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Old 12-15-2009, 10:19 PM   #1
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Flagrun LUA

People keep mentioning a complete LUA for Flagrun but I haven't been able to locate it. If anyone has a copy, or some information, or is willing to make a LUA for Flagrun, the community and I would be eternally grateful.
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Old 12-16-2009, 09:11 AM   #2
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Not sure if it's complete, but the one mentioned is likely the one in this topic:

http://forums.fortress-forever.com/s...hlight=flagrun
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Old 12-16-2009, 09:30 AM   #3
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Quote:
Originally Posted by Pon View Post
Not sure if it's complete, but the one mentioned is likely the one in this topic:

http://forums.fortress-forever.com/s...hlight=flagrun
Dude....

Now I'm embarrassed.
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Old 12-16-2009, 10:12 AM   #4
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sorry.

You need any help with it, gimme a shout. Dunno how familiar you are with the Lua side of things, but if you need it, the offer's there
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Old 12-16-2009, 10:13 AM   #5
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Quote:
Originally Posted by cjeshjoir™ View Post
Dude....

Now I'm embarrassed.

I said and it and so did carly that someone had it made lol
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Old 12-16-2009, 11:02 AM   #6
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Quote:
Originally Posted by Ricey View Post
I said and it and so did carly that someone had it made lol
I know, I know... but I never thought to search...
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Old 12-16-2009, 01:06 PM   #7
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what a nignog
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Old 12-17-2009, 12:38 AM   #8
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I'm definitely gonna need some help with this one. The LUA you (Pon) found does provide basic functionality, but has a few bugs and doesn't provide a HUD. Right off the bat I've found:
  • Flags are droppable.
  • All dropped flags return to the middle points, instead of their rightful owners.
  • Dropping a flag and picking up another causes owner issues.
  • Timers for the flag return time overlap each other.
  • Sounds for the announcer aren't precached.

Other than that, it works.
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Old 12-17-2009, 01:37 AM   #9
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Hmm, quick glance at the Lua, but it should pick up on baseflag's dropitemcmd function and disallow the event :/ Odd that it doesn't, but I'm not near an FF install so can't check it out at thoroughly as I'd like. I'll fix it up (and the rest of the list) once I am though.

How do you want the HUD to operate, exactly?
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Old 12-17-2009, 02:09 AM   #10
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Quote:
Originally Posted by Pon View Post
How do you want the HUD to operate, exactly?
Whichever is easier to do:
  • 4 indicators that show ownership or lack thereof in the center (blue/red/contested/carried)
  • 4 on each side (8 total) under the scores showing ownership (on/off only)
  • List view on side of screen showing carrier and ownership
The respawn timer doesn't need to be displayed.
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Old 12-17-2009, 02:32 AM   #11
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Likely the first, then. Though I do like the idea of the list one personally... It may take up too much room though.
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Old 12-17-2009, 10:15 AM   #12
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Ok, since I wasn't sure I didn't ask this before (been a few years since I last played flagrun)... But I checked just now and it is the case...

TFC sends all returned flags to the center, just as the Lua does currently. Do you still want that changed to returning to the last owner?



Edit so it's not a triple post:

http://www.dcpaterson.ukfsn.org/misc...agrun_test.rar

Thats what I have so far. Haven't had the time to complete it, but it should be playable in roughly the same manner as TFC's flagrun. The main thing thats not in yet is the HUD, which I'll continue on when I get the chance.
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Old 12-17-2009, 11:04 PM   #13
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Quote:
Originally Posted by Pon View Post
TFC sends all returned flags to the center, just as the Lua does currently. Do you still want that changed to returning to the last owner?
If TFC does it this way, then lets continue that arrangement.

I really appreciate your help! Thank you! <3
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Old 12-18-2009, 03:29 AM   #14
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No problem. Gonna get started on the HUD now I guess.

Had chance to give what I've done so far a look over? No doubt I'll have fucked something up
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Old 12-18-2009, 03:34 AM   #15
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Quote:
Originally Posted by Pon View Post
No problem. Gonna get started on the HUD now I guess.

Had chance to give what I've done so far a look over? No doubt I'll have fucked something up
All seems fine; tested what I could by myself. Sounds are precached and play, flags still work and are no longer droppable.

Only two things I could find:
  • round_start() text doesn't get broadcast
  • flag return timer still displayed
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Old 12-18-2009, 03:45 AM   #16
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Alright, I'll check those out, thanks.
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Old 12-18-2009, 09:12 AM   #17
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Same link: http://www.dcpaterson.ukfsn.org/misc...agrun_test.rar

Seems to be working fine now (in addition to what you posted, the flag ownership bug was still present in the last version).

Needs a good playtest now, I think. Able to steal someone's server for a bit sometime tommorow/today/whenever?
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Old 12-18-2009, 09:17 AM   #18
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Quote:
Originally Posted by Pon View Post
Needs a good playtest now, I think. Able to steal someone's server for a bit sometime tommorow/today/whenever?
Freakin' beautiful. I'll get it into a playable state and test 'er out tomorrow!
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Old 12-18-2009, 09:19 AM   #19
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Ahh, I had assumed your flagrun was just waiting on the Lua

No rush.
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Old 12-18-2009, 11:16 AM   #20
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Quote:
Originally Posted by Pon View Post
Ahh, I had assumed your flagrun was just waiting on the Lua

No rush.
The only thing missing was the doors and a few props for the lights. Its been "playable" but not absolutely polished.

EDIT: I guess that's why man invented betas. Ill upload a copy in a few hours.
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Last edited by cjeshjoir™; 12-18-2009 at 11:21 AM.
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