fortressforever-scripts/maps/ff_warpath.lua
2014-11-11 18:32:26 -08:00

592 lines
No EOL
21 KiB
Lua

-----------------------------------------------------------------------------
-- includes
-----------------------------------------------------------------------------
IncludeScript("base_cp_default")
IncludeScript("base_cp_sequential")
IncludeScript("base_chatcommands")
-----------------------------------------------------------------------------
--Globals
-----------------------------------------------------------------------------
POINTS_FOR_COMPLETE_CONTROL = 25
ENABLE_COMPLETE_CONTROL_RESET = true
ENABLE_COMPLETE_CONTROL_RESPAWN = true
COMPLETE_CONTROL_RESPAWN_DELAY = 5
INITIAL_ROUND_DELAY = 20
RETOUCH_DELAY = 10.0 --CP3
RETOUCH_DELAY_CP2RED_CP4BLUE = 20
RETOUCH_DELAY_CP2BLUE_CP4RED = 10
CAP_REQ_CP1_CP5 = 750
CAP_REQ_CP3 = 1000
CAP_REQ_CP2RED_CP4BLUE = 1000
CAP_REQ_CP2BLUE_CP4RED = 1250
cp_blue = 1
cp_red = 5
RED_TUNNEL_WALL_BLOWN = false
BLUE_TUNNEL_WALL_BLOWN = false
-----------------------------------------------------------------------------
-- Chat commands and settings
-----------------------------------------------------------------------------
-- teamcapsound
chatbase_addcommand( "teamcapsound", "Determines if a sound is played when the other team starts capping a point", "teamcapsound 0/1" )
function chat_teamcapsound( player, setting )
setting = tonumber(setting)
if setting == "" or setting == nil then
-- no parameter, just echo back their current setting
ChatToPlayer(player, "^"..CHAT_COMMAND_COLOR_MAIN.."Current team capture sound setting: "..tostring(chatbase_getplayersetting(player, "startcapsound")))
elseif setting == 0 or not setting then
ChatToPlayer(player, "^"..CHAT_COMMAND_COLOR_MAIN.."Turned your team capture sound off")
chatbase_setplayersetting(player, "teamcapsound", 0)
else
ChatToPlayer(player, "^"..CHAT_COMMAND_COLOR_MAIN.."Turned your team capture sound on")
chatbase_setplayersetting(player, "teamcapsound", 1)
end
end
chatbase_addplayersetting( "teamcapsound", 1, "Determines if a sound is played when the other team starts capping a point" )
-- startcapsound
chatbase_addcommand( "startcapsound", "Determines if a sound is played when you start to capture a point", "startcapsound 0/1" )
function chat_startcapsound( player, setting )
setting = tonumber(setting)
if setting == "" or setting == nil then
-- no parameter, just echo back their current setting
ChatToPlayer(player, "^"..CHAT_COMMAND_COLOR_MAIN.."Current start capture sound setting: "..tostring(chatbase_getplayersetting(player, "startcapsound")))
elseif setting == 0 or not setting then
ChatToPlayer(player, "^"..CHAT_COMMAND_COLOR_MAIN.."Turned your start capture sound off")
chatbase_setplayersetting(player, "startcapsound", 0)
else
ChatToPlayer(player, "^"..CHAT_COMMAND_COLOR_MAIN.."Turned your start capture sound on")
chatbase_setplayersetting(player, "startcapsound", 1)
end
end
chatbase_addplayersetting( "startcapsound", 1, "Determines if a sound is played when the opposite team starts to capture a point" )
-----------------------------------------------------------------------------
-- event outputs
-----------------------------------------------------------------------------
function startup()
SetGameDescription("Sequential Control Points")
-- disable certain teams
for i,v in pairs(disabled_teams) do
SetPlayerLimit( v, -1 )
end
-- set up team limits
for i1,v1 in pairs(teams) do
local team = GetTeam(v1)
for i2,v2 in ipairs(team_info[team:GetTeamId()].class_limits) do
team:SetClassLimit( i2, v2 )
end
end
RemoveAllCPAmmoAndArmor()
for i,v in ipairs(command_points) do
RemoveSchedule( "cp" .. v.cp_number .. "_cap_timer" )
ResetCPCapping( v )
AddScheduleRepeating( "cp" .. v.cp_number .. "_cap_zone_timer", CAP_ZONE_TIMER_INTERVAL, cap_zone_timer, v )
end
reset_map_items(true)
end
function complete_control_notification ( team_number )
local team = GetTeam(team_number)
SmartTeamSound(team, "yourteam.flagcap", "otherteam.flagcap")
SmartTeamSpeak(team, "CZ_GOTALL", "CZ_THEYGOTALL")
SmartTeamMessage(team, "#FF_CZ2_YOURTEAM_COMPLETE", "#FF_CZ2_OTHERTEAM_COMPLETE")
AddSchedule("reset_map_items", COMPLETE_CONTROL_RESPAWN_DELAY, reset_map_items, false)
end
function reset_map_items (firstRound)
BLUE_TUNNEL_WALL_BLOWN = false
RED_TUNNEL_WALL_BLOWN = false
OutputEvent( "blue_detwall_template", "ForceSpawn" )
OutputEvent( "red_detwall_template", "ForceSpawn" )
OBJECTIVE_TEAM1 = "cp2_zone"
OBJECTIVE_TEAM2 = "cp4_zone"
UpdateTeamObjectiveIcon( GetTeam(TEAM1), GetEntityByName( OBJECTIVE_TEAM1 ) )
UpdateTeamObjectiveIcon( GetTeam(TEAM2), GetEntityByName( OBJECTIVE_TEAM2 ) )
if firstRound then
for i,v in ipairs(command_points) do
ChangeCPDefendingTeam(v.cp_number, Team.kUnassigned)
ResetCPCapping( v )
end
ChangeCPDefendingTeam( 1, TEAM1 )
ChangeCPDefendingTeam( CP_COUNT, TEAM2 )
setup_door_timer("startgate_blue", INITIAL_ROUND_DELAY)
setup_door_timer("startgate_red", INITIAL_ROUND_DELAY)
else
setup_door_timer("startgate_blue", 12)
setup_door_timer("startgate_red", 12)
end
end
function event_StopTouchingCP( entity, cp )
return
end
function event_StartTouchingCP( entity, cp )
if IsPlayer( entity ) then
local player = CastToPlayer( entity )
if chatbase_getplayersetting(player, "startcapsound") ~= 0 then
BroadCastSoundToPlayer( player, "misc.woop" )
end
end
return
end
function event_StartTouchingCC( entity, cc_team_number )
return
end
function event_StopTouchingCC( entity, cc_team_number )
return
end
function event_ChangeCPDefendingTeam( cp_number, new_defending_team )
-- Change the skybeam and groundbeam color
OutputEvent( "cp" .. cp_number .. "_actiondoor_" .. team_info[command_points[cp_number].defending_team].team_name, "Close")
OutputEvent( "cp" .. cp_number .. "_actiondoor_" .. team_info[new_defending_team].team_name, "Open")
-- update valid spawns
if new_defending_team == Team.kBlue then
cp_blue = cp_number
if command_points[cp_number].defending_team == Team.kRed then
cp_red = cp_number + 1
end
elseif new_defending_team == Team.kRed then
cp_red = cp_number
if command_points[cp_number].defending_team == Team.kBlue then
cp_blue = cp_number - 1
end
end
end
function event_ResetTeamCPCapping( cp, team_number )
OutputEvent( "cp" .. cp.cp_number .. "_" .. team_info[team_number].team_name .. "_beam", "TurnOff" )
end
function event_StartTeamCPCapping( cp, team_number )
OutputEvent( "cp" .. cp.cp_number .. "_" .. team_info[team_number].team_name .. "_beam", "TurnOn" )
local team = GetTeam(team_number)
for i,v in pairs(chatbase_players) do
local player = CastToPlayer(v.player)
if IsPlayer(player) then
if player:GetTeamId() ~= team_number then
if chatbase_getplayersetting(player, "teamcapsound") then
BroadCastSoundToPlayer( player, "misc.bloop" )
end
end
end
end
end
team_info = {
[Team.kUnassigned] = {
team_name = "neutral",
enemy_team = Team.kUnassigned,
objective_icon = nil,
touchflags = { AllowFlags.kOnlyPlayers, AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen },
skybeam_color = "128 128 128",
respawnbeam_color = { [0] = 100, [1] = 100, [2] = 100 },
color_index = 1,
skin = "0",
flag_visibility = "TurnOff",
cc_touch_count = 0,
ccalarmicon = "hud_secdown.vtf", ccalarmiconx = 0, ccalarmicony = 0, ccalarmiconwidth = 16, ccalarmiconheight = 16, ccalarmiconalign = 2,
detcc_sentence = "HTD_DOORS",
class_limits = {
[Player.kScout] = 0,
[Player.kSniper] = 0,
[Player.kSoldier] = 0,
[Player.kDemoman] = 0,
[Player.kMedic] = 0,
[Player.kHwguy] = 0,
[Player.kPyro] = 0,
[Player.kSpy] = 0,
[Player.kEngineer] = 0,
[Player.kCivilian] = -1,
}
},
[TEAM1] = {
team_name = "blue",
enemy_team = TEAM2,
objective_icon = nil,
touchflags = { AllowFlags.kOnlyPlayers, AllowFlags.kBlue },
skybeam_color = "64 64 255",
respawnbeam_color = { [0] = 100, [1] = 100, [2] = 100 },
color_index = 2,
skin = "2",
flag_visibility = "TurnOn",
cc_touch_count = 0,
ccalarmicon = "hud_secup_blue.vtf", ccalarmiconx = 60, ccalarmicony = 5, ccalarmiconwidth = 16, ccalarmiconheight = 16, ccalarmiconalign = 2,
detcc_sentence = "CZ_BCC_DET",
class_limits = {
[Player.kScout] = 0,
[Player.kSniper] = 0,
[Player.kSoldier] = 0,
[Player.kDemoman] = 0,
[Player.kMedic] = 0,
[Player.kHwguy] = 0,
[Player.kPyro] = 0,
[Player.kSpy] = 0,
[Player.kEngineer] = 0,
[Player.kCivilian] = -1,
}
},
[TEAM2] = {
team_name = "red",
enemy_team = TEAM1,
objective_icon = nil,
touchflags = { AllowFlags.kOnlyPlayers, AllowFlags.kRed },
skybeam_color = "255 64 64",
respawnbeam_color = { [0] = 100, [1] = 100, [2] = 100 },
color_index = 0,
skin = "1",
flag_visibility = "TurnOn",
cc_touch_count = 0,
ccalarmicon = "hud_secup_red.vtf", ccalarmiconx = 60, ccalarmicony = 5, ccalarmiconwidth = 16, ccalarmiconheight = 16, ccalarmiconalign = 3,
detcc_sentence = "CZ_RCC_DET",
class_limits = {
[Player.kScout] = 0,
[Player.kSniper] = 0,
[Player.kSoldier] = 0,
[Player.kDemoman] = 0,
[Player.kMedic] = 0,
[Player.kHwguy] = 0,
[Player.kPyro] = 0,
[Player.kSpy] = 0,
[Player.kEngineer] = 0,
[Player.kCivilian] = -1,
}
}
}
-------------------------------------------
-- Round start functions
-------------------------------------------
function setup_door_timer(doorname, duration)
CloseDoor(doorname)
AddSchedule("round_opendoor_" .. doorname, duration, round_start, doorname)
if duration > 10 then AddSchedule( "dooropen5sec" , duration - 10 , schedulemessagetoall, "Gates open in 10 seconds!" ) end
if duration > 5 then AddSchedule( "dooropen5sec" , duration - 5 , schedulemessagetoall, "5" ) end
if duration > 4 then AddSchedule( "dooropen4sec" , duration - 4 , schedulemessagetoall, "4" ) end
if duration > 3 then AddSchedule( "dooropen3sec" , duration - 3, schedulemessagetoall, "3" ) end
if duration > 2 then AddSchedule( "dooropen2sec" , duration - 2, schedulemessagetoall, "2" ) end
if duration > 1 then AddSchedule( "dooropen1sec" , duration - 1, schedulemessagetoall, "1" ) end
if duration > 5 then AddSchedule( "dooropen5seccount" , duration - 5 , schedulecountdown, 5 ) end
if duration > 4 then AddSchedule( "dooropen4seccount" , duration - 4 , schedulecountdown, 4 ) end
if duration > 3 then AddSchedule( "dooropen3seccount" , duration - 3 , schedulecountdown, 3 ) end
if duration > 2 then AddSchedule( "dooropen2seccount" , duration - 2 , schedulecountdown, 2 ) end
if duration > 1 then AddSchedule( "dooropen1seccount" , duration - 1 , schedulecountdown, 1 ) end
end
function round_start(doorname)
BroadCastMessage("Gates are now open!")
BroadCastSound( "otherteam.flagstolen" )
SpeakAll( "AD_GATESOPEN" )
OpenDoor(doorname)
end
function schedulemessagetoall( message )
BroadCastMessage( message )
end
function schedulecountdown( time )
BroadCastMessage( ""..time.."" )
SpeakAll( "AD_" .. time .. "SEC" )
end
-----------------------------------------------------------------------------
-- bags
-----------------------------------------------------------------------------
gen_pack = genericbackpack:new({
health = 50,
armor = 50,
grenades = 0,
nails = 300,
shells = 300,
rockets = 300,
gren1 = 0,
gren2 = 0,
cells = 130,
respawntime = 10,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch"})
blue_gen_pack = genericbackpack:new({
health = 50,
armor = 50,
grenades = 0,
nails = 300,
shells = 300,
rockets = 300,
gren1 = 1,
gren2 = 0,
cells = 130,
respawntime = 15,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue}})
red_gen_pack = genericbackpack:new({
health = 50,
armor = 50,
grenades = 0,
nails = 300,
shells = 300,
rockets = 300,
gren1 = 1,
gren2 = 0,
cells = 130,
respawntime = 15,
model = "models/items/backpack/backpack.mdl",
materializesound = "Item.Materialize",
touchsound = "Backpack.Touch",
touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kRed}})
-----------------------------------------------------------------------------
-- overrides
-----------------------------------------------------------------------------
-- teleporting
ENABLE_CC_TELEPORTERS = false
ENABLE_CP_TELEPORTERS = false
-- command center
ENABLE_CC = false
-- command points
CP_COUNT = 5
command_points = {
[1] = {
cp_number = 1,
defending_team = Team.kBlue,
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] = 1, [TEAM2] = 5 },
score_timer_interval = { [TEAM1] = 30.00, [TEAM2] = 15.00 },
hudstatusicon = "hud_cp_1.vtf", hudposx = -40, hudposy = 56, hudalign = 4, hudwidth = 16, hudheight = 16 },
[2] = {
cp_number = 2,
defending_team = Team.kUnassigned,
cap_requirement = { [TEAM1] = CAP_REQ_CP2RED_CP4BLUE, [TEAM2] = CAP_REQ_CP2BLUE_CP4RED },
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_CP2BLUE_CP4RED, [TEAM2] = RETOUCH_DELAY_CP2RED_CP4BLUE },
touching_players = { [TEAM1] = Collection(), [TEAM2] = Collection() },
former_touching_players = { [TEAM1] = Collection(), [TEAM2] = Collection() },
point_value = { [TEAM1] = 2, [TEAM2] = 4 },
score_timer_interval = { [TEAM1] = 22.50, [TEAM2] = 22.50 },
hudstatusicon = "hud_cp_2.vtf", hudposx = -20, hudposy = 56, hudalign = 4, hudwidth = 16, hudheight = 16 },
[3] = {
cp_number = 3,
defending_team = Team.kUnassigned,
cap_requirement = { [TEAM1] = CAP_REQ_CP3, [TEAM2] = CAP_REQ_CP3 },
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] = 3, [TEAM2] = 3 },
score_timer_interval = { [TEAM1] = 30.00, [TEAM2] = 30.00 },
hudstatusicon = "hud_cp_3.vtf", hudposx = 0, hudposy = 56, hudalign = 4, hudwidth = 16, hudheight = 16 },
[4] = {
cp_number = 4,
defending_team = Team.kUnassigned,
cap_requirement = { [TEAM1] = CAP_REQ_CP2BLUE_CP4RED, [TEAM2] = CAP_REQ_CP2RED_CP4BLUE },
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_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" })