IncludeScript("base_location"); location_teleport = location_info:new({text = "Jump Select Screen", team = NO_TEAM}) location_jump1 = location_info:new({text = "Jump 1 - Across the River", team = NO_TEAM}) location_jump2 = location_info:new({text = "Jump 2 - Double Up", team = NO_TEAM}) location_jump3 = location_info:new({text = "Jump 3 - Timing Your Senses", team = NO_TEAM}) location_jump4 = location_info:new({text = "Jump 4 - Around the Corner", team = NO_TEAM}) location_jump5 = location_info:new({text = "Jump 5 - Dolphin Technique", team = NO_TEAM}) location_jump6 = location_info:new({text = "Jump 6 - Dolphin Evolved", team = NO_TEAM}) location_jump7 = location_info:new({text = "Jump 7 - Ricochet", team = NO_TEAM}) location_jump8 = location_info:new({text = "Jump 8 - Kiiro Ichi ", team = NO_TEAM}) location_jump9 = location_info:new({text = "Jump 9 - Kiiro Ni", team = NO_TEAM}) location_jump10 = location_info:new({text = "Jump 10 - Aka Ichi", team = NO_TEAM}) location_jump11 = location_info:new({text = "Jump 11 - Aka Ni", team = NO_TEAM}) location_jump12 = location_info:new({text = "Jump 12 - Midori Obi Trial", team = NO_TEAM}) --Modified base_conc below -- Disable/Enable Concussion Effect. CONC_EFFECT = 1 ----------------------------------------------------------------------------- -- Concussion Check ----------------------------------------------------------------------------- function player_onconc( player_entity, concer_entity ) if CONC_EFFECT == 0 then return EVENT_DISALLOWED end return EVENT_ALLOWED end -- Freestyle / Race modes. CONC_MODE = CONC_FREESTYLE -- Race Restart Delay RESTART_DELAY = 0 -- Points and Frags you receive for touching EndZone. CONC_POINTS = 100 CONC_FRAGS = 50 -- Disable/Enable classes allowed. SOLDIER = 1 SCOUT = 1 MEDIC = 1 DEMOMAN = 1 ENGINEER = 0 PYRO = 0 SNIPER = 0 HWGUY = 0 -- Disable/Enable Invunerability INVUL = 0 --------------------------------- -- DO NOT CHANGE THESE --------------------------------- reached_end = 0 CONC_FREESTYLE = 0 CONC_RACE = 0 --------------------------------- function startup() SetTeamName( Team.kBlue, "Jumpers" ) SetPlayerLimit( Team.kBlue, 0 ) SetPlayerLimit( Team.kRed, -1 ) SetPlayerLimit( Team.kYellow, -1 ) SetPlayerLimit( Team.kGreen, -1 ) -- BLUE TEAM local team = GetTeam( Team.kBlue ) team:SetAllies( Team.kRed ) team:SetClassLimit( Player.kHwguy, -1 ) team:SetClassLimit( Player.kSpy, -1 ) team:SetClassLimit( Player.kCivilian, -1 ) team:SetClassLimit( Player.kSniper, -1 ) ShouldEnableClass( team, SCOUT, Player.kScout ) ShouldEnableClass( team, MEDIC, Player.kMedic ) ShouldEnableClass( team, SOLDIER, Player.kSoldier ) ShouldEnableClass( team, DEMOMAN, Player.kDemoman ) ShouldEnableClass( team, PYRO, Player.kPyro ) ShouldEnableClass( team, ENGINEER, Player.kEngineer ) end function ShouldEnableClass( team, classtype, class ) if classtype == 1 then team:SetClassLimit( class, 0 ) else team:SetClassLimit( class, -1 ) end end ----------------------------------------------------------------------------- -- Ammo Check ----------------------------------------------------------------------------- function player_spawn( player_entity ) local player = CastToPlayer( player_entity ) player:AddHealth( 400 ) player:AddArmor( 400 ) player:AddAmmo( Ammo.kGren1, -4) player:AddAmmo( Ammo.kGren2, -4) --class = player:GetClass() --if class == Player.kSoldier or class == Player.kDemoman then --player:AddAmmo( Ammo.kGren1, 4 ) --player:AddAmmo( Ammo.kGren2, -4 ) --else --player:AddAmmo( Ammo.kGren1, -4 ) --player:AddAmmo( Ammo.kGren2, 4 ) --end -- Add items (similar to both teams) player:AddAmmo( Ammo.kShells, 200 ) player:AddAmmo( Ammo.kRockets, 30 ) player:AddAmmo( Ammo.kNails, 200 ) end function precache() PrecacheSound("yourteam.flagcap") PrecacheSound("misc.doop") end ----------------------------------------------------------------------------- -- Conc Backpack ----------------------------------------------------------------------------- concbackpack = info_ff_script:new({ health = 200, armor = 200, rockets = 50, gren = 4, respawntime = 2, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", notallowedmsg = "#FF_NOTALLOWEDPACK", touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen} }) function concbackpack:dropatspawn() return true end function concbackpack:touch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) local dispensed = 0 -- give player some health and armor dispensed = dispensed + player:AddHealth( self.health ) dispensed = dispensed + player:AddArmor( self.armor ) dispensed = dispensed + player:AddAmmo(Ammo.kRockets, self.rockets) class = player:GetClass() if class == Player.kSoldier or class == Player.kDemoman then dispensed = dispensed + player:AddAmmo(Ammo.kGren1, self.gren) else dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren) end -- if the player took ammo, then have the backpack respawn with a delay if dispensed >= 1 then local backpack = CastToInfoScript(entity); if (backpack ~= nil) then backpack:EmitSound(self.touchsound); backpack:Respawn(self.respawntime); end end end end function concbackpack:precache( ) -- precache sounds PrecacheSound(self.materializesound) PrecacheSound(self.touchsound) -- precache models PrecacheModel(self.model) end function concbackpack:materialize( ) entity:EmitSound(self.materializesound) end ----------------------------------------------------------------------------- -- Health Backpack ----------------------------------------------------------------------------- healthbackpack = info_ff_script:new({ health = 200, armor = 200, rockets = 50, gren = 4, respawntime = 3, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", notallowedmsg = "#FF_NOTALLOWEDPACK", touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen} }) function healthbackpack:dropatspawn() return false end function healthbackpack:precache( ) -- precache sounds --PrecacheSound(self.materializesound) --PrecacheSound(self.touchsound) -- precache models PrecacheModel(self.model) end function healthbackpack:touch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) local dispensed = 0 -- give player some health and armor dispensed = dispensed + player:AddHealth( self.health ) dispensed = dispensed + player:AddArmor( self.armor ) dispensed = dispensed + player:AddAmmo(Ammo.kRockets, self.rockets) class = player:GetClass() if class == Player.kSoldier or class == Player.kDemoman then player:AddAmmo( Ammo.kGren1, -4) player:AddAmmo( Ammo.kGren2, -4) --dispensed = dispensed + player:AddAmmo(Ammo.kGren1, self.gren) else dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren) end -- if the player took ammo, then have the backpack respawn with a delay if dispensed >= 1 then local backpack = CastToInfoScript(entity); if (backpack ~= nil) then backpack:EmitSound(self.touchsound); backpack:Respawn(self.respawntime); end end end end function healthbackpack:precache( ) -- precache sounds PrecacheSound(self.materializesound) PrecacheSound(self.touchsound) -- precache models PrecacheModel(self.model) end --grenades ONLY pack, no rockets grenbackpack = info_ff_script:new({ health = 200, armor = 200, rockets = -400, gren = 4, respawntime = 3, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", notallowedmsg = "#FF_NOTALLOWEDPACK", touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen} }) function grenbackpack:dropatspawn() return false end function grenbackpack:precache( ) -- precache sounds --PrecacheSound(self.materializesound) --PrecacheSound(self.touchsound) -- precache models PrecacheModel(self.model) end function grenbackpack:touch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) local dispensed = 0 -- give player some health and armor dispensed = dispensed + player:AddHealth( self.health ) dispensed = dispensed + player:AddArmor( self.armor ) dispensed = dispensed + player:AddAmmo(Ammo.kRockets, self.rockets) player:AddAmmo (Ammo.kRockets, -400) class = player:GetClass() if class == Player.kSoldier or class == Player.kDemoman then dispensed = dispensed + player:AddAmmo(Ammo.kGren1, self.gren) else dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren) end -- if the player took ammo, then have the backpack respawn with a delay if dispensed >= 1 then local backpack = CastToInfoScript(entity); if (backpack ~= nil) then backpack:EmitSound(self.touchsound); backpack:Respawn(self.respawntime); end end end end-------- function grenbackpack:precache( ) -- precache sounds PrecacheSound(self.materializesound) PrecacheSound(self.touchsound) -- precache models PrecacheModel(self.model) end -- End Zone Entity ----------------------------------------------------------------------------- stripGrenades = trigger_ff_script:new() function stripGrenades:ontouch ( touch_entity ) local player = CastToPlayer( touch_entity ) player:AddAmmo (Ammo.kGren1, -4) player:AddAmmo (Ammo.kRockets, -50) end endzone = trigger_ff_script:new() function endzone:ontouch( touch_entity ) local player = CastToPlayer( touch_entity ) ConsoleToAll( player:GetName() .. " has achieved Midori status." ) BroadCastMessage( player:GetName() .. " has achieved Midori status." ) SmartSound(player, "yourteam.flagcap", "yourteam.flagcap", "yourteam.flagcap") player:AddFrags( CONC_FRAGS ) player:AddFortPoints( CONC_POINTS, "Passed Trial" ) end ---------------------------------------------------------------------------- -- Conc Trigger (Gives Ammo, Grenades, HP and ARMOR) ----------------------------------------------------------------------------- trigger_conc = trigger_ff_script:new({}) function trigger_conc:ontouch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) class = player:GetClass() if class == Player.kSoldier or class == Player.kDemoman then player:AddAmmo(Ammo.kGren1, self.gren) else player:AddAmmo(Ammo.kGren2, self.gren) end player:AddHealth( 400 ) player:AddArmor( 400 ) end end