mirror of
https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-28 23:31:54 +00:00
592 lines
No EOL
21 KiB
Lua
592 lines
No EOL
21 KiB
Lua
-----------------------------------------------------------------------------
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-- includes
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-----------------------------------------------------------------------------
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IncludeScript("base_cp_default")
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IncludeScript("base_cp_sequential")
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IncludeScript("base_chatcommands")
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-----------------------------------------------------------------------------
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--Globals
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-----------------------------------------------------------------------------
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POINTS_FOR_COMPLETE_CONTROL = 25
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ENABLE_COMPLETE_CONTROL_RESET = true
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ENABLE_COMPLETE_CONTROL_RESPAWN = true
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COMPLETE_CONTROL_RESPAWN_DELAY = 5
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INITIAL_ROUND_DELAY = 20
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RETOUCH_DELAY = 10.0 --CP3
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RETOUCH_DELAY_CP2RED_CP4BLUE = 20
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RETOUCH_DELAY_CP2BLUE_CP4RED = 10
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CAP_REQ_CP1_CP5 = 750
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CAP_REQ_CP3 = 1000
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CAP_REQ_CP2RED_CP4BLUE = 1000
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CAP_REQ_CP2BLUE_CP4RED = 1250
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cp_blue = 1
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cp_red = 5
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RED_TUNNEL_WALL_BLOWN = false
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BLUE_TUNNEL_WALL_BLOWN = false
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-----------------------------------------------------------------------------
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-- Chat commands and settings
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-----------------------------------------------------------------------------
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-- teamcapsound
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chatbase_addcommand( "teamcapsound", "Determines if a sound is played when the other team starts capping a point", "teamcapsound 0/1" )
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function chat_teamcapsound( player, setting )
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setting = tonumber(setting)
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if setting == "" or setting == nil then
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-- no parameter, just echo back their current setting
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ChatToPlayer(player, "^"..CHAT_COMMAND_COLOR_MAIN.."Current team capture sound setting: "..tostring(chatbase_getplayersetting(player, "startcapsound")))
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elseif setting == 0 or not setting then
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ChatToPlayer(player, "^"..CHAT_COMMAND_COLOR_MAIN.."Turned your team capture sound off")
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chatbase_setplayersetting(player, "teamcapsound", 0)
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else
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ChatToPlayer(player, "^"..CHAT_COMMAND_COLOR_MAIN.."Turned your team capture sound on")
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chatbase_setplayersetting(player, "teamcapsound", 1)
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end
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end
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chatbase_addplayersetting( "teamcapsound", 1, "Determines if a sound is played when the other team starts capping a point" )
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-- startcapsound
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chatbase_addcommand( "startcapsound", "Determines if a sound is played when you start to capture a point", "startcapsound 0/1" )
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function chat_startcapsound( player, setting )
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setting = tonumber(setting)
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if setting == "" or setting == nil then
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-- no parameter, just echo back their current setting
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ChatToPlayer(player, "^"..CHAT_COMMAND_COLOR_MAIN.."Current start capture sound setting: "..tostring(chatbase_getplayersetting(player, "startcapsound")))
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elseif setting == 0 or not setting then
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ChatToPlayer(player, "^"..CHAT_COMMAND_COLOR_MAIN.."Turned your start capture sound off")
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chatbase_setplayersetting(player, "startcapsound", 0)
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else
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ChatToPlayer(player, "^"..CHAT_COMMAND_COLOR_MAIN.."Turned your start capture sound on")
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chatbase_setplayersetting(player, "startcapsound", 1)
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end
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end
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chatbase_addplayersetting( "startcapsound", 1, "Determines if a sound is played when the opposite team starts to capture a point" )
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-----------------------------------------------------------------------------
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-- event outputs
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-----------------------------------------------------------------------------
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function startup()
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SetGameDescription("Sequential Control Points")
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-- disable certain teams
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for i,v in pairs(disabled_teams) do
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SetPlayerLimit( v, -1 )
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end
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-- set up team limits
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for i1,v1 in pairs(teams) do
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local team = GetTeam(v1)
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for i2,v2 in ipairs(team_info[team:GetTeamId()].class_limits) do
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team:SetClassLimit( i2, v2 )
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end
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end
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RemoveAllCPAmmoAndArmor()
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for i,v in ipairs(command_points) do
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RemoveSchedule( "cp" .. v.cp_number .. "_cap_timer" )
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ResetCPCapping( v )
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AddScheduleRepeating( "cp" .. v.cp_number .. "_cap_zone_timer", CAP_ZONE_TIMER_INTERVAL, cap_zone_timer, v )
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end
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reset_map_items(true)
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end
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function complete_control_notification ( team_number )
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local team = GetTeam(team_number)
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SmartTeamSound(team, "yourteam.flagcap", "otherteam.flagcap")
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SmartTeamSpeak(team, "CZ_GOTALL", "CZ_THEYGOTALL")
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SmartTeamMessage(team, "#FF_CZ2_YOURTEAM_COMPLETE", "#FF_CZ2_OTHERTEAM_COMPLETE")
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AddSchedule("reset_map_items", COMPLETE_CONTROL_RESPAWN_DELAY, reset_map_items, false)
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end
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function reset_map_items (firstRound)
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BLUE_TUNNEL_WALL_BLOWN = false
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RED_TUNNEL_WALL_BLOWN = false
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OutputEvent( "blue_detwall_template", "ForceSpawn" )
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OutputEvent( "red_detwall_template", "ForceSpawn" )
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OBJECTIVE_TEAM1 = "cp2_zone"
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OBJECTIVE_TEAM2 = "cp4_zone"
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UpdateTeamObjectiveIcon( GetTeam(TEAM1), GetEntityByName( OBJECTIVE_TEAM1 ) )
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UpdateTeamObjectiveIcon( GetTeam(TEAM2), GetEntityByName( OBJECTIVE_TEAM2 ) )
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if firstRound then
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for i,v in ipairs(command_points) do
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ChangeCPDefendingTeam(v.cp_number, Team.kUnassigned)
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ResetCPCapping( v )
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end
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ChangeCPDefendingTeam( 1, TEAM1 )
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ChangeCPDefendingTeam( CP_COUNT, TEAM2 )
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setup_door_timer("startgate_blue", INITIAL_ROUND_DELAY)
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setup_door_timer("startgate_red", INITIAL_ROUND_DELAY)
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else
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setup_door_timer("startgate_blue", 12)
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setup_door_timer("startgate_red", 12)
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end
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end
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function event_StopTouchingCP( entity, cp )
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return
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end
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function event_StartTouchingCP( entity, cp )
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if IsPlayer( entity ) then
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local player = CastToPlayer( entity )
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if chatbase_getplayersetting(player, "startcapsound") ~= 0 then
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BroadCastSoundToPlayer( player, "misc.woop" )
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end
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end
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return
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end
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function event_StartTouchingCC( entity, cc_team_number )
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return
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end
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function event_StopTouchingCC( entity, cc_team_number )
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return
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end
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function event_ChangeCPDefendingTeam( cp_number, new_defending_team )
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-- Change the skybeam and groundbeam color
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OutputEvent( "cp" .. cp_number .. "_actiondoor_" .. team_info[command_points[cp_number].defending_team].team_name, "Close")
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OutputEvent( "cp" .. cp_number .. "_actiondoor_" .. team_info[new_defending_team].team_name, "Open")
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-- update valid spawns
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if new_defending_team == Team.kBlue then
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cp_blue = cp_number
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if command_points[cp_number].defending_team == Team.kRed then
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cp_red = cp_number + 1
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end
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elseif new_defending_team == Team.kRed then
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cp_red = cp_number
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if command_points[cp_number].defending_team == Team.kBlue then
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cp_blue = cp_number - 1
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end
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end
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end
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function event_ResetTeamCPCapping( cp, team_number )
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OutputEvent( "cp" .. cp.cp_number .. "_" .. team_info[team_number].team_name .. "_beam", "TurnOff" )
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end
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function event_StartTeamCPCapping( cp, team_number )
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OutputEvent( "cp" .. cp.cp_number .. "_" .. team_info[team_number].team_name .. "_beam", "TurnOn" )
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local team = GetTeam(team_number)
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for i,v in pairs(chatbase_players) do
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local player = CastToPlayer(v.player)
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if IsPlayer(player) then
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if player:GetTeamId() ~= team_number then
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if chatbase_getplayersetting(player, "teamcapsound") then
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BroadCastSoundToPlayer( player, "misc.bloop" )
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end
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end
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end
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end
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end
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team_info = {
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[Team.kUnassigned] = {
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team_name = "neutral",
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enemy_team = Team.kUnassigned,
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objective_icon = nil,
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touchflags = { AllowFlags.kOnlyPlayers, AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen },
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skybeam_color = "128 128 128",
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respawnbeam_color = { [0] = 100, [1] = 100, [2] = 100 },
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color_index = 1,
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skin = "0",
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flag_visibility = "TurnOff",
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cc_touch_count = 0,
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ccalarmicon = "hud_secdown.vtf", ccalarmiconx = 0, ccalarmicony = 0, ccalarmiconwidth = 16, ccalarmiconheight = 16, ccalarmiconalign = 2,
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detcc_sentence = "HTD_DOORS",
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class_limits = {
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[Player.kScout] = 0,
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[Player.kSniper] = 0,
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[Player.kSoldier] = 0,
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[Player.kDemoman] = 0,
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[Player.kMedic] = 0,
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[Player.kHwguy] = 0,
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[Player.kPyro] = 0,
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[Player.kSpy] = 0,
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[Player.kEngineer] = 0,
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[Player.kCivilian] = -1,
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}
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},
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[TEAM1] = {
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team_name = "blue",
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enemy_team = TEAM2,
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objective_icon = nil,
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touchflags = { AllowFlags.kOnlyPlayers, AllowFlags.kBlue },
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skybeam_color = "64 64 255",
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respawnbeam_color = { [0] = 100, [1] = 100, [2] = 100 },
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color_index = 2,
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skin = "2",
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flag_visibility = "TurnOn",
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cc_touch_count = 0,
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ccalarmicon = "hud_secup_blue.vtf", ccalarmiconx = 60, ccalarmicony = 5, ccalarmiconwidth = 16, ccalarmiconheight = 16, ccalarmiconalign = 2,
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detcc_sentence = "CZ_BCC_DET",
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class_limits = {
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[Player.kScout] = 0,
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[Player.kSniper] = 0,
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[Player.kSoldier] = 0,
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[Player.kDemoman] = 0,
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[Player.kMedic] = 0,
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[Player.kHwguy] = 0,
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[Player.kPyro] = 0,
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[Player.kSpy] = 0,
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[Player.kEngineer] = 0,
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[Player.kCivilian] = -1,
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}
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},
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[TEAM2] = {
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team_name = "red",
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enemy_team = TEAM1,
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objective_icon = nil,
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touchflags = { AllowFlags.kOnlyPlayers, AllowFlags.kRed },
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skybeam_color = "255 64 64",
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respawnbeam_color = { [0] = 100, [1] = 100, [2] = 100 },
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color_index = 0,
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skin = "1",
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flag_visibility = "TurnOn",
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cc_touch_count = 0,
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ccalarmicon = "hud_secup_red.vtf", ccalarmiconx = 60, ccalarmicony = 5, ccalarmiconwidth = 16, ccalarmiconheight = 16, ccalarmiconalign = 3,
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detcc_sentence = "CZ_RCC_DET",
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class_limits = {
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[Player.kScout] = 0,
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[Player.kSniper] = 0,
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[Player.kSoldier] = 0,
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[Player.kDemoman] = 0,
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[Player.kMedic] = 0,
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[Player.kHwguy] = 0,
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[Player.kPyro] = 0,
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[Player.kSpy] = 0,
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[Player.kEngineer] = 0,
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[Player.kCivilian] = -1,
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}
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}
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}
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-------------------------------------------
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-- Round start functions
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-------------------------------------------
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function setup_door_timer(doorname, duration)
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CloseDoor(doorname)
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AddSchedule("round_opendoor_" .. doorname, duration, round_start, doorname)
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if duration > 10 then AddSchedule( "dooropen5sec" , duration - 10 , schedulemessagetoall, "Gates open in 10 seconds!" ) end
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if duration > 5 then AddSchedule( "dooropen5sec" , duration - 5 , schedulemessagetoall, "5" ) end
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if duration > 4 then AddSchedule( "dooropen4sec" , duration - 4 , schedulemessagetoall, "4" ) end
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if duration > 3 then AddSchedule( "dooropen3sec" , duration - 3, schedulemessagetoall, "3" ) end
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if duration > 2 then AddSchedule( "dooropen2sec" , duration - 2, schedulemessagetoall, "2" ) end
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if duration > 1 then AddSchedule( "dooropen1sec" , duration - 1, schedulemessagetoall, "1" ) end
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if duration > 5 then AddSchedule( "dooropen5seccount" , duration - 5 , schedulecountdown, 5 ) end
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if duration > 4 then AddSchedule( "dooropen4seccount" , duration - 4 , schedulecountdown, 4 ) end
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if duration > 3 then AddSchedule( "dooropen3seccount" , duration - 3 , schedulecountdown, 3 ) end
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if duration > 2 then AddSchedule( "dooropen2seccount" , duration - 2 , schedulecountdown, 2 ) end
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if duration > 1 then AddSchedule( "dooropen1seccount" , duration - 1 , schedulecountdown, 1 ) end
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end
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function round_start(doorname)
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BroadCastMessage("Gates are now open!")
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BroadCastSound( "otherteam.flagstolen" )
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SpeakAll( "AD_GATESOPEN" )
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OpenDoor(doorname)
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end
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function schedulemessagetoall( message )
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BroadCastMessage( message )
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end
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function schedulecountdown( time )
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BroadCastMessage( ""..time.."" )
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SpeakAll( "AD_" .. time .. "SEC" )
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end
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-----------------------------------------------------------------------------
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-- bags
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-----------------------------------------------------------------------------
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gen_pack = genericbackpack:new({
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health = 50,
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armor = 50,
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grenades = 0,
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nails = 300,
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shells = 300,
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rockets = 300,
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gren1 = 0,
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gren2 = 0,
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cells = 130,
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respawntime = 10,
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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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blue_gen_pack = genericbackpack:new({
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health = 50,
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armor = 50,
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grenades = 0,
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nails = 300,
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shells = 300,
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rockets = 300,
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gren1 = 1,
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gren2 = 0,
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cells = 130,
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respawntime = 15,
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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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touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue}})
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red_gen_pack = genericbackpack:new({
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health = 50,
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armor = 50,
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grenades = 0,
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nails = 300,
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shells = 300,
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rockets = 300,
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gren1 = 1,
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gren2 = 0,
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cells = 130,
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respawntime = 15,
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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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touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kRed}})
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-----------------------------------------------------------------------------
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-- overrides
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-----------------------------------------------------------------------------
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-- teleporting
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ENABLE_CC_TELEPORTERS = false
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ENABLE_CP_TELEPORTERS = false
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-- command center
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ENABLE_CC = false
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-- command points
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CP_COUNT = 5
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command_points = {
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[1] = {
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cp_number = 1,
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defending_team = Team.kBlue,
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cap_requirement = { [TEAM1] = CAP_REQ_CP1_CP5, [TEAM2] = CAP_REQ_CP1_CP5 },
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cap_status = { [TEAM1] = 0, [TEAM2] = 0 },
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cap_speed = { [TEAM1] = 0, [TEAM2] = 0 },
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next_cap_zone_timer = { [TEAM1] = 0, [TEAM2] = 0 },
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delay_before_retouch = { [TEAM1] = RETOUCH_DELAY, [TEAM2] = RETOUCH_DELAY },
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touching_players = { [TEAM1] = Collection(), [TEAM2] = Collection() },
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former_touching_players = { [TEAM1] = Collection(), [TEAM2] = Collection() },
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point_value = { [TEAM1] = 1, [TEAM2] = 5 },
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score_timer_interval = { [TEAM1] = 30.00, [TEAM2] = 15.00 },
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hudstatusicon = "hud_cp_1.vtf", hudposx = -40, hudposy = 56, hudalign = 4, hudwidth = 16, hudheight = 16 },
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[2] = {
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cp_number = 2,
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defending_team = Team.kUnassigned,
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cap_requirement = { [TEAM1] = CAP_REQ_CP2RED_CP4BLUE, [TEAM2] = CAP_REQ_CP2BLUE_CP4RED },
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cap_status = { [TEAM1] = 0, [TEAM2] = 0 },
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cap_speed = { [TEAM1] = 0, [TEAM2] = 0 },
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next_cap_zone_timer = { [TEAM1] = 0, [TEAM2] = 0 },
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delay_before_retouch = { [TEAM1] = RETOUCH_DELAY_CP2BLUE_CP4RED, [TEAM2] = RETOUCH_DELAY_CP2RED_CP4BLUE },
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touching_players = { [TEAM1] = Collection(), [TEAM2] = Collection() },
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former_touching_players = { [TEAM1] = Collection(), [TEAM2] = Collection() },
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point_value = { [TEAM1] = 2, [TEAM2] = 4 },
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score_timer_interval = { [TEAM1] = 22.50, [TEAM2] = 22.50 },
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hudstatusicon = "hud_cp_2.vtf", hudposx = -20, hudposy = 56, hudalign = 4, hudwidth = 16, hudheight = 16 },
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[3] = {
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cp_number = 3,
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defending_team = Team.kUnassigned,
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cap_requirement = { [TEAM1] = CAP_REQ_CP3, [TEAM2] = CAP_REQ_CP3 },
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cap_status = { [TEAM1] = 0, [TEAM2] = 0 },
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cap_speed = { [TEAM1] = 0, [TEAM2] = 0 },
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next_cap_zone_timer = { [TEAM1] = 0, [TEAM2] = 0 },
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delay_before_retouch = { [TEAM1] = RETOUCH_DELAY, [TEAM2] = RETOUCH_DELAY },
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touching_players = { [TEAM1] = Collection(), [TEAM2] = Collection() },
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former_touching_players = { [TEAM1] = Collection(), [TEAM2] = Collection() },
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point_value = { [TEAM1] = 3, [TEAM2] = 3 },
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score_timer_interval = { [TEAM1] = 30.00, [TEAM2] = 30.00 },
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hudstatusicon = "hud_cp_3.vtf", hudposx = 0, hudposy = 56, hudalign = 4, hudwidth = 16, hudheight = 16 },
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[4] = {
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cp_number = 4,
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defending_team = Team.kUnassigned,
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cap_requirement = { [TEAM1] = CAP_REQ_CP2BLUE_CP4RED, [TEAM2] = CAP_REQ_CP2RED_CP4BLUE },
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cap_status = { [TEAM1] = 0, [TEAM2] = 0 },
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cap_speed = { [TEAM1] = 0, [TEAM2] = 0 },
|
|
next_cap_zone_timer = { [TEAM1] = 0, [TEAM2] = 0 },
|
|
delay_before_retouch = { [TEAM1] = RETOUCH_DELAY_CP2RED_CP4BLUE, [TEAM2] = RETOUCH_DELAY_CP2BLUE_CP4RED },
|
|
touching_players = { [TEAM1] = Collection(), [TEAM2] = Collection() },
|
|
former_touching_players = { [TEAM1] = Collection(), [TEAM2] = Collection() },
|
|
point_value = { [TEAM1] = 4, [TEAM2] = 2 },
|
|
score_timer_interval = { [TEAM1] = 22.50, [TEAM2] = 22.50 },
|
|
hudstatusicon = "hud_cp_4.vtf", hudposx = 20, hudposy = 56, hudalign = 4, hudwidth = 16, hudheight = 16 },
|
|
[CP_COUNT] = {
|
|
cp_number = 5,
|
|
defending_team = Team.kRed,
|
|
cap_requirement = { [TEAM1] = CAP_REQ_CP1_CP5, [TEAM2] = CAP_REQ_CP1_CP5 },
|
|
cap_status = { [TEAM1] = 0, [TEAM2] = 0 },
|
|
cap_speed = { [TEAM1] = 0, [TEAM2] = 0 },
|
|
next_cap_zone_timer = { [TEAM1] = 0, [TEAM2] = 0 },
|
|
delay_before_retouch = { [TEAM1] = RETOUCH_DELAY, [TEAM2] = RETOUCH_DELAY },
|
|
touching_players = { [TEAM1] = Collection(), [TEAM2] = Collection() },
|
|
former_touching_players = { [TEAM1] = Collection(), [TEAM2] = Collection() },
|
|
point_value = { [TEAM1] = 5, [TEAM2] = 1 },
|
|
score_timer_interval = { [TEAM1] = 15.00, [TEAM2] = 30.00 },
|
|
hudstatusicon = "hud_cp_5.vtf", hudposx = 40, hudposy = 56, hudalign = 4, hudwidth = 16, hudheight = 16 }
|
|
}
|
|
|
|
cap_resupply = {
|
|
health = 100,
|
|
armor = 300,
|
|
nails = 400,
|
|
shells = 400,
|
|
cells = 400,
|
|
grenades = 100,
|
|
rockets = 50,
|
|
detpacks = 0,
|
|
mancannons = 1,
|
|
gren1 = 2,
|
|
gren2 = 1
|
|
}
|
|
|
|
----------------------------------------------------------------------------
|
|
-- Spawnpoints
|
|
----------------------------------------------------------------------------
|
|
|
|
-- Spawn Points
|
|
base_blue_spawn = info_ff_teamspawn:new({ cp_number = 0, validspawn = function(self,player)
|
|
return player:GetTeamId() == Team.kBlue and self.cp_number == cp_blue
|
|
end })
|
|
base_red_spawn = info_ff_teamspawn:new({ cp_number = 0, validspawn = function(self,player)
|
|
return player:GetTeamId() == Team.kRed and self.cp_number == cp_red
|
|
end })
|
|
bluespawn_cp1 = base_blue_spawn:new({cp_number=1})
|
|
bluespawn_cp2 = base_blue_spawn:new({cp_number=2})
|
|
bluespawn_cp3 = base_blue_spawn:new({cp_number=3})
|
|
bluespawn_cp4 = base_blue_spawn:new({cp_number=4})
|
|
redspawn_cp5 = base_red_spawn:new({cp_number=5})
|
|
redspawn_cp4 = base_red_spawn:new({cp_number=4})
|
|
redspawn_cp3 = base_red_spawn:new({cp_number=3})
|
|
redspawn_cp2 = base_red_spawn:new({cp_number=2})
|
|
|
|
-- Spawn Doors (base entity)
|
|
blue_respawn_door = trigger_ff_script:new({cp_number = 0})
|
|
red_respawn_door = trigger_ff_script:new({cp_number = 0})
|
|
|
|
-- Spawn Doors (validity checks)
|
|
function blue_respawn_door:allowed( allowed_entity )
|
|
if IsPlayer( allowed_entity ) then
|
|
local player = CastToPlayer( allowed_entity )
|
|
if player:GetTeamId() == Team.kBlue then --and self.cp_number <= cp_blue then
|
|
return EVENT_ALLOWED
|
|
end
|
|
end
|
|
return EVENT_DISALLOWED
|
|
end
|
|
|
|
function red_respawn_door:allowed( allowed_entity )
|
|
if IsPlayer( allowed_entity ) then
|
|
local player = CastToPlayer( allowed_entity )
|
|
if player:GetTeamId() == Team.kRed then --and self.cp_number >= cp_red then
|
|
return EVENT_ALLOWED
|
|
end
|
|
end
|
|
return EVENT_DISALLOWED
|
|
end
|
|
|
|
--Spawn Doors (Validity checks failure)
|
|
function blue_respawn_door:onfailtouch( touch_entity )
|
|
if IsPlayer( touch_entity ) then
|
|
local player = CastToPlayer( touch_entity )
|
|
--if player:GetTeamId() == Team.kBlue then
|
|
-- BroadCastMessageToPlayer( player, "You need to capture Command Point ".. self.cp_number .. " before you can use this respawn!" )
|
|
--else
|
|
BroadCastMessageToPlayer( player, "Your team cannot use this respawn." )
|
|
--end
|
|
end
|
|
end
|
|
|
|
function red_respawn_door:onfailtouch( touch_entity )
|
|
if IsPlayer( touch_entity ) then
|
|
local player = CastToPlayer( touch_entity )
|
|
--if player:GetTeamId() == Team.kRed then
|
|
-- BroadCastMessageToPlayer( player, "You need to capture Command Point ".. self.cp_number .." before you can use this respawn!" )
|
|
--else
|
|
BroadCastMessageToPlayer( player, "Your team cannot use this respawn." )
|
|
--end
|
|
end
|
|
end
|
|
|
|
|
|
-- Spawn Doors (actual entities with command point condition attached)
|
|
bluerespawn_cp2 = blue_respawn_door:new({cp_number=2})
|
|
bluerespawn_cp3 = blue_respawn_door:new({cp_number=3})
|
|
bluerespawn_cp4 = blue_respawn_door:new({cp_number=4})
|
|
redrespawn_cp2 = red_respawn_door:new({cp_number=2})
|
|
redrespawn_cp3 = red_respawn_door:new({cp_number=3})
|
|
redrespawn_cp4 = red_respawn_door:new({cp_number=4})
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- Grates
|
|
-----------------------------------------------------------------------------
|
|
|
|
detwall_trigger = trigger_ff_script:new({ team = Team.kUnassigned, team_name = "neutral" })
|
|
|
|
function detwall_trigger:onexplode( explosion_entity )
|
|
if team == Team.kUnassigned then
|
|
return
|
|
end
|
|
|
|
if IsDetpack( explosion_entity ) then
|
|
local detpack = CastToDetpack( explosion_entity )
|
|
-- GetTemId() might not exist for buildables, they have their own seperate shit and it might be named differently
|
|
-- if detpack:GetTeamId() ~= self.team then -- both teams can destroy while commented out
|
|
|
|
BroadCastSound( "misc.thunder" )
|
|
|
|
if self.team == Team.kRed then
|
|
if not RED_TUNNEL_WALL_BLOWN then
|
|
OutputEvent( self.team_name .. "_detwall", "Kill" )
|
|
BroadCastMessage("Red's tunnel has been blown!" )
|
|
RED_TUNNEL_WALL_BLOWN = true
|
|
else
|
|
OutputEvent( self.team_name .. "_detwall_template", "ForceSpawn" )
|
|
BroadCastMessage("Red's tunnel has been sealed!" )
|
|
RED_TUNNEL_WALL_BLOWN = false
|
|
end
|
|
elseif self.team == Team.kBlue then
|
|
if not BLUE_TUNNEL_WALL_BLOWN then
|
|
OutputEvent( self.team_name .. "_detwall", "Kill" )
|
|
BroadCastMessage("Blue's tunnel has been blown!" )
|
|
BLUE_TUNNEL_WALL_BLOWN = true
|
|
else
|
|
OutputEvent( self.team_name .. "_detwall_template", "ForceSpawn" )
|
|
BroadCastMessage("Blue's tunnel has been sealed!" )
|
|
BLUE_TUNNEL_WALL_BLOWN = false
|
|
end
|
|
end
|
|
-- end
|
|
end
|
|
end
|
|
|
|
red_detwall_trigger = detwall_trigger:new({ team = Team.kRed, team_name = "red" })
|
|
blue_detwall_trigger = detwall_trigger:new({ team = Team.kBlue, team_name = "blue" }) |