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Old 10-11-2007, 10:19 PM   #1
Mongoose
 
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Detpack & LUA

Need info for a detpackable grate (one for each team), not only the LUA, but what to do in Hammer, cheers

Also Lua based:
I need help with a flagrun style map.

Red v Blue, 4 command points, capping gives points, as does holding them for time, and capping all 4 wins round.

Team flag starts on 1st point (already active for team) then have to cap next two points in proper order to win. 10 sec delay after point capture until flag returns (to that point just capped) and 10 secs until that point can be stolen by other team.

Forward spawn point for team holding 3 points.
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Old 10-12-2007, 12:10 AM   #2
GambiT
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check out the ff_well lua...decompile the map to see how they done it..


please do not change/add/remove anything in the map with the intention of recompiling and distributing...


if you dont feel like doing any of that i already have it decompiled and can look at it for you later...being lazy right now
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Old 10-12-2007, 01:03 AM   #3
mervaka
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generally all the entities you need are info_ff_script and trigger_ff_script. the rest is lua.
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Old 10-12-2007, 01:54 PM   #4
Mongoose
 
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CHeers Gambit, detpacks are now working...

Still need more help with LUA code for flags and spawns which move as you hold different command points...
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Old 10-13-2007, 09:09 PM   #5
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Quote:
Originally Posted by mervaka
generally all the entities you need are info_ff_script and trigger_ff_script. the rest is lua.
ok how do you make one i need to know now also, decompile on ff_well fails, what are the settings i use on the trigger_ff_script?
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Old 10-13-2007, 10:11 PM   #6
Major Lee High
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Heres how mine works.

Made a trigger_ff_script, named green_det_grate_trigger. Made my grate, into a func_wall (its a brush i made instead of a model, well has a model and a invisable func_wall) named green_det_grate.

Thats it lol, then its LUA.

Quote:
-----------------------------------------------------------------------------
-- Grates
-----------------------------------------------------------------------------

base_grate_trigger = trigger_ff_script:new({ team = Team.kUnassigned, team_name = "neutral" })

function base_grate_triggernexplode( explosion_entity )
if IsDetpack( explosion_entity ) then
local detpack = CastToDetpack( explosion_entity )

-- GetTemId() might not exist for buildables, they have their own seperate shit and it might be named differently
if detpack:GetTeamId() ~= self.team then
OutputEvent( self.team_name .. "_det_grate", "Kill" )

end
end

-- I think this is needed so grenades and other shit can blow up here. They won't fire the events, though.
return EVENT_ALLOWED
end

red_det_grate_trigger = base_grate_trigger:new({ team = Team.kRed, team_name = "red" })
green_det_grate_trigger = base_grate_trigger:new({ team = Team.kBlue, team_name = "green" })
Not sure i need it all that way, or if i have it all right (havent flipped my map yet either and made red ones) but it works as far as i can tell.

Basically i just copied that from well and changed the parts at the bottom to what i needed. (i dont have red_det_grate_trigger in my map yet).

**edit: Not sure how to disable smileys in posts *_*
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Old 10-14-2007, 02:46 PM   #7
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oh hmm ok maybe thats why mine didnt work
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Old 10-15-2007, 11:02 AM   #8
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still need help with the cmd points, and spawns that follow which points you control
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