IncludeScript("base_id"); IncludeScript("base_respawnturret"); IncludeScript("base_location"); respawnturret_attackers = base_respawnturret:new({ team = attackers }) respawnturret_defenders = base_respawnturret:new({ team = defenders }) cornhealthkit = genericbackpack:new({ health = 50, model = "models/items/healthkit.mdl", materializesound = "Item.Materialize", touchsound = "HealthKit.Touch" }) cornarmorkit = genericbackpack:new({ armor = 200, model = "models/items/armour/armour.mdl", materializesound = "Item.Materialize", touchsound = "ArmorKit.Touch" }) cornammopack = genericbackpack:new({ health = 35, armor = 50, grenades = 20, nails = 50, shells = 100, rockets = 15, cells = 70, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch" }) function cornammopack:dropatspawn() return false end corngrenadepack = genericbackpack:new({ health = 35, armor = 50, grenades = 20, nails = 50, shells = 100, rockets = 15, cells = 70, mancannons = 1, gren1 = 2, gren2 = 1, respawntime = 30, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch" }) function corngrenadepack:dropatspawn() return false end detpack_wall_open = nil function onroundreset() -- close the door if detpack_wall_open then -- there's no "close".. wtf OutputEvent("detpack_hole", "Toggle") detpack_wall_open = nil end -- Reset The Turrets respawnturret_attackers = base_respawnturret:new({ team = attackers }) respawnturret_defenders = base_respawnturret:new({ team = defenders }) end detpack_trigger = trigger_ff_script:new({}) function detpack_trigger:onexplode( trigger_entity ) if IsDetpack( trigger_entity ) then ConsoleToAll("The door has been blown open!") OutputEvent("detpack_hole", "Toggle") detpack_wall_open = true end return EVENT_ALLOWED end -- Don't want any body touching/triggering it except the detpack function trigger_detpackable_door:allowed( trigger_entity ) return EVENT_DISALLOWED end