fortressforever-scripts/maps/includes/base_teamplay.lua

900 lines
37 KiB
Lua

-- base_teamplay.lua
-----------------------------------------------------------------------------
-- base_teamplay handles stuff for "normal" maps so this stuff doesn't need
-- to be replicated all over the place (like standard teamspawns,
-- doors, bags, and such)
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
-- Globals
-----------------------------------------------------------------------------
if POINTS_PER_CAPTURE == nil then POINTS_PER_CAPTURE = 10; end
if FORTPOINTS_PER_CAPTURE == nil then FORTPOINTS_PER_CAPTURE = 1000; end
if FORTPOINTS_PER_INITIALTOUCH == nil then FORTPOINTS_PER_INITIALTOUCH = 100; end
if FLAG_RETURN_TIME == nil then FLAG_RETURN_TIME = 60; end
if FLAG_THROW_SPEED == nil then FLAG_THROW_SPEED = 330; end
redallowedmethod = function(self,player) return player:GetTeamId() == Team.kRed end
blueallowedmethod = function(self,player) return player:GetTeamId() == Team.kBlue end
yellowallowedmethod = function(self,player) return player:GetTeamId() == Team.kYellow end
greenallowedmethod = function(self,player) return player:GetTeamId() == Team.kGreen end
-- things for flags
teamskins = {}
teamskins[Team.kBlue] = 0
teamskins[Team.kRed] = 1
teamskins[Team.kYellow] = 2
teamskins[Team.kGreen] = 3
team_hudicons = {}
team_hudicons[Team.kBlue] = "hud_flag_blue_new.vtf"
team_hudicons[Team.kRed] = "hud_flag_red_new.vtf"
team_hudicons[Team.kGreen] = "hud_flag_green_new.vtf"
team_hudicons[Team.kYellow] = "hud_flag_yellow_new.vtf"
-----------------------------------------------------------------------------
-- Player spawn: give full health, armor, and ammo
-----------------------------------------------------------------------------
function player_spawn( player_entity )
local player = CastToPlayer( player_entity )
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
-----------------------------------------------------------------------------
-- No builds: area where you can't build
-----------------------------------------------------------------------------
nobuild = trigger_ff_script:new({})
function nobuild:onbuild( build_entity )
return EVENT_DISALLOWED
end
no_build = nobuild
-----------------------------------------------------------------------------
-- No grens: area where grens won't explode
-----------------------------------------------------------------------------
nogrens = trigger_ff_script:new({})
function nogrens:onexplode( explode_entity )
if IsGrenade( explode_entity ) then
return EVENT_DISALLOWED
end
return EVENT_ALLOWED
end
no_grens = nogrens
-----------------------------------------------------------------------------
-- No Fucking Annoyances
-----------------------------------------------------------------------------
noannoyances = trigger_ff_script:new({})
function noannoyances:onbuild( build_entity )
return EVENT_DISALLOWED
end
function noannoyances:onexplode( explode_entity )
if IsGrenade( explode_entity ) then
return EVENT_DISALLOWED
end
return EVENT_ALLOWED
end
function noannoyances:oninfect( infect_entity )
return EVENT_DISALLOWED
end
no_annoyances = noannoyances
spawn_protection = noannoyances
-----------------------------------------------------------------------------
-- Useful trigger definitions
-----------------------------------------------------------------------------
-- team only triggers
team_only_trigger = trigger_ff_script:new({ team = Team.kUnassigned, allow = true })
function team_only_trigger:allowed( allowed_entity ) if allowed_entity and IsPlayer(allowed_entity) and CastToPlayer(allowed_entity):GetTeamId() == self.team then return self.allow else return not self.allow end end
-- triggers that allow any team except the given team
not_team_only_trigger = team_only_trigger:new({allow = false})
-- allow only if on the team
red_trigger = team_only_trigger:new({ team = Team.kRed })
blue_trigger = team_only_trigger:new({ team = Team.kBlue })
yellow_trigger = team_only_trigger:new({ team = Team.kYellow })
green_trigger = team_only_trigger:new({ team = Team.kGreen })
-- allow only if not on the team
not_red_trigger = not_team_only_trigger:new({ team = Team.kRed })
not_blue_trigger = not_team_only_trigger:new({ team = Team.kBlue })
not_yellow_trigger = not_team_only_trigger:new({ team = Team.kYellow })
not_green_trigger = not_team_only_trigger:new({ team = Team.kGreen })
-----------------------------------------------------------------------------
-- Trigger_ff_clips
-----------------------------------------------------------------------------
-- these block all players except the team the clip "belongs to" (clip_red blocks all players not on the red team)
clip_blue = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamRed, ClipFlags.kClipTeamYellow, ClipFlags.kClipTeamGreen, ClipFlags.kClipAllNonPlayers} })
clip_red = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamBlue, ClipFlags.kClipTeamYellow, ClipFlags.kClipTeamGreen, ClipFlags.kClipAllNonPlayers} })
clip_yellow = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamBlue, ClipFlags.kClipTeamRed, ClipFlags.kClipTeamGreen, ClipFlags.kClipAllNonPlayers} })
clip_green = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamBlue, ClipFlags.kClipTeamRed, ClipFlags.kClipTeamYellow, ClipFlags.kClipAllNonPlayers} })
-- each of these block specific things
block_buildables = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllBuildables, ClipFlags.kClipAllBuildableWeapons} })
block_buildablepathing = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllBuildables} })
block_buildableweapons = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllBuildableWeapons} })
block_spawnturrets = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllSpawnTurrets} })
block_nonplayers = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllNonPlayers} })
block_players = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllPlayers} })
block_backpacks = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllBackpacks} })
block_flags = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllInfoScripts} })
-----------------------------------------------------------------------------
-- Generic Backpack
-----------------------------------------------------------------------------
genericbackpack = info_ff_script:new({
health = 0,
armor = 0,
grenades = 0,
shells = 0,
nails = 0,
rockets = 0,
cells = 0,
detpacks = 0,
mancannons = 0,
gren1 = 0,
gren2 = 0,
respawntime = 5,
model = "models/items/healthkit.mdl",
materializesound = "Item.Materialize",
touchsound = "HealthKit.Touch",
notallowedmsg = "#FF_NOTALLOWEDPACK",
touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen}
})
function genericbackpack:dropatspawn() return false end
function genericbackpack:precache( )
-- precache sounds
PrecacheSound(self.materializesound)
PrecacheSound(self.touchsound)
-- precache models
PrecacheModel(self.model)
end
function genericbackpack:touch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
local dispensed = 0
-- give player some health and armor
if self.health ~= nil and self.health ~= 0 then dispensed = dispensed + player:AddHealth( self.health ) end
if self.armor ~= nil and self.armor ~= 0 then dispensed = dispensed + player:AddArmor( self.armor ) end
-- give player ammo
if self.nails ~= nil and self.nails ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kNails, self.nails) end
if self.shells ~= nil and self.shells ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kShells, self.shells) end
if self.rockets ~= nil and self.rockets ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kRockets, self.rockets) end
if self.cells ~= nil and self.cells ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kCells, self.cells) end
if self.detpacks ~= nil and self.detpacks ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kDetpack, self.detpacks) end
if self.mancannons ~= nil and self.mancannons ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kManCannon, self.mancannons) end
if self.gren1 ~= nil and self.gren1 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren1, self.gren1) end
if self.gren2 ~= nil and self.gren2 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren2) end
-- if the player took ammo, then have the backpack respawn with a delay
if dispensed >= 1 then
local backpack = CastToInfoScript(entity);
if backpack then
backpack:EmitSound(self.touchsound);
backpack:Respawn(self.respawntime);
end
end
end
end
function genericbackpack:materialize( )
entity:EmitSound(self.materializesound)
end
-----------------------------------------------------------------------------
-- Health Kit (backpack-based)
-----------------------------------------------------------------------------
healthkit = genericbackpack:new({
health = 25,
model = "models/items/healthkit.mdl",
materializesound = "Item.Materialize",
respawntime = 20,
touchsound = "HealthKit.Touch",
botgoaltype = Bot.kBackPack_Health
})
function healthkit:dropatspawn() return true end
-----------------------------------------------------------------------------
-- Armor Kit (backpack-based)
-----------------------------------------------------------------------------
armorkit = genericbackpack:new({
armor = 200,
cells = 150, -- mirv: armour in 2fort/rock2/etc gives 150 cells too
model = "models/items/armour/armour.mdl",
materializesound = "Item.Materialize",
touchsound = "ArmorKit.Touch",
botgoaltype = Bot.kBackPack_Armor
})
function armorkit:dropatspawn() return true end
-----------------------------------------------------------------------------
-- Ammo Kit (backpack-based)
-----------------------------------------------------------------------------
ammobackpack = genericbackpack:new({
grenades = 20,
nails = 50,
shells = 100,
rockets = 15,
cells = 70,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
botgoaltype = Bot.kBackPack_Ammo
})
function ammobackpack:dropatspawn() return false end
-----------------------------------------------------------------------------
-- bigpack -- has a bit of everything (excluding grens) (backpack-based)
-----------------------------------------------------------------------------
bigpack = genericbackpack:new({
health = 150,
armor = 200,
grenades = 50,
nails = 150,
shells = 200,
rockets = 100,
cells = 200,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
botgoaltype = Bot.kBackPack_Ammo
})
function bigpack:dropatspawn() return false end
-----------------------------------------------------------------------------
-- Grenade Backpack
-----------------------------------------------------------------------------
grenadebackpack = genericbackpack:new({
mancannons = 1,
gren1 = 2,
gren2 = 2,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
respawntime = 30,
touchsound = "Backpack.Touch",
botgoaltype = Bot.kBackPack_Grenades
})
function grenadebackpack:dropatspawn() return false end
-----------------------------------------------------------------------------
-- Door Triggers
-----------------------------------------------------------------------------
respawndoor = trigger_ff_script:new({ team = Team.kUnassigned, allowdisguised=false })
function respawndoor:allowed( allowed_entity )
if IsPlayer( allowed_entity ) then
local player = CastToPlayer( allowed_entity )
if player:GetTeamId() == self.team then
return EVENT_ALLOWED
end
if self.allowdisguised then
if player:IsDisguised() and player:GetDisguisedTeam() == self.team then
return EVENT_ALLOWED
end
end
end
return EVENT_DISALLOWED
end
function respawndoor:onfailtouch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
BroadCastMessageToPlayer( player, "#FF_NOTALLOWEDDOOR" )
end
end
bluerespawndoor = respawndoor:new({ team = Team.kBlue })
redrespawndoor = respawndoor:new({ team = Team.kRed })
greenrespawndoor = respawndoor:new({ team = Team.kGreen })
yellowrespawndoor = respawndoor:new({ team = Team.kYellow })
-----------------------------------------------------------------------------
-- Elevator Triggers
-----------------------------------------------------------------------------
elevator_trigger = respawndoor:new( {} )
function elevator_trigger:onfailtouch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
BroadCastMessageToPlayer( player, "#FF_NOTALLOWEDELEVATOR" )
end
end
blue_elevator_trigger = elevator_trigger:new({ team = Team.kBlue })
red_elevator_trigger = elevator_trigger:new({ team = Team.kRed })
green_elevator_trigger = elevator_trigger:new({ team = Team.kGreen })
yellow_elevator_trigger = elevator_trigger:new({ team = Team.kYellow })
-----------------------------------------------------------------------------
-- Spawn functions
-----------------------------------------------------------------------------
redspawn = { validspawn = redallowedmethod }
bluespawn = { validspawn = blueallowedmethod }
greenspawn = { validspawn = greenallowedmethod }
yellowspawn = { validspawn = yellowallowedmethod }
-- aliases for people that like underscores
red_spawn = redspawn; blue_spawn = bluespawn;
green_spawn = greenspawn; yellow_spawn = yellowspawn
blue_respawndoor = bluerespawndoor; red_respawndoor = redrespawndoor;
green_respawndoor = greenrespawndoor; yellow_respawndoor = yellowrespawndoor
-----------------------------------------------------------------------------
-- Capture Points
-----------------------------------------------------------------------------
basecap = trigger_ff_script:new({
health = 100,
armor = 300,
grenades = 200,
shells = 200,
nails = 200,
rockets = 200,
cells = 200,
detpacks = 1,
mancannons = 1,
gren1 = 4,
gren2 = 4,
item = "",
team = 0,
jetpackfuelpct = 100,
-- teampoints and fortpoints are defined as functions here for backwards compatibility (to always get the current value of the global variable)
-- when defining capture points that inherit from basecap, teampoints and fortpoints can be set to numbers instead
teampoints = function(cap, team) return POINTS_PER_CAPTURE end,
fortpoints = function(cap, player) return FORTPOINTS_PER_CAPTURE end,
botgoaltype = Bot.kFlagCap,
})
bluerspawn = info_ff_script:new()
function basecap:allowed ( allowed_entity )
if IsPlayer( allowed_entity ) then
-- get the player and his team
local player = CastToPlayer( allowed_entity )
local team = player:GetTeam()
-- check if the player is on our team
if team:GetTeamId() ~= self.team then
return false
end
-- check if the player has the flag
for i,v in ipairs(self.item) do
local flag = GetInfoScriptByName(v)
-- Make sure flag isn't nil
if flag then
if player:HasItem(flag:GetName()) then
return true
end
end
end
end
return false
end
function basecap:ontrigger ( trigger_entity )
if IsPlayer( trigger_entity ) then
local player = CastToPlayer( trigger_entity )
-- player should capture now
for i,v in ipairs( self.item ) do
-- find the flag and cast it to an info_ff_script
local flag = GetInfoScriptByName(v)
-- Make sure flag isn't nil
if flag then
-- check if the player is carrying the flag
if player:HasItem(flag:GetName()) then
flag.status = 0
-- reward player for capture
local fortpoints = (type(self.fortpoints) == "function" and self.fortpoints(self, player) or self.fortpoints)
player:AddFortPoints(fortpoints, "#FF_FORTPOINTS_CAPTUREFLAG")
-- reward player's team for capture
local team = player:GetTeam()
local teampoints = (type(self.teampoints) == "function" and self.teampoints(self, team) or self.teampoints)
team:AddScore(teampoints)
LogLuaEvent(player:GetId(), 0, "flag_capture","flag_name",flag:GetName())
-- show on the deathnotice board
ObjectiveNotice( player, "captured the flag" )
-- clear the objective icon
UpdateObjectiveIcon( player, nil )
-- Remove any hud icons
RemoveHudItem( player, flag:GetName() )
-- return the flag
flag:Return()
--Cappin cures what ails ya
player:RemoveEffect(EF.kOnfire)
player:RemoveEffect(EF.kConc)
player:RemoveEffect(EF.kGas)
player:RemoveEffect(EF.kInfect)
player:RemoveEffect(EF.kRadiotag)
player:RemoveEffect(EF.kTranq)
player:RemoveEffect(EF.kLegshot)
player:RemoveEffect(EF.kRadiotag)
-- give player some health and armor
if self.health ~= nil and self.health ~= 0 then player:AddHealth(self.health) end
if self.armor ~= nil and self.armor ~= 0 then player:AddArmor(self.armor) end
-- give the player some ammo
if self.nails ~= nil and self.nails ~= 0 then player:AddAmmo(Ammo.kNails, self.nails) end
if self.shells ~= nil and self.shells ~= 0 then player:AddAmmo(Ammo.kShells, self.shells) end
if self.rockets ~= nil and self.rockets ~= 0 then player:AddAmmo(Ammo.kRockets, self.rockets) end
if self.cells ~= nil and self.cells ~= 0 then player:AddAmmo(Ammo.kCells, self.cells) end
if self.detpacks ~= nil and self.detpacks ~= 0 then player:AddAmmo(Ammo.kDetpack, self.detpacks) end
if self.mancannons ~= nil and self.mancannons ~= 0 then player:AddAmmo(Ammo.kManCannon, self.mancannons) end
if self.gren1 ~= nil and self.gren1 ~= 0 then player:AddAmmo(Ammo.kGren1, self.gren1) end
if self.gren2 ~= nil and self.gren2 ~= 0 then player:AddAmmo(Ammo.kGren2, self.gren2) end
-- restock player specials
if self.jetpackfuelpct ~= nil then player:SetJetpackFuelPercent(self.jetpackfuelpct) end
self:oncapture( player, v )
end
end
end
end
end
function basecap:oncapture(player, item)
-- let the teams know that a capture occured
SmartSound(player, "yourteam.flagcap", "yourteam.flagcap", "otherteam.flagcap")
SmartSpeak(player, "CTF_YOUCAP", "CTF_TEAMCAP", "CTF_THEYCAP")
SmartMessage(player, "#FF_YOUCAP", "#FF_TEAMCAP", "#FF_OTHERTEAMCAP", Color.kGreen, Color.kGreen, Color.kRed)
end
-----------------------------------------------------------------------------
-- Flag
-- status: 0 = home, 1 = carried, 2 = dropped
-----------------------------------------------------------------------------
baseflag = info_ff_script:new({
name = "base flag",
team = 0,
model = "models/flag/flag.mdl",
tosssound = "Flag.Toss",
modelskin = 1,
dropnotouchtime = 2,
capnotouchtime = 2,
botgoaltype = Bot.kFlag,
status = 0,
hudicon = "",
hudx = 5,
hudy = 114,
hudalign = 1,
hudstatusiconalign = 2,
hudstatusicon = "",
hudstatusiconx = 0,
hudstatusicony = 0,
hudstatusiconw = 50,
hudstatusiconh = 50,
allowdrop = true,
droppedlocation = "",
carriedby = "",
flagtoss = false,
touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen}
})
function baseflag:precache()
PrecacheSound(self.tosssound)
PrecacheSound("yourteam.flagstolen")
PrecacheSound("otherteam.flagstolen")
PrecacheSound("yourteam.drop")
PrecacheSound("otherteam.drop")
PrecacheSound("yourteam.flagreturn")
PrecacheSound("otherteam.flagreturn")
PrecacheSound("yourteam.flagcap")
PrecacheSound("otherteam.flagcap")
info_ff_script.precache(self)
end
function baseflag:spawn()
self.notouch = { }
info_ff_script.spawn(self)
local flag = CastToInfoScript( entity )
LogLuaEvent(0, 0, "flag_spawn","flag_name",flag:GetName())
self.status = 0
self:refreshStatusIcons(flag:GetName())
flag:StartTrail(self.team)
end
function baseflag:addnotouch(player_id, duration)
self.notouch[player_id] = duration
AddSchedule(self.name .. "-" .. player_id, duration, self.removenotouch, self, player_id)
end
function baseflag.removenotouch(self, player_id)
self.notouch[player_id] = nil
end
function baseflag:touch( touch_entity )
local player = CastToPlayer( touch_entity )
-- pickup if they can
if self.notouch[player:GetId()] then return; end
if player:GetTeamId() ~= self.team then
-- let the teams know that the flag was picked up
SmartSound(player, "yourteam.flagstolen", "yourteam.flagstolen", "otherteam.flagstolen")
RandomFlagTouchSpeak( player )
SmartMessage(player, "#FF_YOUPICKUP", "#FF_TEAMPICKUP", "#FF_OTHERTEAMPICKUP", Color.kGreen, Color.kGreen, Color.kRed)
-- if the player is a spy, then force him to lose his disguise
player:SetDisguisable( false )
-- if the player is a spy, then force him to lose his cloak
player:SetCloakable( false )
-- note: this seems a bit backwards (Pickup verb fits Player better)
local flag = CastToInfoScript(entity)
flag:Pickup(player)
AddHudIcon( player, self.hudicon, flag:GetName(), self.hudx, self.hudy, self.hudwidth, self.hudheight, self.hudalign )
-- show on the deathnotice board
--ObjectiveNotice( player, "grabbed the flag" )
-- log action in stats
LogLuaEvent(player:GetId(), 0, "flag_touch", "flag_name", flag:GetName(), "player_origin", (string.format("%0.2f",player:GetOrigin().x) .. ", " .. string.format("%0.2f",player:GetOrigin().y) .. ", " .. string.format("%0.1f",player:GetOrigin().z) ), "player_health", "" .. player:GetHealth());
local team = nil
-- get team as a lowercase string
if player:GetTeamId() == Team.kBlue then team = "blue" end
if player:GetTeamId() == Team.kRed then team = "red" end
if player:GetTeamId() == Team.kGreen then team = "green" end
if player:GetTeamId() == Team.kYellow then team = "yellow" end
-- objective icon pointing to the cap
UpdateObjectiveIcon( player, GetEntityByName( team.."_cap" ) )
-- 100 points for initial touch on flag
if self.status == 0 then player:AddFortPoints(FORTPOINTS_PER_INITIALTOUCH, "#FF_FORTPOINTS_INITIALTOUCH") end
self.status = 1
self.carriedby = player:GetName()
self:refreshStatusIcons(flag:GetName())
end
end
function baseflag:onownerdie( owner_entity )
-- drop the flag
local flag = CastToInfoScript(entity)
flag:Drop(FLAG_RETURN_TIME, 0.0)
-- remove flag icon from hud
local player = CastToPlayer( owner_entity )
RemoveHudItem( player, flag:GetName() )
self.status = 2
self.carriedby = ""
self.droppedlocation = player:GetLocation()
self:refreshStatusIcons(flag:GetName())
-- clear the objective icon
UpdateObjectiveIcon( player, nil )
end
function baseflag:ownercloak( owner_entity )
-- drop the flag
local flag = CastToInfoScript(entity)
flag:Drop(FLAG_RETURN_TIME, 0.0)
-- remove flag icon from hud
local player = CastToPlayer( owner_entity )
RemoveHudItem( player, flag:GetName() )
self.status = 2
self.carriedby = ""
self.droppedlocation = player:GetLocation()
self:refreshStatusIcons(flag:GetName())
-- clear the objective icon
UpdateObjectiveIcon( player, nil )
end
function baseflag:dropitemcmd( owner_entity )
if allowdrop == false then return end
--Used by logging
self.flagtoss = true
-- throw the flag
local flag = CastToInfoScript(entity)
flag:Drop(FLAG_RETURN_TIME, FLAG_THROW_SPEED)
-- remove flag icon from hud
local player = CastToPlayer( owner_entity )
RemoveHudItem( player, flag:GetName() )
self.status = 2
self.carriedby = ""
self.droppedlocation = player:GetLocation()
self:refreshStatusIcons(flag:GetName())
-- clear the objective icon
UpdateObjectiveIcon( player, nil )
end
function baseflag:ondrop( owner_entity )
local player = CastToPlayer( owner_entity )
-- let the teams know that the flag was dropped
SmartSound(player, "yourteam.drop", "yourteam.drop", "otherteam.drop")
SmartMessage(player, "#FF_YOUDROP", "#FF_TEAMDROP", "#FF_OTHERTEAMDROP", Color.kYellow, Color.kYellow, Color.kYellow)
local flag = CastToInfoScript(entity)
--Log a toss if drop was intentional. Otherwise, drop
if self.flagtoss == true then
LogLuaEvent(player:GetId(), 0, "flag_thrown","flag_name",flag:GetName(), "player_origin", (string.format("%0.2f",player:GetOrigin().x) .. ", " .. string.format("%0.2f",player:GetOrigin().y) .. ", " .. string.format("%0.1f",player:GetOrigin().z) ), "player_health", "" ..player:GetHealth());
self.flagtoss = false
else
LogLuaEvent(player:GetId(), 0, "flag_dropped", "flag_name", flag:GetName(), "player_origin", (string.format("%0.2f",player:GetOrigin().x) .. ", " .. string.format("%0.2f",player:GetOrigin().y) .. ", " .. string.format("%0.1f",player:GetOrigin().z) ));
end
flag:EmitSound(self.tosssound)
end
function baseflag:onloseitem( owner_entity )
local flag = CastToInfoScript( entity )
-- let the player that lost the flag put on a disguise
local player = CastToPlayer( owner_entity )
player:SetDisguisable(true)
-- let player cloak if he can
player:SetCloakable( true )
self.status = 0 --For some reason, the flag won't register as home when captured, unless I do this.
self.carriedby = ""
self:refreshStatusIcons(flag:GetName())
self:addnotouch(player:GetId(), self.capnotouchtime)
end
function baseflag:onownerforcerespawn( owner_entity )
local flag = CastToInfoScript( entity )
local player = CastToPlayer( owner_entity )
player:SetDisguisable( true )
player:SetCloakable( true )
RemoveHudItem( player, flag:GetName() )
flag:Drop(0, FLAG_THROW_SPEED)
self.status = 2
self.carriedby = ""
self.droppedlocation = player:GetLocation()
self:refreshStatusIcons(flag:GetName())
-- clear the objective icon
UpdateObjectiveIcon( player, nil )
end
function baseflag:onreturn( )
-- let the teams know that the flag was returned
local team = GetTeam( self.team )
SmartTeamMessage(team, "#FF_TEAMRETURN", "#FF_OTHERTEAMRETURN", Color.kYellow, Color.kYellow)
SmartTeamSound(team, "yourteam.flagreturn", "otherteam.flagreturn")
SmartTeamSpeak(team, "CTF_FLAGBACK", "CTF_EFLAGBACK")
local flag = CastToInfoScript( entity )
LogLuaEvent(0, 0, "flag_returned","flag_name",flag:GetName());
RemoveHudItemFromAll( flag:GetName() .. "location" )
self.status = 0
self.droppedlocation = ""
self:refreshStatusIcons(flag:GetName())
end
function baseflag:hasanimation() return true end
function baseflag:gettouchsize( mins, maxs )
mins.x = mins.x * 1.50
mins.y = mins.y * 1.50
maxs.x = maxs.x * 1.50
maxs.y = maxs.y * 1.50
mins.z = 0
maxs.z = maxs.z * 0.80
end
function baseflag:getphysicssize( mins, maxs )
mins.x = mins.x / 2
mins.y = mins.y / 2
maxs.x = maxs.x / 2
maxs.y = maxs.y / 2
mins.z = 0
maxs.z = 1
end
function baseflag:getbloatsize()
return 0
end
--All your flag HUD status needs in a convenient package (sort of)
function baseflag:refreshStatusIcons(flagname)
RemoveHudItemFromAll( flagname .. "_status" )
RemoveHudItemFromAll( flagname .. "location" )
RemoveHudItemFromAll( flagname .. "carrier" )
RemoveHudItemFromAll( flagname .. "timer" )
if self.status == 1 then
AddHudTextToAll( flagname .. "carrier", self.carriedby, self.hudstatusiconx, (self.hudstatusicony + self.hudstatusiconh), self.hudstatusiconalign )
AddHudIconToAll( self.hudstatusiconcarried, ( flagname .. "_status" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign )
elseif self.status == 2 then
AddHudTextToAll( flagname .. "location", self.droppedlocation, self.hudstatusiconx + 24, (self.hudstatusicony + self.hudstatusiconh), self.hudstatusiconalign )
AddHudTimerToAll( flagname .. "timer", FLAG_RETURN_TIME, -1, self.hudstatusiconx, (self.hudstatusicony + self.hudstatusiconh), self.hudstatusiconalign )
AddHudIconToAll( self.hudstatusicondropped, ( flagname .. "_status" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign )
else
AddHudIconToAll( self.hudstatusiconhome, ( flagname .. "_status" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign )
end
end
-----------------------------------------------------------------------------
--flaginfo, basic version. If you override flaginfo in a map's lua, call this to get default functionality.
-----------------------------------------------------------------------------
function flaginfo_base( player_entity )
local player = CastToPlayer( player_entity )
local flag = GetInfoScriptByName("blue_flag")
if flag then
local flagname = flag:GetName()
RemoveHudItem( player, flagname .. "_status" )
RemoveHudItem( player, "blue_flagcarrier" )
RemoveHudItem( player, "blue_flaglocation" )
if flag:IsCarried() then
AddHudText( player, "blue_flagcarrier", blue_flag.carriedby, blue_flag.hudstatusiconx, (blue_flag.hudstatusicony + blue_flag.hudstatusiconh), blue_flag.hudstatusiconalign )
AddHudIcon( player, blue_flag.hudstatusiconcarried, ( flagname .. "_status" ), blue_flag.hudstatusiconx, blue_flag.hudstatusicony, blue_flag.hudstatusiconw, blue_flag.hudstatusiconh, blue_flag.hudstatusiconalign )
elseif flag:IsDropped() then
AddHudText( player, "blue_flaglocation", blue_flag.droppedlocation, blue_flag.hudstatusiconx + 24, (blue_flag.hudstatusicony + blue_flag.hudstatusiconh), blue_flag.hudstatusiconalign )
AddHudIcon( player, blue_flag.hudstatusicondropped, ( flagname .. "_status" ), blue_flag.hudstatusiconx, blue_flag.hudstatusicony, blue_flag.hudstatusiconw, blue_flag.hudstatusiconh, blue_flag.hudstatusiconalign )
else
AddHudIcon( player, blue_flag.hudstatusiconhome, ( flagname .. "_status" ), blue_flag.hudstatusiconx, blue_flag.hudstatusicony, blue_flag.hudstatusiconw, blue_flag.hudstatusiconh, blue_flag.hudstatusiconalign )
end
end
local flag = GetInfoScriptByName("red_flag")
if flag then
local flagname = flag:GetName()
RemoveHudItem( player, flagname .. "_status" )
RemoveHudItem( player, "red_flagcarrier" )
RemoveHudItem( player, "red_flaglocation" )
if flag:IsCarried() then
AddHudText( player, "red_flagcarrier", red_flag.carriedby, red_flag.hudstatusiconx, (red_flag.hudstatusicony + red_flag.hudstatusiconh), red_flag.hudstatusiconalign )
AddHudIcon( player, red_flag.hudstatusiconcarried, ( flagname .. "_status" ), red_flag.hudstatusiconx, red_flag.hudstatusicony, red_flag.hudstatusiconw, red_flag.hudstatusiconh, red_flag.hudstatusiconalign )
elseif flag:IsDropped() then
AddHudText( player, "red_flaglocation", red_flag.droppedlocation, red_flag.hudstatusiconx + 24, (red_flag.hudstatusicony + red_flag.hudstatusiconh), red_flag.hudstatusiconalign )
AddHudIcon( player, red_flag.hudstatusicondropped, ( flagname .. "_status" ), red_flag.hudstatusiconx, red_flag.hudstatusicony, red_flag.hudstatusiconw, red_flag.hudstatusiconh, red_flag.hudstatusiconalign )
else
AddHudIcon( player, red_flag.hudstatusiconhome, ( flagname .. "_status" ), red_flag.hudstatusiconx, red_flag.hudstatusicony, red_flag.hudstatusiconw, red_flag.hudstatusiconh, red_flag.hudstatusiconalign )
end
end
local flag = GetInfoScriptByName("yellow_flag")
if flag then
local flagname = flag:GetName()
RemoveHudItem( player, flagname .. "_status" )
RemoveHudItem( player, "yellow_flagcarrier" )
RemoveHudItem( player, "yellow_flaglocation" )
if flag:IsCarried() then
AddHudText( player, "yellow_flagcarrier", yellow_flag.carriedby, yellow_flag.hudstatusiconx, (yellow_flag.hudstatusicony + yellow_flag.hudstatusiconh), yellow_flag.hudstatusiconalign )
AddHudIcon( player, yellow_flag.hudstatusiconcarried, ( flagname .. "_status" ), yellow_flag.hudstatusiconx, yellow_flag.hudstatusicony, yellow_flag.hudstatusiconw, yellow_flag.hudstatusiconh, yellow_flag.hudstatusiconalign )
elseif flag:IsDropped() then
AddHudText( player, "yellow_flaglocation", yellow_flag.droppedlocation, yellow_flag.hudstatusiconx + 24, (yellow_flag.hudstatusicony + yellow_flag.hudstatusiconh), yellow_flag.hudstatusiconalign )
AddHudIcon( player, yellow_flag.hudstatusicondropped, ( flagname .. "_status" ), yellow_flag.hudstatusiconx, yellow_flag.hudstatusicony, yellow_flag.hudstatusiconw, yellow_flag.hudstatusiconh, yellow_flag.hudstatusiconalign )
else
AddHudIcon( player, yellow_flag.hudstatusiconhome, ( flagname .. "_status" ), yellow_flag.hudstatusiconx, yellow_flag.hudstatusicony, yellow_flag.hudstatusiconw, yellow_flag.hudstatusiconh, yellow_flag.hudstatusiconalign )
end
end
local flag = GetInfoScriptByName("green_flag")
if flag then
local flagname = flag:GetName()
RemoveHudItem( player, flagname .. "_status" )
RemoveHudItem( player, "green_flagcarrier" )
RemoveHudItem( player, "green_flaglocation" )
if flag:IsCarried() then
AddHudText( player, "green_flagcarrier", green_flag.carriedby, green_flag.hudstatusiconx, (green_flag.hudstatusicony + green_flag.hudstatusiconh), green_flag.hudstatusiconalign )
AddHudIcon( player, green_flag.hudstatusiconcarried, ( flagname .. "_status" ), green_flag.hudstatusiconx, green_flag.hudstatusicony, green_flag.hudstatusiconw, green_flag.hudstatusiconh, green_flag.hudstatusiconalign )
elseif flag:IsDropped() then
AddHudText( player, "green_flaglocation", green_flag.droppedlocation, green_flag.hudstatusiconx + 24, (green_flag.hudstatusicony + green_flag.hudstatusiconh), green_flag.hudstatusiconalign )
AddHudIcon( player, green_flag.hudstatusicondropped, ( flagname .. "_status" ), green_flag.hudstatusiconx, green_flag.hudstatusicony, green_flag.hudstatusiconw, green_flag.hudstatusiconh, green_flag.hudstatusiconalign )
else
AddHudIcon( player, green_flag.hudstatusiconhome, ( flagname .. "_status" ), green_flag.hudstatusiconx, green_flag.hudstatusicony, green_flag.hudstatusiconw, green_flag.hudstatusiconh, green_flag.hudstatusiconalign )
end
end
end
-----------------------------------------------------------------------------
-- Dettable triggers. Use this to make triggers that respond to a detpack explosion.
-----------------------------------------------------------------------------
detpack_trigger = trigger_ff_script:new({ team = Team.kUnassigned, team_name = "neutral" })
function detpack_trigger:onexplode( explosion_entity )
if IsDetpack( explosion_entity ) then
local detpack = CastToDetpack( explosion_entity )
if detpack:GetTeamId() ~= self.team then
-- Generic 'trigger' output for use with logic_ entities.
OutputEvent( self.team_name .. "_det_relay", "trigger" )
end
end
return EVENT_ALLOWED
end
red_detpack_trigger = detpack_trigger:new({ team = Team.kRed, team_name = "red" })
blue_detpack_trigger = detpack_trigger:new({ team = Team.kBlue, team_name = "blue" })
green_detpack_trigger = detpack_trigger:new({ team = Team.kGreen, team_name = "green" })
yellow_detpack_trigger = detpack_trigger:new({ team = Team.kYellow, team_name = "yellow" })
-----------------------------------------------------------------------------
-- backpack entity setup
-----------------------------------------------------------------------------
function build_backpacks(tf)
return healthkit:new({touchflags = tf}),
armorkit:new({touchflags = tf}),
ammobackpack:new({touchflags = tf}),
bigpack:new({touchflags = tf}),
grenadebackpack:new({touchflags = tf})
end
blue_healthkit, blue_armorkit, blue_ammobackpack, blue_bigpack, blue_grenadebackpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kBlue})
red_healthkit, red_armorkit, red_ammobackpack, red_bigpack ,red_grenadebackpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kRed})
yellow_healthkit, yellow_armorkit, yellow_ammobackpack, yellow_bigpack, yellow_grenadebackpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kYellow})
green_healthkit, green_armorkit, green_ammobackpack, green_bigpack, green_grenadebackpack = build_backpacks({AllowFlags.kOnlyPlayers,AllowFlags.kGreen})
-----------------------------------------------------------------------------
-- plays random flag touched sounds to avoid repetition
-- use instead of: SmartSpeak(player, "CTF_YOUGOTFLAG", "CTF_GOTFLAG", "CTF_LOSTFLAG")
-----------------------------------------------------------------------------
function RandomFlagTouchSpeak( player )
local rnd = RandomInt(1,4)
if rnd == 1 then SmartSpeak(player, "CTF_YOUGOTFLAG", "CTF_GOTFLAG", "CTF_LOSTFLAG")
elseif rnd == 2 then SmartSpeak(player, "CTF_YOUGOTFLAG2", "CTF_GOTFLAG2", "CTF_LOSTFLAG2")
elseif rnd == 3 then SmartSpeak(player, "CTF_YOUGOTFLAG3", "CTF_GOTFLAG3", "CTF_LOSTFLAG3")
else SmartSpeak(player, "CTF_YOUGOTFLAG4", "CTF_GOTFLAG4", "CTF_LOSTFLAG4") end
end