fortressforever-scripts/maps/ff_schtop.lua

166 lines
7.7 KiB
Lua

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-- INCLUDES
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IncludeScript("base_shutdown");
IncludeScript("base_location");
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-- CONSTANT!
-- I don't recommend changing this, as the in-game timer (above the FR door) will not change along with it.
-- Behaviour is undefined for values <= 10
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SECURITY_LENGTH = 40
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-- LOCATIONS
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location_blue_flagroom = location_info:new({ text = "Flag Room", team = Team.kBlue })
location_blue_window = location_info:new({ text = "Security Window", team = Team.kBlue })
location_blue_security = location_info:new({ text = "Security Area", team = Team.kBlue })
location_blue_courtyard = location_info:new({ text = "Main Courtyard", team = Team.kBlue })
location_blue_rampside = location_info:new({ text = "Ramp Side", team = Team.kBlue })
location_blue_secside = location_info:new({ text = "Security Side", team = Team.kBlue })
location_blue_frontdoor = location_info:new({ text = "Front Door", team = Team.kBlue })
location_blue_water = location_info:new({ text = "Water Area", team = Team.kBlue })
location_blue_spawn = location_info:new({ text = "Team Respawn", team = Team.kBlue })
location_red_flagroom = location_info:new({ text = "Flag Room", team = Team.kRed })
location_red_window = location_info:new({ text = "Security Window", team = Team.kRed })
location_red_security = location_info:new({ text = "Security Area", team = Team.kRed })
location_red_courtyard = location_info:new({ text = "Main Courtyard", team = Team.kRed })
location_red_rampside = location_info:new({ text = "Ramp Side", team = Team.kRed })
location_red_secside = location_info:new({ text = "Security Side", team = Team.kRed })
location_red_frontdoor = location_info:new({ text = "Front Door", team = Team.kRed })
location_red_water = location_info:new({ text = "Water Area", team = Team.kRed })
location_red_spawn = location_info:new({ text = "Team Respawn", team = Team.kRed })
location_yard = location_info:new({ text = "Yard", team = Team.kUnassigned })
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-- TOUCH RESUP
-- Brush volume which gives players health, ammo, etc...
-- Pretty much taken from ff_.lua
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touch_resup = trigger_ff_script:new({ team = Team.kUnassigned })
function touch_resup:ontouch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
if player:GetTeamId() == self.team then
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
end
end
blue_touch_resup = touch_resup:new({ team = Team.kBlue })
red_touch_resup = touch_resup:new({ team = Team.kRed })
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-- WINDOWPACK
-- Team-specific packs which are located near the window where players can throw the flag out.
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windowpack = genericbackpack:new({
health = 50,
armor = 50,
grenades = 200,
nails = 200,
shells = 200,
rockets = 200,
cells = 130,
gren1 = 0,
gren2 = 0,
respawntime = 8,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
botgoaltype = Bot.kBackPack_Ammo
})
function windowpack:dropatspawn() return false end
blue_windowpack = windowpack:new({ touchflags = { AllowFlags.kOnlyPlayers, AllowFlags.kBlue } })
red_windowpack = windowpack:new({ touchflags = { AllowFlags.kOnlyPlayers, AllowFlags.kRed } })
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-- SPAWN PROTECTION
-- kills those who wander into the enemy spawn
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red_spawn_protection = not_red_trigger:new()
blue_spawn_protection = not_blue_trigger:new()
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-- OFFENSIVE AND DEFENSIVE SPAWNS
-- Medic, Spy, and Scout spawn in the offensive spawns, other classes spawn in the defensive spawn,
-- Copied from ff_session.lua
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red_o_only = function(self,player) return ((player:GetTeamId() == Team.kRed) and ((player:GetClass() == Player.kScout) or (player:GetClass() == Player.kMedic) or (player:GetClass() == Player.kSpy) or (player:GetClass() == Player.kEngineer))) end
red_d_only = function(self,player) return ((player:GetTeamId() == Team.kRed) and (((player:GetClass() == Player.kScout) == false) and ((player:GetClass() == Player.kMedic) == false) and ((player:GetClass() == Player.kSpy) == false) and ((player:GetClass() == Player.kEngineer) == false))) end
red_ospawn = { validspawn = red_o_only }
red_dspawn = { validspawn = red_d_only }
blue_o_only = function(self,player) return ((player:GetTeamId() == Team.kBlue) and ((player:GetClass() == Player.kScout) or (player:GetClass() == Player.kMedic) or (player:GetClass() == Player.kSpy) or (player:GetClass() == Player.kEngineer))) end
blue_d_only = function(self,player) return ((player:GetTeamId() == Team.kBlue) and (((player:GetClass() == Player.kScout) == false) and ((player:GetClass() == Player.kMedic) == false) and ((player:GetClass() == Player.kSpy) == false) and ((player:GetClass() == Player.kEngineer) == false))) end
blue_ospawn = { validspawn = blue_o_only }
blue_dspawn = { validspawn = blue_d_only }
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-- AND THEN, SOME MORE STUFF...
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red_sec = red_security_trigger:new()
blue_sec = blue_security_trigger:new()
-- utility function for getting the name of the opposite team,
-- where team is a string, like "red"
local function get_opposite_team(team)
if team == "red" then return "blue" else return "red" end
end
local security_off_base = security_off
function security_off( team )
security_off_base( team )
OpenDoor(team.."_secdoor")
local opposite_team = get_opposite_team(team)
OutputEvent("sec_"..opposite_team.."_slayer", "Disable")
AddSchedule("secup10"..team, SECURITY_LENGTH - 10, function()
BroadCastMessage("#FF_"..team:upper().."_SEC_10")
end)
AddSchedule("beginclose"..team, SECURITY_LENGTH - 6, function()
CloseDoor(team.."_secdoor")
end)
end
local security_on_base = security_on
function security_on( team )
security_on_base( team )
CloseDoor(team.."_secdoor")
local opposite_team = get_opposite_team(team)
OutputEvent("sec_"..opposite_team.."_slayer", "Enable")
end
grp = bigpack:new({
materializesound="Item.Materialize",
gren1=4,gren2=4,model=
"models/items/backpack/backpack.mdl",
respawntime=1,touchsound="Backpack.Touch"})
function grp:dropatspawn() return false end