-- ff_blis_2fort.lua ----------------------------------------------------------------------------- -- includes ----------------------------------------------------------------------------- IncludeScript("base_ctf"); IncludeScript("base_location"); IncludeScript("base_respawnturret"); ----------------------------------------------------------------------------- -- global overrides ----------------------------------------------------------------------------- POINTS_PER_CAPTURE = 10; FLAG_RETURN_TIME = 60; ----------------------------------------------------------------------------- -- doors ----------------------------------------------------------------------------- blue_tri_door2 = trigger_ff_script:new({ team = Team.kBlue }) function blue_tri_door2:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function blue_tri_door2:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("blue_door_2", "Open") end end --------- blue_tri_door1 = trigger_ff_script:new({ team = Team.kBlue }) function blue_tri_door1:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function blue_tri_door1:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("blue_door_1", "Open") end end --------- blue_tri_door3 = trigger_ff_script:new({ team = Team.kBlue }) function blue_tri_door3:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function blue_tri_door3:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("blue_door_3", "Open") end end --------- blue_tri_door4 = trigger_ff_script:new({ team = Team.kBlue }) function blue_tri_door4:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function blue_tri_door4:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("blue_door_4", "Open") end end --------- blue_tri_door5 = trigger_ff_script:new({ team = Team.kBlue }) function blue_tri_door5:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function blue_tri_door5:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("blue_door_5", "Open") end end --------- blue_tri_door6 = trigger_ff_script:new({ team = Team.kBlue }) function blue_tri_door6:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function blue_tri_door6:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("blue_door_6", "Open") end end --------- blue_tri_elev = trigger_ff_script:new({ team = Team.kBlue }) function blue_tri_elev:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function blue_tri_elev:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("blue_elevator", "Open") end end ------------------------------ red_tri_door2 = trigger_ff_script:new({ team = Team.kRed }) function red_tri_door2:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function red_tri_door2:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("red_door_2", "Open") end end --------- red_tri_door1 = trigger_ff_script:new({ team = Team.kRed }) function red_tri_door1:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function red_tri_door1:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("red_door_1", "Open") end end --------- red_tri_door3 = trigger_ff_script:new({ team = Team.kRed }) function red_tri_door3:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function red_tri_door3:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("red_door_3", "Open") end end --------- red_tri_door4 = trigger_ff_script:new({ team = Team.kRed }) function red_tri_door4:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function red_tri_door4:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("red_door_4", "Open") end end --------- red_tri_door5 = trigger_ff_script:new({ team = Team.kRed }) function red_tri_door5:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function red_tri_door5:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("red_door_5", "Open") end end --------- red_tri_door6 = trigger_ff_script:new({ team = Team.kRed }) function red_tri_door6:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function red_tri_door6:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("red_door_6", "Open") end end --------- red_tri_elev = trigger_ff_script:new({ team = Team.kRed }) function red_tri_elev:allowed( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) return player:GetTeamId() == self.team end return EVENT_DISALLOWED end function red_tri_elev:ontrigger( touch_entity ) if IsPlayer( touch_entity ) then OutputEvent("red_elevator", "Open") end end ----------------------------------------------------------------------------- -- locations ----------------------------------------------------------------------------- loc_elev_area_red = location_info:new({ text = "elevator area", team = Team.kRed }) loc_basement_red = location_info:new({ text = "basement", team = Team.kRed }) loc_spiral_red = location_info:new({ text = "spiral", team = Team.kRed }) loc_floorlevel_red = location_info:new({ text = "floor level", team = Team.kRed }) loc_water_red = location_info:new({ text = "water", team = Team.kRed }) loc_tsp_red = location_info:new({ text = "top spiral", team = Team.kRed }) loc_rspawn_red = location_info:new({ text = "outer spawn", team = Team.kRed }) loc_elev_area_blue = location_info:new({ text = "elevator area", team = Team.kBlue }) loc_basement_blue = location_info:new({ text = "basement", team = Team.kBlue }) loc_spiral_blue = location_info:new({ text = "spiral", team = Team.kBlue }) loc_floorlevel_blue = location_info:new({ text = "floor level", team = Team.kBlue }) loc_water_blue = location_info:new({ text = "water", team = Team.kBlue }) loc_tsp_blue = location_info:new({ text = "top spiral", team = Team.kBlue }) loc_rspawn_blue = location_info:new({ text = "outer spawn", team = Team.kBlue }) loc_yard = location_info:new({ text = "yard", team = Team.kUnassigned })