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Old 08-16-2010, 04:28 AM   #1
DeToXxX
 
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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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Old 08-16-2010, 05:45 AM   #2
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MORE LIKE CONC_FAIL! HAHAHAHAHAHA

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Old 08-16-2010, 07:12 AM   #3
Crazycarl
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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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Old 08-16-2010, 10:41 AM   #4
DeToXxX
 
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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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Old 08-16-2010, 03:44 PM   #5
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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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Old 08-16-2010, 08:47 PM   #6
DeToXxX
 
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Quote:
Originally Posted by Crazycarl View Post
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})
What does that even mean?!
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Old 08-16-2010, 08:59 PM   #7
DeToXxX
 
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Ok... I got ya, but, what's command to set up jump_pos triggers?!
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