mirror of
https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-10 07:11:42 +00:00
900 lines
37 KiB
Lua
900 lines
37 KiB
Lua
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-- base_teamplay.lua
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-----------------------------------------------------------------------------
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-- base_teamplay handles stuff for "normal" maps so this stuff doesn't need
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-- to be replicated all over the place (like standard teamspawns,
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-- doors, bags, and such)
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-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------
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-- Globals
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-----------------------------------------------------------------------------
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if POINTS_PER_CAPTURE == nil then POINTS_PER_CAPTURE = 10; end
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if FORTPOINTS_PER_CAPTURE == nil then FORTPOINTS_PER_CAPTURE = 1000; end
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if FORTPOINTS_PER_INITIALTOUCH == nil then FORTPOINTS_PER_INITIALTOUCH = 100; end
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if FLAG_RETURN_TIME == nil then FLAG_RETURN_TIME = 60; end
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if FLAG_THROW_SPEED == nil then FLAG_THROW_SPEED = 330; end
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redallowedmethod = function(self,player) return player:GetTeamId() == Team.kRed end
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blueallowedmethod = function(self,player) return player:GetTeamId() == Team.kBlue end
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yellowallowedmethod = function(self,player) return player:GetTeamId() == Team.kYellow end
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greenallowedmethod = function(self,player) return player:GetTeamId() == Team.kGreen end
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-- things for flags
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teamskins = {}
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teamskins[Team.kBlue] = 0
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teamskins[Team.kRed] = 1
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teamskins[Team.kYellow] = 2
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teamskins[Team.kGreen] = 3
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team_hudicons = {}
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team_hudicons[Team.kBlue] = "hud_flag_blue_new.vtf"
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team_hudicons[Team.kRed] = "hud_flag_red_new.vtf"
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team_hudicons[Team.kGreen] = "hud_flag_green_new.vtf"
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team_hudicons[Team.kYellow] = "hud_flag_yellow_new.vtf"
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-----------------------------------------------------------------------------
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-- Player spawn: give full health, armor, and ammo
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-----------------------------------------------------------------------------
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function player_spawn( player_entity )
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local player = CastToPlayer( player_entity )
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player:AddHealth( 400 )
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player:AddArmor( 400 )
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player:AddAmmo( Ammo.kNails, 400 )
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player:AddAmmo( Ammo.kShells, 400 )
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player:AddAmmo( Ammo.kRockets, 400 )
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player:AddAmmo( Ammo.kCells, 400 )
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end
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-----------------------------------------------------------------------------
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-- No builds: area where you can't build
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-----------------------------------------------------------------------------
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nobuild = trigger_ff_script:new({})
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function nobuild:onbuild( build_entity )
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return EVENT_DISALLOWED
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end
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no_build = nobuild
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-----------------------------------------------------------------------------
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-- No grens: area where grens won't explode
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-----------------------------------------------------------------------------
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nogrens = trigger_ff_script:new({})
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function nogrens: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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no_grens = nogrens
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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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-- Useful trigger definitions
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-----------------------------------------------------------------------------
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-- team only triggers
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team_only_trigger = trigger_ff_script:new({ team = Team.kUnassigned, allow = true })
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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
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-- triggers that allow any team except the given team
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not_team_only_trigger = team_only_trigger:new({allow = false})
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-- allow only if on the team
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red_trigger = team_only_trigger:new({ team = Team.kRed })
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blue_trigger = team_only_trigger:new({ team = Team.kBlue })
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yellow_trigger = team_only_trigger:new({ team = Team.kYellow })
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green_trigger = team_only_trigger:new({ team = Team.kGreen })
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-- allow only if not on the team
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not_red_trigger = not_team_only_trigger:new({ team = Team.kRed })
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not_blue_trigger = not_team_only_trigger:new({ team = Team.kBlue })
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not_yellow_trigger = not_team_only_trigger:new({ team = Team.kYellow })
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not_green_trigger = not_team_only_trigger:new({ team = Team.kGreen })
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-----------------------------------------------------------------------------
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-- Trigger_ff_clips
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-----------------------------------------------------------------------------
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-- these block all players except the team the clip "belongs to" (clip_red blocks all players not on the red team)
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clip_blue = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamRed, ClipFlags.kClipTeamYellow, ClipFlags.kClipTeamGreen, ClipFlags.kClipAllNonPlayers} })
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clip_red = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamBlue, ClipFlags.kClipTeamYellow, ClipFlags.kClipTeamGreen, ClipFlags.kClipAllNonPlayers} })
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clip_yellow = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamBlue, ClipFlags.kClipTeamRed, ClipFlags.kClipTeamGreen, ClipFlags.kClipAllNonPlayers} })
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clip_green = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamBlue, ClipFlags.kClipTeamRed, ClipFlags.kClipTeamYellow, ClipFlags.kClipAllNonPlayers} })
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-- each of these block specific things
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block_buildables = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllBuildables, ClipFlags.kClipAllBuildableWeapons} })
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block_buildablepathing = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllBuildables} })
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block_buildableweapons = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllBuildableWeapons} })
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block_spawnturrets = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllSpawnTurrets} })
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block_nonplayers = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllNonPlayers} })
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block_players = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllPlayers} })
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block_backpacks = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllBackpacks} })
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block_flags = trigger_ff_clip:new({ clipflags = {ClipFlags.kClipAllInfoScripts} })
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-----------------------------------------------------------------------------
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-- Generic Backpack
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-----------------------------------------------------------------------------
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genericbackpack = info_ff_script:new({
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health = 0,
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armor = 0,
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grenades = 0,
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shells = 0,
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nails = 0,
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rockets = 0,
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cells = 0,
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detpacks = 0,
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mancannons = 0,
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gren1 = 0,
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gren2 = 0,
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respawntime = 5,
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model = "models/items/healthkit.mdl",
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materializesound = "Item.Materialize",
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touchsound = "HealthKit.Touch",
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notallowedmsg = "#FF_NOTALLOWEDPACK",
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touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen}
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})
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function genericbackpack:dropatspawn() return false end
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function genericbackpack:precache( )
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-- precache sounds
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PrecacheSound(self.materializesound)
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PrecacheSound(self.touchsound)
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-- precache models
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PrecacheModel(self.model)
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end
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function genericbackpack: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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-- give player some health and armor
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if self.health ~= nil and self.health ~= 0 then dispensed = dispensed + player:AddHealth( self.health ) end
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if self.armor ~= nil and self.armor ~= 0 then dispensed = dispensed + player:AddArmor( self.armor ) end
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-- give player ammo
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if self.nails ~= nil and self.nails ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kNails, self.nails) end
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if self.shells ~= nil and self.shells ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kShells, self.shells) end
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if self.rockets ~= nil and self.rockets ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kRockets, self.rockets) end
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if self.cells ~= nil and self.cells ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kCells, self.cells) end
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if self.detpacks ~= nil and self.detpacks ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kDetpack, self.detpacks) end
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if self.mancannons ~= nil and self.mancannons ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kManCannon, self.mancannons) end
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if self.gren1 ~= nil and self.gren1 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren1, self.gren1) end
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if self.gren2 ~= nil and self.gren2 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren2) end
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-- if the player took ammo, then have the backpack respawn with a delay
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if dispensed >= 1 then
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local backpack = CastToInfoScript(entity);
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if backpack then
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backpack:EmitSound(self.touchsound);
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backpack:Respawn(self.respawntime);
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end
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end
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end
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end
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function genericbackpack:materialize( )
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entity:EmitSound(self.materializesound)
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end
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-----------------------------------------------------------------------------
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-- Health Kit (backpack-based)
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-----------------------------------------------------------------------------
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healthkit = genericbackpack:new({
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health = 25,
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model = "models/items/healthkit.mdl",
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materializesound = "Item.Materialize",
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respawntime = 20,
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touchsound = "HealthKit.Touch",
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botgoaltype = Bot.kBackPack_Health
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})
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function healthkit:dropatspawn() return true end
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-----------------------------------------------------------------------------
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-- Armor Kit (backpack-based)
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-----------------------------------------------------------------------------
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armorkit = genericbackpack:new({
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armor = 200,
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cells = 150, -- mirv: armour in 2fort/rock2/etc gives 150 cells too
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model = "models/items/armour/armour.mdl",
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materializesound = "Item.Materialize",
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touchsound = "ArmorKit.Touch",
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botgoaltype = Bot.kBackPack_Armor
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})
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function armorkit:dropatspawn() return true end
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-----------------------------------------------------------------------------
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-- Ammo Kit (backpack-based)
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-----------------------------------------------------------------------------
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ammobackpack = genericbackpack:new({
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grenades = 20,
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nails = 50,
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shells = 100,
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rockets = 15,
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cells = 70,
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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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botgoaltype = Bot.kBackPack_Ammo
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})
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function ammobackpack:dropatspawn() return false end
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-----------------------------------------------------------------------------
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-- bigpack -- has a bit of everything (excluding grens) (backpack-based)
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-----------------------------------------------------------------------------
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bigpack = genericbackpack:new({
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health = 150,
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armor = 200,
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grenades = 50,
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nails = 150,
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shells = 200,
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rockets = 100,
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cells = 200,
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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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botgoaltype = Bot.kBackPack_Ammo
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})
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function bigpack:dropatspawn() return false end
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-----------------------------------------------------------------------------
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-- Grenade Backpack
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-----------------------------------------------------------------------------
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grenadebackpack = genericbackpack:new({
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mancannons = 1,
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gren1 = 2,
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gren2 = 2,
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model = "models/items/backpack/backpack.mdl",
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materializesound = "Item.Materialize",
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respawntime = 30,
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touchsound = "Backpack.Touch",
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botgoaltype = Bot.kBackPack_Grenades
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})
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function grenadebackpack:dropatspawn() return false end
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-----------------------------------------------------------------------------
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-- Door Triggers
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-----------------------------------------------------------------------------
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respawndoor = trigger_ff_script:new({ team = Team.kUnassigned, allowdisguised=false })
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function respawndoor:allowed( allowed_entity )
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if IsPlayer( allowed_entity ) then
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local player = CastToPlayer( allowed_entity )
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if player:GetTeamId() == self.team then
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return EVENT_ALLOWED
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end
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if self.allowdisguised then
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if player:IsDisguised() and player:GetDisguisedTeam() == self.team then
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return EVENT_ALLOWED
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end
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end
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end
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return EVENT_DISALLOWED
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end
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function respawndoor:onfailtouch( touch_entity )
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if IsPlayer( touch_entity ) then
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local player = CastToPlayer( touch_entity )
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BroadCastMessageToPlayer( player, "#FF_NOTALLOWEDDOOR" )
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end
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end
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bluerespawndoor = respawndoor:new({ team = Team.kBlue })
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redrespawndoor = respawndoor:new({ team = Team.kRed })
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greenrespawndoor = respawndoor:new({ team = Team.kGreen })
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yellowrespawndoor = respawndoor:new({ team = Team.kYellow })
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-----------------------------------------------------------------------------
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-- Elevator Triggers
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-----------------------------------------------------------------------------
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elevator_trigger = respawndoor:new( {} )
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function elevator_trigger:onfailtouch( touch_entity )
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if IsPlayer( touch_entity ) then
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local player = CastToPlayer( touch_entity )
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BroadCastMessageToPlayer( player, "#FF_NOTALLOWEDELEVATOR" )
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end
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end
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blue_elevator_trigger = elevator_trigger:new({ team = Team.kBlue })
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red_elevator_trigger = elevator_trigger:new({ team = Team.kRed })
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green_elevator_trigger = elevator_trigger:new({ team = Team.kGreen })
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yellow_elevator_trigger = elevator_trigger:new({ team = Team.kYellow })
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-----------------------------------------------------------------------------
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-- Spawn functions
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-----------------------------------------------------------------------------
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redspawn = { validspawn = redallowedmethod }
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bluespawn = { validspawn = blueallowedmethod }
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greenspawn = { validspawn = greenallowedmethod }
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yellowspawn = { validspawn = yellowallowedmethod }
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-- aliases for people that like underscores
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red_spawn = redspawn; blue_spawn = bluespawn;
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green_spawn = greenspawn; yellow_spawn = yellowspawn
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blue_respawndoor = bluerespawndoor; red_respawndoor = redrespawndoor;
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green_respawndoor = greenrespawndoor; yellow_respawndoor = yellowrespawndoor
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-----------------------------------------------------------------------------
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-- Capture Points
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-----------------------------------------------------------------------------
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basecap = trigger_ff_script:new({
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health = 100,
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armor = 300,
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grenades = 200,
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shells = 200,
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nails = 200,
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rockets = 200,
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cells = 200,
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detpacks = 1,
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mancannons = 1,
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gren1 = 4,
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gren2 = 4,
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item = "",
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team = 0,
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jetpackfuelpct = 100,
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-- teampoints and fortpoints are defined as functions here for backwards compatibility (to always get the current value of the global variable)
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-- when defining capture points that inherit from basecap, teampoints and fortpoints can be set to numbers instead
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teampoints = function(cap, team) return POINTS_PER_CAPTURE end,
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fortpoints = function(cap, player) return FORTPOINTS_PER_CAPTURE end,
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botgoaltype = Bot.kFlagCap,
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})
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bluerspawn = info_ff_script:new()
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function basecap:allowed ( allowed_entity )
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if IsPlayer( allowed_entity ) then
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-- get the player and his team
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local player = CastToPlayer( allowed_entity )
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local team = player:GetTeam()
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-- check if the player is on our team
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if team:GetTeamId() ~= self.team then
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return false
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end
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-- check if the player has the flag
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for i,v in ipairs(self.item) do
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local flag = GetInfoScriptByName(v)
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-- Make sure flag isn't nil
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if flag then
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if player:HasItem(flag:GetName()) then
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return true
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end
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end
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end
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end
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return false
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end
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function basecap:ontrigger ( trigger_entity )
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if IsPlayer( trigger_entity ) then
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local player = CastToPlayer( trigger_entity )
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-- player should capture now
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for i,v in ipairs( self.item ) do
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-- find the flag and cast it to an info_ff_script
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local flag = GetInfoScriptByName(v)
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-- Make sure flag isn't nil
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if flag then
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-- check if the player is carrying the flag
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if player:HasItem(flag:GetName()) then
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flag.status = 0
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-- reward player for capture
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local fortpoints = (type(self.fortpoints) == "function" and self.fortpoints(self, player) or self.fortpoints)
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player:AddFortPoints(fortpoints, "#FF_FORTPOINTS_CAPTUREFLAG")
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-- reward player's team for capture
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local team = player:GetTeam()
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local teampoints = (type(self.teampoints) == "function" and self.teampoints(self, team) or self.teampoints)
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team:AddScore(teampoints)
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LogLuaEvent(player:GetId(), 0, "flag_capture","flag_name",flag:GetName())
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-- show on the deathnotice board
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ObjectiveNotice( player, "captured the flag" )
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-- clear the objective icon
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UpdateObjectiveIcon( player, nil )
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-- Remove any hud icons
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RemoveHudItem( player, flag:GetName() )
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-- return the flag
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flag:Return()
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--Cappin cures what ails ya
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player:RemoveEffect(EF.kOnfire)
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player:RemoveEffect(EF.kConc)
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player:RemoveEffect(EF.kGas)
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player:RemoveEffect(EF.kInfect)
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player:RemoveEffect(EF.kRadiotag)
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player:RemoveEffect(EF.kTranq)
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player:RemoveEffect(EF.kLegshot)
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player:RemoveEffect(EF.kRadiotag)
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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
|
|
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
|