IncludeScript("base_location"); IncludeScript("base_respawnturret"); -- base_teamplay.lua ----------------------------------------------------------------------------- -- base_teamplay handles stuff for "normal" maps so this stuff doesn't need -- to be replicated all over the place (like standard teamspawns, -- doors, bags, and such) ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- -- Globals ----------------------------------------------------------------------------- if POINTS_PER_CAPTURE == nil then POINTS_PER_CAPTURE = 10; end if FORTPOINTS_PER_CAPTURE == nil then FORTPOINTS_PER_CAPTURE = 1000; end if FORTPOINTS_PER_INITIALTOUCH == nil then FORTPOINTS_PER_INITIALTOUCH = 100; end if FLAG_RETURN_TIME == nil then FLAG_RETURN_TIME = 60; end if FLAG_THROW_SPEED == nil then FLAG_THROW_SPEED = 330; end redallowedmethod = function(self,player) return player:GetTeamId() == Team.kRed end blueallowedmethod = function(self,player) return player:GetTeamId() == Team.kBlue end yellowallowedmethod = function(self,player) return player:GetTeamId() == Team.kYellow end greenallowedmethod = function(self,player) return player:GetTeamId() == Team.kGreen end -- things for flags teamskins = {} teamskins[Team.kBlue] = 0 teamskins[Team.kRed] = 1 teamskins[Team.kYellow] = 2 teamskins[Team.kGreen] = 3 team_hudicons = {} team_hudicons[Team.kBlue] = "hud_flag_blue.vtf" team_hudicons[Team.kRed] = "hud_flag_red.vtf" team_hudicons[Team.kGreen] = "hud_flag_green.vtf" team_hudicons[Team.kYellow] = "hud_flag_yellow.vtf" ----------------------------------------------------------------------------- -- Player spawn: give full health, armor, and ammo ----------------------------------------------------------------------------- function player_spawn( player_entity ) 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 ) end ----------------------------------------------------------------------------- -- No builds: area where you can't build ----------------------------------------------------------------------------- nobuild = trigger_ff_script:new({}) function nobuild:onbuild( build_entity ) return EVENT_DISALLOWED end no_build = nobuild ----------------------------------------------------------------------------- -- No grens: area where grens won't explode ----------------------------------------------------------------------------- nogrens = trigger_ff_script:new({}) function nogrens:onexplode( explode_entity ) if IsGrenade( explode_entity ) then return EVENT_DISALLOWED end return EVENT_ALLOWED end no_grens = nogrens ----------------------------------------------------------------------------- -- No Fucking Annoyances ----------------------------------------------------------------------------- noannoyances = trigger_ff_script:new({}) function noannoyances:onbuild( build_entity ) return EVENT_DISALLOWED end function noannoyances:onexplode( explode_entity ) if IsGrenade( explode_entity ) then return EVENT_DISALLOWED end return EVENT_ALLOWED end function noannoyances:oninfect( infect_entity ) return EVENT_DISALLOWED end no_annoyances = noannoyances spawn_protection = noannoyances ----------------------------------------------------------------------------- -- Generic Backpack ----------------------------------------------------------------------------- genericbackpack = info_ff_script:new({ health = 0, armor = 0, grenades = 0, shells = 0, nails = 0, rockets = 0, cells = 0, detpacks = 0, mancannons = 0, gren1 = 0, gren2 = 0, respawntime = 5, model = "models/items/healthkit.mdl", materializesound = "Item.Materialize", touchsound = "HealthKit.Touch", notallowedmsg = "#FF_NOTALLOWEDPACK", touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen} }) function genericbackpack:dropatspawn() return true end function genericbackpack:precache( ) -- precache sounds PrecacheSound(self.materializesound) PrecacheSound(self.touchsound) -- precache models PrecacheModel(self.model) end function genericbackpack:touch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) local dispensed = 0 -- give player some health and armor if self.health ~= nil and self.health ~= 0 then dispensed = dispensed + player:AddHealth( self.health ) end if self.armor ~= nil and self.armor ~= 0 then dispensed = dispensed + player:AddArmor( self.armor ) end -- give player ammo if self.nails ~= nil and self.nails ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kNails, self.nails) end if self.shells ~= nil and self.shells ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kShells, self.shells) end if self.rockets ~= nil and self.rockets ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kRockets, self.rockets) end if self.cells ~= nil and self.cells ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kCells, self.cells) end if self.detpacks ~= nil and self.detpacks ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kDetpack, self.detpacks) end if self.mancannons ~= nil and self.mancannons ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kManCannon, self.mancannons) end if self.gren1 ~= nil and self.gren1 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren1, self.gren1) end if self.gren2 ~= nil and self.gren2 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren2) end -- if the player took ammo, then have the backpack respawn with a delay if dispensed >= 1 then local backpack = CastToInfoScript(entity); if backpack then backpack:EmitSound(self.touchsound); backpack:Respawn(self.respawntime); end end end end function genericbackpack:materialize( ) entity:EmitSound(self.materializesound) end ----------------------------------------------------------------------------- -- Health Kit (backpack-based) ----------------------------------------------------------------------------- healthkit = genericbackpack:new({ health = 25, model = "models/items/healthkit.mdl", materializesound = "Item.Materialize", respawntime = 20, touchsound = "HealthKit.Touch", botgoaltype = Bot.kBackPack_Health }) ----------------------------------------------------------------------------- -- Armor Kit (backpack-based) ----------------------------------------------------------------------------- armorkit = genericbackpack:new({ armor = 200, cells = 150, -- mirv: armour in 2fort/rock2/etc gives 150 cells too model = "models/items/armour/armour.mdl", materializesound = "Item.Materialize", touchsound = "ArmorKit.Touch", botgoaltype = Bot.kBackPack_Armor }) function armorkit:dropatspawn() return true end ----------------------------------------------------------------------------- -- Ammo Kit (backpack-based) ----------------------------------------------------------------------------- ammobackpack = genericbackpack:new({ grenades = 20, nails = 50, shells = 100, rockets = 15, cells = 70, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Ammo }) function ammobackpack:dropatspawn() return false end ----------------------------------------------------------------------------- -- bigpack -- has a bit of everything (excluding grens) (backpack-based) ----------------------------------------------------------------------------- bigpack = genericbackpack:new({ health = 150, armor = 200, grenades = 50, nails = 150, shells = 200, rockets = 100, cells = 200, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Ammo }) function bigpack:dropatspawn() return false end ----------------------------------------------------------------------------- -- Grenade Backpack ----------------------------------------------------------------------------- grenadebackpack = genericbackpack:new({ mancannons = 1, gren1 = 2, gren2 = 2, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", respawntime = 30, touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Grenades }) function grenadebackpack:dropatspawn() return false end ----------------------------------------------------------------------------- -- Door Triggers ----------------------------------------------------------------------------- respawndoor = trigger_ff_script:new({ team = Team.kUnassigned, allowdisguised=false }) function respawndoor:allowed( allowed_entity ) if IsPlayer( allowed_entity ) then local player = CastToPlayer( allowed_entity ) if player:GetTeamId() == self.team then return EVENT_ALLOWED end if self.allowdisguised then if player:IsDisguised() and player:GetDisguisedTeam() == self.team then return EVENT_ALLOWED end end end return EVENT_DISALLOWED end function respawndoor:onfailtouch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) BroadCastMessageToPlayer( player, "#FF_NOTALLOWEDDOOR" ) end end bluerespawndoor = respawndoor:new({ team = Team.kBlue }) redrespawndoor = respawndoor:new({ team = Team.kRed }) greenrespawndoor = respawndoor:new({ team = Team.kGreen }) yellowrespawndoor = respawndoor:new({ team = Team.kYellow }) ----------------------------------------------------------------------------- -- Elevator Triggers ----------------------------------------------------------------------------- elevator_trigger = respawndoor:new( {} ) function elevator_trigger:onfailtouch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) BroadCastMessageToPlayer( player, "#FF_NOTALLOWEDELEVATOR" ) end end blue_elevator_trigger = elevator_trigger:new({ team = Team.kBlue }) red_elevator_trigger = elevator_trigger:new({ team = Team.kRed }) green_elevator_trigger = elevator_trigger:new({ team = Team.kGreen }) yellow_elevator_trigger = elevator_trigger:new({ team = Team.kYellow }) ----------------------------------------------------------------------------- -- Spawn functions ----------------------------------------------------------------------------- redspawn = { validspawn = redallowedmethod } bluespawn = { validspawn = blueallowedmethod } greenspawn = { validspawn = greenallowedmethod } yellowspawn = { validspawn = yellowallowedmethod } -- aliases for people that like underscores red_spawn = redspawn; blue_spawn = bluespawn; green_spawn = greenspawn; yellow_spawn = yellowspawn blue_respawndoor = bluerespawndoor; red_respawndoor = redrespawndoor; green_respawndoor = greenrespawndoor; yellow_respawndoor = yellowrespawndoor ----------------------------------------------------------------------------- -- Capture Points ----------------------------------------------------------------------------- basecap = trigger_ff_script:new({ health = 0, armor = 0, grenades = 200, shells = 200, nails = 200, rockets = 200, cells = 200, detpacks = 0, mancannons = 1, gren1 = 0, gren2 = 0, item = "", team = 0, botgoaltype = Bot.kFlagCap, }) bluerspawn = info_ff_script:new() function basecap:allowed ( allowed_entity ) if IsPlayer( allowed_entity ) then -- get the player and his team local player = CastToPlayer( allowed_entity ) local team = player:GetTeam() -- check if the player is on our team if team:GetTeamId() ~= self.team then return false end -- check if the player has the flag for i,v in ipairs(self.item) do local flag = GetInfoScriptByName(v) -- Make sure flag isn't nil if flag then if player:HasItem(flag:GetName()) then return true end end end end return false end function basecap:ontrigger ( trigger_entity ) if IsPlayer( trigger_entity ) then local player = CastToPlayer( trigger_entity ) -- player should capture now for i,v in ipairs( self.item ) do -- find the flag and cast it to an info_ff_script local flag = GetInfoScriptByName(v) -- Make sure flag isn't nil if flag then -- check if the player is carrying the flag if player:HasItem(flag:GetName()) then -- reward player for capture player:AddFortPoints(FORTPOINTS_PER_CAPTURE, "#FF_FORTPOINTS_CAPTUREFLAG") -- reward player's team for capture local team = player:GetTeam() team:AddScore(POINTS_PER_CAPTURE) -- log action in stats --player:AddAction(nil, "ctf_flag_cap", flag:GetName()) LogLuaEvent(player:GetId(), 0, "flag_capture","flag_name",flag:GetName()) -- clear the objective icon UpdateObjectiveIcon( player, nil ) -- Remove any hud icons -- local flag2 = CastToInfoScript(flag) RemoveHudItem( player, flag:GetName() ) RemoveHudItemFromAll( flag:GetName() .. "_c" ) RemoveHudItemFromAll( flag:GetName() .. "_d" ) -- return the flag flag:Return() -- give player some health and armor if self.health ~= nil and self.health ~= 0 then player:AddHealth(self.health) end if self.armor ~= nil and self.armor ~= 0 then player:AddArmor(self.armor) end -- give the player some ammo if self.nails ~= nil and self.nails ~= 0 then player:AddAmmo(Ammo.kNails, self.nails) end if self.shells ~= nil and self.shells ~= 0 then player:AddAmmo(Ammo.kShells, self.shells) end if self.rockets ~= nil and self.rockets ~= 0 then player:AddAmmo(Ammo.kRockets, self.rockets) end 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 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") 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, 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()) AddHudIconToAll( self.hudstatusiconhome, ( flag:GetName() .. "_h" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign ) self.status = 0 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") SmartSpeak(player, "CTF_YOUGOTFLAG", "CTF_GOTFLAG", "CTF_LOSTFLAG") SmartMessage(player, "#FF_YOUPICKUP", "#FF_TEAMPICKUP", "#FF_OTHERTEAMPICKUP") -- 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 ) RemoveHudItemFromAll( flag:GetName() .. "_h" ) RemoveHudItemFromAll( flag:GetName() .. "_d" ) AddHudIconToAll( self.hudstatusiconhome, ( flag:GetName() .. "_h" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign ) AddHudIconToAll( self.hudstatusiconcarried, ( flag:GetName() .. "_c" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign ) -- 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 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() ) RemoveHudItemFromAll( flag:GetName() .. "_c" ) AddHudIconToAll( self.hudstatusicondropped, ( flag:GetName() .. "_d" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign ) self.status = 2 -- clear the objective icon UpdateObjectiveIcon( player, nil ) -- log action in stats -- player:AddAction(nil, "ctf_flag_died", flag:GetName()) 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 function baseflag:ownercloak( owner_entity ) -- drop the flag local flag = CastToInfoScript(entity) flag:Drop(FLAG_RETURN_TIME, 0.0) LogLuaEvent(player:GetId(), 0, "flag_drop","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()); -- remove flag icon from hud local player = CastToPlayer( owner_entity ) RemoveHudItem( player, flag:GetName() ) RemoveHudItemFromAll( flag:GetName() .. "_c" ) AddHudIconToAll( self.hudstatusicondropped, ( flag:GetName() .. "_d" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign ) self.status = 2 -- clear the objective icon UpdateObjectiveIcon( player, nil ) end function baseflag:dropitemcmd( owner_entity ) if allowdrop == false then return end -- 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() ) RemoveHudItemFromAll( flag:GetName() .. "_c" ) AddHudIconToAll( self.hudstatusicondropped, ( flag:GetName() .. "_d" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign ) self.status = 2 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()); -- 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") local flag = CastToInfoScript(entity) flag:EmitSound(self.tosssound) end function baseflag:onloseitem( owner_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: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) 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) )); RemoveHudItemFromAll( flag:GetName() .. "_d" ) RemoveHudItemFromAll( flag:GetName() .. "_c" ) AddHudIconToAll( self.hudstatusicondropped, ( flag:GetName() .. "_d" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign ) self.status = 2 -- 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") SmartTeamSound(team, "yourteam.flagreturn", "otherteam.flagreturn") SmartTeamSpeak(team, "CTF_FLAGBACK", "CTF_EFLAGBACK") local flag = CastToInfoScript( entity ) RemoveHudItemFromAll( flag:GetName() .. "_d" ) RemoveHudItemFromAll( flag:GetName() .. "_c" ) LogLuaEvent(0, 0, "flag_returned","flag_name",flag:GetName()); AddHudIconToAll( self.hudstatusiconhome, ( flag:GetName() .. "_h" ), self.hudstatusiconx, self.hudstatusicony, self.hudstatusiconw, self.hudstatusiconh, self.hudstatusiconalign ) self.status = 0 end function baseflag:hasanimation() return true end ----------------------------------------------------------------------------- -- Detable 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}) ----------------------------------------------------------------------------- -- entities ----------------------------------------------------------------------------- -- hudalign and hudstatusiconalign : 0 = HUD_LEFT, 1 = HUD_RIGHT, 2 = HUD_CENTERLEFT, 3 = HUD_CENTERRIGHT -- (pixels from the left / right of the screen / left of the center of the screen / right of center of screen, -- AfterShock blue_flag = baseflag:new({team = Team.kBlue, modelskin = 0, name = "Blue Flag", hudicon = "hud_flag_blue.vtf", hudx = 5, hudy = 114, hudwidth = 48, hudheight = 48, hudalign = 1, hudstatusicondropped = "hud_flag_dropped_blue.vtf", hudstatusiconhome = "hud_flag_home_blue.vtf", hudstatusiconcarried = "hud_flag_carried_blue.vtf", hudstatusiconx = 60, hudstatusicony = 5, hudstatusiconw = 15, hudstatusiconh = 15, hudstatusiconalign = 2, objectiveicon = true, touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kRed,AllowFlags.kYellow,AllowFlags.kGreen}}) red_flag = baseflag:new({team = Team.kRed, modelskin = 1, name = "Red Flag", hudicon = "hud_flag_red.vtf", hudx = 5, hudy = 162, hudwidth = 48, hudheight = 48, hudalign = 1, hudstatusicondropped = "hud_flag_dropped_red.vtf", hudstatusiconhome = "hud_flag_home_red.vtf", hudstatusiconcarried = "hud_flag_carried_red.vtf", hudstatusiconx = 60, hudstatusicony = 5, hudstatusiconw = 15, hudstatusiconh = 15, hudstatusiconalign = 3, objectiveicon = true, touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue,AllowFlags.kYellow,AllowFlags.kGreen}}) yellow_flag = baseflag:new({team = Team.kYellow, modelskin = 2, name = "Yellow Flag", hudicon = "hud_flag_yellow.vtf", hudx = 5, hudy = 210, hudwidth = 48, hudheight = 48, hudalign = 1, hudstatusicondropped = "hud_flag_dropped_yellow.vtf", hudstatusiconhome = "hud_flag_home_yellow.vtf", hudstatusiconcarried = "hud_flag_carried_yellow.vtf", hudstatusiconx = 53, hudstatusicony = 25, hudstatusiconw = 15, hudstatusiconh = 15, hudstatusiconalign = 2, objectiveicon = true, touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue,AllowFlags.kRed,AllowFlags.kGreen} }) green_flag = baseflag:new({team = Team.kGreen, modelskin = 3, name = "Green Flag", hudicon = "hud_flag_green.vtf", hudx = 5, hudy = 258, hudwidth = 48, hudheight = 48, hudalign = 1, hudstatusicondropped = "hud_flag_dropped_green.vtf", hudstatusiconhome = "hud_flag_home_green.vtf", hudstatusiconcarried = "hud_flag_carried_green.vtf", hudstatusiconx = 53, hudstatusicony = 25, hudstatusiconw = 15, hudstatusiconh = 15, hudstatusiconalign = 3, objectiveicon = true, touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue,AllowFlags.kRed,AllowFlags.kYellow} }) -- red cap point red_cap = basecap:new({team = Team.kRed, item = {"blue_flag","yellow_flag","green_flag"}}) -- blue cap point blue_cap = basecap:new({team = Team.kBlue, item = {"red_flag","yellow_flag","green_flag"}}) -- yellow cap point yellow_cap = basecap:new({team = Team.kYellow, item = {"blue_flag","red_flag","green_flag"}}) -- green cap point green_cap = basecap:new({team = Team.kGreen, item = {"blue_flag","red_flag","yellow_flag"}}) ----------------------------------------------------------------------------- -- map handlers ----------------------------------------------------------------------------- function startup() -- set up team limits on each team SetPlayerLimit(Team.kBlue, 0) SetPlayerLimit(Team.kRed, 0) SetPlayerLimit(Team.kYellow, -1) SetPlayerLimit(Team.kGreen, -1) -- CTF maps generally don't have civilians, -- so override in map LUA file if you want 'em local team = GetTeam(Team.kBlue) team:SetClassLimit(Player.kCivilian, -1) team = GetTeam(Team.kRed) team:SetClassLimit(Player.kCivilian, -1) end function precache() -- precache sounds PrecacheSound("yourteam.flagstolen") PrecacheSound("otherteam.flagstolen") PrecacheSound("yourteam.flagcap") PrecacheSound("otherteam.flagcap") PrecacheSound("yourteam.drop") PrecacheSound("otherteam.drop") PrecacheSound("yourteam.flagreturn") PrecacheSound("otherteam.flagreturn") end function flaginfo( player_entity ) local player = CastToPlayer( player_entity ) local flag = GetInfoScriptByName("blue_flag") local flagname = flag:GetName() RemoveHudItem( player, flagname .. "_c" ) RemoveHudItem( player, flagname.. "_d" ) RemoveHudItem( player, flagname .. "_h" ) if flag:IsCarried() then AddHudIcon( player, blue_flag.hudstatusiconcarried, ( flagname .. "_c" ), blue_flag.hudstatusiconx, blue_flag.hudstatusicony, blue_flag.hudstatusiconw, blue_flag.hudstatusiconh, blue_flag.hudstatusiconalign ) elseif flag:IsDropped() then AddHudIcon( player, blue_flag.hudstatusicondropped, ( flagname .. "_d" ), blue_flag.hudstatusiconx, blue_flag.hudstatusicony, blue_flag.hudstatusiconw, blue_flag.hudstatusiconh, blue_flag.hudstatusiconalign ) else AddHudIcon( player, blue_flag.hudstatusiconhome, ( flagname .. "_h" ), blue_flag.hudstatusiconx, blue_flag.hudstatusicony, blue_flag.hudstatusiconw, blue_flag.hudstatusiconh, blue_flag.hudstatusiconalign ) end flag = GetInfoScriptByName("red_flag") flagname = flag:GetName() RemoveHudItem( player, flagname .. "_c" ) RemoveHudItem( player, flagname.. "_d" ) RemoveHudItem( player, flagname .. "_h" ) if flag:IsCarried() then AddHudIcon( player, red_flag.hudstatusiconcarried, ( flagname .. "_c" ), red_flag.hudstatusiconx, red_flag.hudstatusicony, red_flag.hudstatusiconw, red_flag.hudstatusiconh, red_flag.hudstatusiconalign ) elseif flag:IsDropped() then AddHudIcon( player, red_flag.hudstatusicondropped, ( flagname .. "_d" ), red_flag.hudstatusiconx, red_flag.hudstatusicony, red_flag.hudstatusiconw, red_flag.hudstatusiconh, red_flag.hudstatusiconalign ) else AddHudIcon( player, red_flag.hudstatusiconhome, ( flagname .. "_h" ), red_flag.hudstatusiconx, red_flag.hudstatusicony, red_flag.hudstatusiconw, red_flag.hudstatusiconh, red_flag.hudstatusiconalign ) end end ----------------------------------------------------------------------------- -- CAP POINT SPECIAL TRIGGERS ----------------------------------------------------------------------------- my_cap = basecap:new({}) function my_cap:oncapture(player, item) if player:GetTeamId() == Team.kBlue then OutputEvent( "blue_cap_sound", "PlaySound" ) OutputEvent( "blue_cap_shake", "StartShake" ) OutputEvent( "blue_cap_splash", "Splash" ) OutputEvent( "blue_cap_fire", "StartFire" ) OutputEvent( "blue_cap_fire", "disable", "", 0.3 ) OutputEvent( "blue_cap_fire", "enable", "", 1 ) elseif player:GetTeamId() == Team.kRed then OutputEvent( "red_cap_sound", "PlaySound" ) OutputEvent( "red_cap_shake", "StartShake" ) OutputEvent( "red_cap_splash", "Splash" ) OutputEvent( "red_cap_fire", "StartFire" ) OutputEvent( "red_cap_fire", "disable", "", 0.3 ) OutputEvent( "red_cap_fire", "enable", "", 1 ) end -- 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") end my_cap_red = my_cap:new({team = Team.kRed, item = {"blue_flag","yellow_flag","green_flag"}}) my_cap_blue = my_cap:new({team = Team.kBlue, item = {"red_flag","yellow_flag","green_flag"}}) ----------------------------------------------------------------------------------------------------------------------------- -- LOCATIONS ----------------------------------------------------------------------------------------------------------------------------- blue_location_spawn = location_info:new({ text = "Blue Spawn", team = Team.kBlue }) blue_location_fr = location_info:new({ text = "Blue Flagroom", team = Team.kBlue }) blue_location_bats = location_info:new({ text = "Blue Battlements", team = Team.kBlue }) blue_location_fd = location_info:new({ text = "Blue Frontdoor", team = Team.kBlue }) blue_location_resup = location_info:new({ text = "Blue Resupply", team = Team.kBlue }) neutral_location_yard = location_info:new({ text = "Yard", team = Team.kUnassigned }) red_location_spawn = location_info:new({ text = "Red Spawn", team = Team.kRed }) red_location_fr = location_info:new({ text = "Red Flagroom", team = Team.kRed }) red_location_bats = location_info:new({ text = "Red Battlements", team = Team.kRed }) red_location_fd = location_info:new({ text = "Red Frontdoor", team = Team.kRed }) red_location_resup = location_info:new({ text = "Red Resupply", team = Team.kRed })