fortressforever-scripts/maps/ff_dm.lua

172 lines
5.1 KiB
Lua

-- ff_dm.lua
-----------------------------------------------------------------------------
-- includes
-----------------------------------------------------------------------------
-- IncludeScript("base_soldierarena");
IncludeScript("base_teamplay");
function startup()
-- set up team limits (only red & blue)
SetPlayerLimit( Team.kBlue, 0 )
SetPlayerLimit( Team.kRed, 0 )
SetPlayerLimit( Team.kYellow, -1 )
SetPlayerLimit( Team.kGreen, -1 )
SetTeamName( Team.kRed, "Destroyers" )
end
function precache()
PrecacheSound( "Backpack.Touch" )
end
--function player_onconc( player_entity, concer_entity )
-- -- player_entity is always a player
-- local player = CastToPlayer( player_entity )
-- local concer = CastToPlayer( concer_entity )
--
-- ConsoleToAll( "Running player_onconc! Player: " .. player:GetName() .. " Concer: " .. concer:GetName() )
-- ConsoleToAll( "conc_duration = " .. conc_duration .. " conc_iconduration = " .. conc_iconduration )
--
-- if player:GetTeamId() == Team.kRed then
-- return EVENT_DISALLOWED
-- end
--
-- conc_duration = -1
-- conc_iconduration = -1
--
-- ConsoleToAll( "conc_duration = " .. conc_duration .. " conc_iconduration = " .. conc_iconduration )
--
-- return EVENT_ALLOWED
--end
--function player_ontranq( player_entity, tranqer_entity )
-- local player = CastToPlayer( player_entity )
-- local tranqer = CastToPlayer( tranqer_entity )
--
-- ConsoleToAll( "Running player_ontranq! Player: " .. player:GetName() .. " Tranqer: " .. tranqer:GetName() )
-- ConsoleToAll( "tranq_duration = " .. tranq_duration .. " tranq_iconduration = " .. tranq_iconduration .. " tranq_speed = " .. tranq_speed )
--
-- if player:GetTeamId() == Team.kRed then
-- return EVENT_DISALLOWED
-- end
--
-- tranq_duration = -1
-- tranq_iconduration = -1
-- tranq_speed = 0.2
--
-- return EVENT_ALLOWED
--end
-- Everyone to spawns with everything
function player_spawn( player_entity )
-- 400 for overkill. of course the values
-- get clamped in game code
--local player = GetPlayer(player_id)
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 )
player:AddAmmo( Ammo.kDetpack, 1 )
player:AddAmmo( Ammo.kManCannon, 1 )
player:AddAmmo( Ammo.kGren1, 4 )
player:AddAmmo( Ammo.kGren2, 4 )
end
function player_onkill( player )
-- Test, Don't let blue team suicide.
-- if player:GetTeamId() == Team.kBlue then
-- return false
-- end
return true
end
-- Get team points for killing a player
function player_killed( player_entity, damageinfo )
-- suicides have no damageinfo
if damageinfo ~= nil then
local killer = damageinfo:GetAttacker()
local player = CastToPlayer( player_entity )
if IsPlayer(killer) then
killer = CastToPlayer(killer)
--local victim = GetPlayer(player_id)
if not (player:GetTeamId() == killer:GetTeamId()) then
local killersTeam = killer:GetTeam()
killersTeam:AddScore(1)
end
end
end
end
-- Just here because
function player_ondamage( player_entity, damageinfo )
end
-- Infinite bag
infini_bag = trigger_ff_script:new({ touchsound = "Backpack.Touch" })
-- Infinite bag :: ontouch
function infini_bag:ontouch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
-- 400 for overkill. of course the values
-- get clamped in game code
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 )
player:AddAmmo( Ammo.kDetpack, 1 )
player:AddAmmo( Ammo.kManCannon, 1 )
player:AddAmmo( Ammo.kGren1, 4 )
player:AddAmmo( Ammo.kGren2, 4 )
-- Play the touch sound
player:EmitSound( self.touchsound )
end
end
function infini_bag:allowed( allowed_entity )
if IsPlayer( allowed_entity ) then
local player = CastToPlayer( allowed_entity )
if player:GetTeamId() == self.team then
return true
end
end
return false
end
-- Red infinite bag
red_infini_bag = infini_bag:new({ team = Team.kRed })
-- Blue infinite bag
blue_infini_bag = infini_bag:new({ team = Team.kBlue })
-- Spawn doors
spawn_door_trigger = trigger_ff_script:new({ team = Team.kUnassigned, doorname = "" })
function spawn_door_trigger:ontouch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
if player:GetTeamId() == self.team then
if self.doorname then
OpenDoor( self.doorname )
end
end
end
end
red_spawn_door1_trigger = spawn_door_trigger:new({ team = Team.kRed, doorname = "red_spawn_door1" })
red_spawn_door2_trigger = spawn_door_trigger:new({ team = Team.kRed, doorname = "red_spawn_door2" })
blue_spawn_door1_trigger = spawn_door_trigger:new({ team = Team.kBlue, doorname = "blue_spawn_door1" })
blue_spawn_door2_trigger = spawn_door_trigger:new({ team = Team.kBlue, doorname = "blue_spawn_door2" })