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Old 05-31-2010, 08:16 PM   #1
moosh
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Removing concs

Basically what I want to do is that in the map medics and scouts spawn with no concs and when they cap a flag I want them to not gain any concs.

I know nothing about lua so I could use some help.
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Old 05-31-2010, 08:58 PM   #2
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Remove concs on spawn:
Code:
function player_spawn( player_entity ) 
   local player = CastToPlayer( player_entity ) 

   player:AddHealth( 400 ) 
   player:AddArmor( 400 ) 

   player:AddAmmo( Ammo.kNails, 400 ) 
   player:AddAmmo( Ammo.kShells, 400 ) 
   player:AddAmmo( Ammo.kRockets, 400 ) 
   player:AddAmmo( Ammo.kCells, 400 ) 

   if player:GetClass() == Player.kScout or player:GetClass() == Player.kMedic then
      player:RemoveAmmo( Ammo.kGren2, 4 )
   end
end
Hmm.. for the not giving concs on cap... try this:
Code:
local basecap:oncapture_base = basecap:oncapture
function basecap:oncapture(player, item)
	basecap:oncapture_base( player, item )
	
	if player:GetClass() == Player.kScout or player:GetClass() == Player.kMedic then player:RemoveAmmo( Ammo.kGren2, 4 ) end
end
I haven't tested either of them, but hopefully they work. The second one is particularly experimental because the "traditional" method of doing it would be to overwrite basecap:ontrigger which is not a good idea.
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Last edited by squeek.; 05-31-2010 at 09:04 PM.
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Old 06-01-2010, 05:03 PM   #3
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It gives me a lua error on this line.

Code:
local basecap:oncapture_base = basecap:oncapture
It says unexpected symbol near ':'.
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Old 06-01-2010, 08:09 PM   #4
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Yeah I'm not sure that method will work after all...

Hm.
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Old 06-01-2010, 09:00 PM   #5
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Maybe I can do something with triggers? For example scout caps the flag,gets the nades and the trigger takes them away. I would need a specific trigger that would only work for medics and scouts though.
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Last edited by moosh; 06-01-2010 at 09:00 PM.
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Old 06-01-2010, 09:27 PM   #6
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ya, I was gonna suggest that. Just put a trigger around the cap trigger and when the player stops touching it remove conc's
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Old 06-02-2010, 12:24 AM   #7
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Nevermind, I thought you only wanted no concs on Medics or Scouts when they captured. Considering you want no concs at all, that trigger would be fine.

Code:
conc_remover = trigger_ff_script:new({})

function conc_remover:ontrigger(allowed_entity)
	if IsPlayer(allowed_entity) then
		local player = CastToPlayer(allowed_entity)
		if player:GetClass() == Player.kScout or player:GetClass() == Player.kMedic then
			player:RemoveAmmo(Ammo.kGren2, 4)
		end
	end
end

Last edited by Bridget; 06-02-2010 at 12:28 AM.
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Old 06-02-2010, 07:03 PM   #8
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Quote:
Originally Posted by Bridget View Post
Nevermind, I thought you only wanted no concs on Medics or Scouts when they captured. Considering you want no concs at all, that trigger would be fine.

Code:
conc_remover = trigger_ff_script:new({})

function conc_remover:ontrigger(allowed_entity)
	if IsPlayer(allowed_entity) then
		local player = CastToPlayer(allowed_entity)
		if player:GetClass() == Player.kScout or player:GetClass() == Player.kMedic then
			player:RemoveAmmo(Ammo.kGren2, 4)
		end
	end
end
Thanks Bridget, it works great .
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Old 06-03-2010, 12:28 AM   #9
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Note OnTrigger() constantly gets called when they're inside the trigger brush. I figured it would be better than OnTouch() or OnEndTouch() because people could still throw a conc outside of the brush while being inside of it, leave the brush, have their concs disappear, but get a boost off the dropped one.
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Old 06-04-2010, 01:21 AM   #10
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why not just remove all grenade2 on caps? screw spamming them anyway

Code:
yourmap_cap = basecap:new ( {
gren2 = 0,
})

red_cap = yourmap_cap:new( { team = Team.kRed, item = {"blue_flag","yellow_flag","green_flag"}})
   
blue_cap = bases_cap:new({team = Team.kBlue, item = {"red_flag","yellow_flag","green_flag"}})

Last edited by Dexter; 06-04-2010 at 01:21 AM. Reason: whitespace wooohonk
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Old 06-05-2010, 01:02 AM   #11
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Quote:
Originally Posted by Bridget View Post
Note OnTrigger() constantly gets called when they're inside the trigger brush. I figured it would be better than OnTouch() or OnEndTouch() because people could still throw a conc outside of the brush while being inside of it, leave the brush, have their concs disappear, but get a boost off the dropped one.
yeah, I was thinking OnEndTouch() would be better. Simple fix for what your saying would be another brush with a no conc zone, but either way works tbh.
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Old 06-05-2010, 02:26 AM   #12
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Somewhere in the LUA controls where and when players get grenades, right?

Why not override that instead of making a trigger?
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Old 06-05-2010, 02:27 AM   #13
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Quote:
Originally Posted by cjeshjoir View Post
Somewhere in the LUA controls where and when players get grenades, right?

Why not override that instead of making a trigger?
b/c it's done in like a million seperate places and you would have to code 10x more to counter it than just making the trigger.
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Old 06-05-2010, 05:33 AM   #14
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Quote:
Originally Posted by Dr.Satan View Post
b/c it's done in like a million seperate places and you would have to code 10x more to counter it than just making the trigger.
ya. spawn, bags, caps etc. you would have to check player class too and it'd run on every entity so it'd end up being way more overhead
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