadCastSound("training.fem_scout_comp")
|
|
elseif classname == "Sniper" then
|
|
BroadCastSound("training.fem_sniper_comp")
|
|
elseif classname == "Soldier" then
|
|
BroadCastSound("training.fem_soldier_comp")
|
|
elseif classname == "Demoman" then
|
|
BroadCastSound("training.fem_demo_comp")
|
|
elseif classname == "Medic" then
|
|
BroadCastSound("training.fem_medic_comp")
|
|
elseif classname == "HwGuy" then
|
|
BroadCastSound("training.fem_hwguy_comp")
|
|
elseif classname == "Pyro" then
|
|
BroadCastSound("training.fem_pyro_comp")
|
|
elseif classname == "Spy" then
|
|
BroadCastSound("training.fem_spy_comp")
|
|
elseif classname == "Engineer" then
|
|
BroadCastSound("training.fem_engy_comp")
|
|
end
|
|
end
|
|
|
|
function training_classname(classId)
|
|
if classId == Player.kScout then return "Scout" end
|
|
if classId == Player.kSniper then return "Sniper" end
|
|
if classId == Player.kSoldier then return "Soldier" end
|
|
if classId == Player.kDemoman then return "Demoman" end
|
|
if classId == Player.kMedic then return "Medic" end
|
|
if classId == Player.kHwguy then return "HwGuy" end
|
|
if classId == Player.kPyro then return "Pyro" end
|
|
if classId == Player.kSpy then return "Spy" end
|
|
if classId == Player.kEngineer then return "Engineer" end
|
|
if classId == Player.kCivilian then return "Civilian" end
|
|
end
|
|
|
|
|