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Old 01-10-2011, 01:08 AM   #1
GambiT
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conc_map LUA...

i have a concmap that i lost the lua to when my comp crashed a while back. can somebody please help me?

blue team - scout, medic - invincible(so red team can't hurt them[quad?])
red team - demo, pyro, solly and engi - quad

i have trigger brushes for constant resupply named "resupplyzone", is this needed or is there a way to constantly check and resupply without a trigger?(i'm fucking ignorant when it comes to lua's....)

take away secondary nades on red team

custom locs, i think i can add these to it.

theme i'm going with:
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-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
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Old 01-10-2011, 05:40 AM   #2
Bridget
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I hope I did the logic right for the damage bit. I foresee a fuck-up.

BASE

Code:
IncludeScript("base_teamplay")

function startup()

	SetTeamName(Team.kBlue, "Team Conc")
	SetTeamName(Team.kRed, "Team Quad")
	
	SetPlayerLimit(Team.kYellow, -1)
	SetPlayerLimit(Team.kGreen, -1)
	SetPlayerLimit(Team.kRed, 0)
	SetPlayerLimit(Team.kBlue, 0)
	
  	local team = GetTeam(Team.kRed)
	team:SetClassLimit(Player.kScout, 0)
	team:SetClassLimit(Player.kSniper, -1)
	team:SetClassLimit(Player.kSoldier, -1)
	team:SetClassLimit(Player.kDemoman, -1)
	team:SetClassLimit(Player.kMedic, 0)
	team:SetClassLimit(Player.kHwguy, -1)
	team:SetClassLimit(Player.kPyro, -1)
	team:SetClassLimit(Player.kSpy, -1)
	team:SetClassLimit(Player.kEngineer, -1)
	team:SetClassLimit(Player.kCivilian, -1)
	
	team = GetTeam(Team.kRed)
	team:SetClassLimit(Player.kScout, -1)
	team:SetClassLimit(Player.kSniper, -1)
	team:SetClassLimit(Player.kSoldier, 0)
	team:SetClassLimit(Player.kDemoman, 0)
	team:SetClassLimit(Player.kMedic, -1)
	team:SetClassLimit(Player.kHwguy, -1)
	team:SetClassLimit(Player.kPyro, 0)
	team:SetClassLimit(Player.kSpy, -1)
	team:SetClassLimit(Player.kEngineer, 0)
	team:SetClassLimit(Player.kCivilian, -1)	
	
end

function player_ondamage(this, damageinfo)

	if not damageinfo then return end
	
	local player = CastToPlayer(this)
	local attacker = damageinfo:GetAttacker()
	
	damageinfo:SetDamage(0)
	
	if IsPlayer(attacker) then
		attacker = CastToPlayer(attacker)
		
		if attacker:GetTeamId() ~= player:GetTeamId() then
			damageinfo:SetDamageForce(Vector(0,0,0))	
		else
			local DamageForce = damageinfo:GetDamageForce()
			damageinfo:SetDamageForce(Vector(DamageForce.x * 4,DamageForce.y * 4,DamageForce.z * 4))	
		end	
		
	end
end

function player_spawn(this)

	local player = CastToPlayer(this)
	if player:GetTeamId() == Team.kRed then
		player:RemoveAmmo(Ammo.kGren2, 4)
	end
	return true
	
end
You have three ways to deal with resupply. Do you want it to constantly resupply them when they're in the resupply brush? Then use ontrigger:

Code:
resupplyzone = trigger_ff_script:new({})

function resupplyzone:ontrigger(trigger_entity)

	if IsPlayer(trigger_entity) then
		local player = CastToPlayer(trigger_entity)
		if player:GetClass() == Player.kMedic or player:GetClass() == Player.kScout then
			player:GiveAmmo(Ammo.kGren1, 0)
			player:GiveAmmo(Ammo.kGren2, 0)
		else
			player:GiveAmmo(Ammo.kRockets, 0)
			player:GiveAmmo(Ammo.kGrenades, 0)
			player:GiveAmmo(Ammo.kCells, 0)
			player:GiveAmmo(Ammo.kGren1, 0)
			player:GiveAmmo(Ammo.kGren2, 0)
		end
		ApplyToPlayer(player, {AT.kReloadClips})
	end
	
end
If you want it to only resupply them the first time they touch the brush, change:

Code:
function resupplyzone:ontrigger(trigger_entity)
to:

Code:
function resupplyzone:ontouch(trigger_entity)
As for a global function that handles resupply, I haven't done this in a while, but you could try this:

Code:
function ResupplyLoop()

	local b_team = Collection()
	b_team:GetByFilter({ CF.kPlayers, CF.kTeamBlue })
	
	local r_team = Collection()
	r_team:GetByFilter({ CF.kPlayers, CF.kTeamRed })
	
	for temp in b_team.items do
		local player = CastToPlayer(temp)
		if player then
			player:GiveAmmo(Ammo.kGren1, 0)
			player:GiveAmmo(Ammo.kGren2, 0)
		end
	end
	
	for temp in r_team.items do
		local player = CastToPlayer(temp)
		if player then
			player:GiveAmmo(Ammo.kRockets, 0)
			player:GiveAmmo(Ammo.kGrenades, 0)
			player:GiveAmmo(Ammo.kCells, 0)
			player:GiveAmmo(Ammo.kGren1, 0)
			player:GiveAmmo(Ammo.kGren2, 0)
		end
	end
	
	ApplyToAll({AT.kReloadClips})

end
The only problem is that might be very resource intensive. To keep this loop going, add this to startup():

Code:
AddScheduleRepeating("ResupplyLoop", 1, ResupplyLoop)
Inform me of inevitable errors.
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