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08-16-2010, 04:28 AM | #1 |
Join Date: Jul 2007
Location: Staten Island, NY
Class/Position: Offense Gametype: CTF Affiliations: [TALOS] .t5 Posts Rated Helpful 3 Times
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Conc_Fatal
Just a little help. For some reason LUA isn't loading player selection in game. Is something wrong in LUA?
Code:
IncludeScript("base_location"); IncludeScript("base_teamplay"); function startup() SetTeamName( Team.kBlue, "High Flyers ( + )" ) SetPlayerLimit( Team.kBlue, 0 ) SetPlayerLimit( Team.kRed, -1 ) SetPlayerLimit( Team.kYellow, -1 ) SetPlayerLimit( Team.kGreen, -1 ) local team = GetTeam( Team.kBlue ) team:SetAllies( 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, -1 ) 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 ) end ----------------------------------------------------------------------------- -- global overrides ----------------------------------------------------------------------------- -- Disable conc effect CONC_EFFECT = 0 -- function player_onconc( player_entity, concer_entity ) if CONC_EFFECT == 0 then return EVENT_DISALLOWED end return EVENT_ALLOWED end ------------------------------------------------------------------ -- BAGS ------------------------------------------------------------------ grenadebackpack = genericbackpack:new({ health = 200, armor = 150, grenades = 60, bullets = 60, nails = 60, shells = 60, rockets = 60, cells = 60, gren1 = 4, gren2 = 4, respawntime = 1, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Ammo }) function grenadebackpack:dropatspawn() return false end Finished_Players = Collection() function player_ondisconnect(player_id) local player = CastToPlayer(player_id) if Finished_Players:HasItem(player) then Finished_Players:RemoveItem(player) -- Remove player from Finished Players when they leave. end end Victory_Point = trigger_ff_script:new({}) function Victory_Point:ontouch(touch_entity) if IsPlayer(touch_entity) then local player = CastToPlayer(touch_entity) if Finished_Players:HasItem(player) then return 0 -- This player has already finished the map. else BroadCastMessage(player:GetName() .. ' has completed Concmasta! Congratulations!', 6546, Color.kRed) -- 5 seconds, red color player:AddFortPoints(19547796, 'Completed Concmasta!') Finished_Players:AddItem(player) end end end conctrigger1 = set_jumppos:new({pos = 1, pointmsg = '1st Checkpoint', points = 25}) conctrigger2 = set_jumppos:new({pos = 2, pointmsg = '2nd Checkpoint', points = 50}) conctrigger3 = set_jumppos:new({pos = 3, pointmsg = '3rd Checkpoint', points = 10}) conctrigger4 = set_jumppos:new({pos = 4, pointmsg = '4th Checkpoint', points = 75}) conctrigger5 = set_jumppos:new({pos = 5, pointmsg = '5th Checkpoint', points = 30}) conctrigger6 = set_jumppos:new({pos = 6, pointmsg = '6th Checkpoint', points = 10}) conctrigger7 = set_jumppos:new({pos = 7, pointmsg = '7th Checkpoint', points = 25}) conctrigger8 = set_jumppos:new({pos = 8, pointmsg = '8th Checkpoint', points = 125}) conctrigger9 = set_jumppos:new({pos = 9, pointmsg = '9th Checkpoint', points = 150}) conctrigger10 = set_jumppos:new({pos = 10, pointmsg = '10th Checkpoint', points = 100}) conctrigger11 = set_jumppos:new({pos = 11, pointmsg = '11th Checkpoint', points = 255}) conctrigger12 = set_jumppos:new({pos = 12, pointmsg = '12th Checkpoint', points = 505}) conctrigger13 = set_jumppos:new({pos = 13, pointmsg = '13th Checkpoint', points = 750}) conctrigger14 = set_jumppos:new({pos = 14, pointmsg = '14th Checkpoint', points = 100}) conctrigger15 = set_jumppos:new({pos = 15, pointmsg = '15th Checkpoint', points = 100}) conctrigger16 = set_jumppos:new({pos = 16, pointmsg = '16th Checkpoint', points = 1000}) conctrigger17 = set_jumppos:new({pos = 17, pointmsg = '17th Checkpoint', points = 1000}) conctrigger18 = set_jumppos:new({pos = 18, pointmsg = '18th Checkpoint', points = 100}) conctrigger19 = set_jumppos:new({pos = 19, pointmsg = '19th Checkpoint', points = 1050}) conctrigger20 = set_jumppos:new({pos = 20, pointmsg = '20th Checkpoint', points = 100}) conctrigger21 = set_jumppos:new({pos = 21, pointmsg = '21st Checkpoint', points = 100}) conctrigger22 = set_jumppos:new({pos = 22, pointmsg = '22nd Checkpoint', points = 100}) conctrigger23 = set_jumppos:new({pos = 23, pointmsg = '23rd Checkpoint', points = 100}) conctrigger24 = set_jumppos:new({pos = 24, pointmsg = '24th Checkpoint', points = 100}) conctrigger25 = set_jumppos:new({pos = 25, pointmsg = '25th Checkpoint', points = 100}) conctrigger26 = set_jumppos:new({pos = 26, pointmsg = '26th Checkpoint', points = 100}) conctrigger27 = set_jumppos:new({pos = 27, pointmsg = 'THE END! =D', points = 69}) conctrigger28 = set_jumppos:new({pos = 28, pointmsg = 'Surf Bowl!!', points = 69}) conctrigger29 = set_jumppos:new({pos = 29, pointmsg = '29th Checkpoint', points = 100}) conctrigger30 = set_jumppos:new({pos = 30, pointmsg = '30th Checkpoint', points = 100}) end Last edited by Crazycarl; 08-16-2010 at 03:34 PM. Reason: used code tags so I can read it better |
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08-16-2010, 05:45 AM | #2 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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MORE LIKE CONC_FAIL! HAHAHAHAHAHA
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08-16-2010, 07:12 AM | #3 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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EDIT: never mind that; I am wrong.
EDIT2: try taking out the last "end" at the very bottom. Last edited by Crazycarl; 08-16-2010 at 07:23 AM. |
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08-16-2010, 10:41 AM | #4 |
Join Date: Jul 2007
Location: Staten Island, NY
Class/Position: Offense Gametype: CTF Affiliations: [TALOS] .t5 Posts Rated Helpful 3 Times
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already tried taking end out. Didn't work. That's why I put it in the first place. And stfu kube. You liked it and you know you did. Even with no lube. =P
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08-16-2010, 03:44 PM | #5 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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You haven't defined set_jumppos before trying to derive more triggers from it.
Code:
set_jumppos = trigger_ff_script:new({pos = 0, pointmsg = '', points = 0}) |
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08-16-2010, 08:47 PM | #6 |
Join Date: Jul 2007
Location: Staten Island, NY
Class/Position: Offense Gametype: CTF Affiliations: [TALOS] .t5 Posts Rated Helpful 3 Times
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08-16-2010, 08:59 PM | #7 |
Join Date: Jul 2007
Location: Staten Island, NY
Class/Position: Offense Gametype: CTF Affiliations: [TALOS] .t5 Posts Rated Helpful 3 Times
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Ok... I got ya, but, what's command to set up jump_pos triggers?!
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