Fortress Forever

Go Back   Fortress Forever > Editing > Mapping > Lua

Reply
 
Thread Tools Display Modes
Old 02-25-2008, 02:41 AM   #1
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
Lua Requests (Lua Assistance Division)

Make any and all lua scripting requests here, and the LADs will attempt to get it done.
__________________
#FF.Pickup ¤ Fortress-Forever pickups

My Non-official Maps
Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic
Beta FF_Myth - FF_Redlight_Greenlight

Sick of the people on the internet, always moanin'. They just moan.
- Karl Pilkington
squeek. is offline   Reply With Quote


Old 02-25-2008, 02:54 AM   #2
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
ok, heres a task. this is for rock2.

i have 2 triggers(for each team), one for wo entry(call it "wolight"[red/bluewolight]) and one for yard entry spotlight(call it "yardlight"[red/blueyardlight]). heres the thing, when a "disguised" enemy spy goes through the trigger i do NOT want it to light up, but for all other enemies i do.

enough info?

also, dunno how we're going to do it, but if you could get something rolling with the green gas effect via lua that'd be sweet.
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 02-25-2008, 03:16 AM   #3
Pon
Not choking. Yet.
Lua Team
Wiki Team
Fortress Forever Staff
 
Pon's Avatar
 
Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off
Gametype: Anything but yet more fucking CTF
Affiliations: FF.AvD [FF AvD/ID guild]
Posts Rated Helpful 0 Times
Code:
if player:GetDisguisedTeam == *whateverteam* then return end
      else
light her up (whatever code you already have)....

*whateverteam* really depends on the code you already have, I guess. If you have the team variable already picked out (which I guess you should seeing as the lights are team based, but meh)

Without seeing the code you have, I can't really give you much more than that. But this should point you in the right direction, and if you post/send me the code I'd be happy to fit it in for you if you like.

I'd also consider what would happen when a disguised and cloaked spy enters the base... would the situation be similar to SG's tracking in that instance? If so i can expand upon the code further.
__________________
Support FF:

YOU GUYS REALLY SHOULD UPDATE YOUR STAFF LIST!
I haven't posted since 2010...

Preferable to death. But only just...
Pon is offline   Reply With Quote


Old 02-25-2008, 03:16 AM   #4
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
Re: GambiT
Code:
triggerlight = trigger_ff_script:new({ team = Team.kUnassigned })

function triggerlight:allowed( touch_entity )
	if IsPlayer( touch_entity ) then
		local player = CastToPlayer( touch_entity )
		if player:IsDisguised() == false then
			return player:GetTeamId() == self.team
		end
	end
	return EVENT_DISALLOWED
end 

function triggerlight:ontouch( touch_entity )
   if IsPlayer( touch_entity ) then 
      OutputEvent( self.light, "TurnOn" ) 
   end 
end 

function triggerlight:onendtouch( touch_entity )
   if IsPlayer( touch_entity ) then 
      OutputEvent( self.light, "TurnOff" ) 
   end 
end 

blueyardlight = triggerlight:new({ team = Team.kBlue, light = "blueyardlight_light" })
bluewolight = triggerlight:new({ team = Team.kBlue, light = "bluewolight_light" })
redyardlight = triggerlight:new({ team = Team.kRed, light = "redyardlight_light" })
redwolight = triggerlight:new({ team = Team.kRed, light = "redwolight_light" })
Also, you could have the spotlights follow the player. But with multiple players in the trigger it could be hard to make sure it works.
__________________
#FF.Pickup ¤ Fortress-Forever pickups

My Non-official Maps
Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic
Beta FF_Myth - FF_Redlight_Greenlight

Sick of the people on the internet, always moanin'. They just moan.
- Karl Pilkington
squeek. is offline   Reply With Quote


Old 02-25-2008, 03:19 AM   #5
ensiform
Time Lord, Doctor
Beta Tester
 
ensiform's Avatar
 
Join Date: Dec 2007
Location: The TARDIS
Class/Position: Engineer
Gametype: CTF
Posts Rated Helpful 1 Times
Quote:
Originally Posted by GambiT
ok, heres a task. this is for rock2.

i have 2 triggers(for each team), one for wo entry(call it "wolight"[red/bluewolight]) and one for yard entry spotlight(call it "yardlight"[red/blueyardlight]). heres the thing, when a "disguised" enemy spy goes through the trigger i do NOT want it to light up, but for all other enemies i do.
From base_teamplay... involving respawn door triggers:

Code:
function respawndoor:allowed( allowed_entity )
	if IsPlayer( allowed_entity ) then
		
		local player = CastToPlayer( allowed_entity )
		
		if player:GetTeamId() == self.team then
			return EVENT_ALLOWED
		end
		
		if self.allowdisguised then
			if player:IsDisguised() and player:GetDisguisedTeam() == self.team then
				return EVENT_ALLOWED
			end
		end
	end
	return EVENT_DISALLOWED
end
So maybe... trigger_ff_script that with an ontrigger callback that looks for enemies (and also do a check for disguised spies that match the allied team) and then have it fail same as if regular allies touch it
ensiform is offline   Reply With Quote


Old 02-25-2008, 03:19 AM   #6
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
lol, here....

Code:
IncludeScript("base_teamplay");

function startup()

	SetPlayerLimit( Team.kBlue, 0 )
	SetPlayerLimit( Team.kRed, 0 )
	SetPlayerLimit( Team.kYellow, -1 )
	SetPlayerLimit( Team.kGreen, -1 )
end
haha...

anyway, the spotlights i'm talking about are the ones that light up when the enemy comes into your yard and also the one for the wardens office entry. basically trigger the lights when an enemy comes through the trigger, but i dont want it to trigger the lights when the spy is disguised.

maybe it's to soon to worry about this. but we do need to figure something out with the gas...
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 02-25-2008, 03:20 AM   #7
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
thanks ya'll, Squeek that looks like what i need.

appreciate it man!
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 02-25-2008, 03:21 AM   #8
Pon
Not choking. Yet.
Lua Team
Wiki Team
Fortress Forever Staff
 
Pon's Avatar
 
Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off
Gametype: Anything but yet more fucking CTF
Affiliations: FF.AvD [FF AvD/ID guild]
Posts Rated Helpful 0 Times
^^ boss showing off in front of the team...

Of course, your way would let spies in that are disguised as their own team

Aside from that, I guess squeek's way pretty much fits what you weant then, if thats all the Lua you have

EDIT: Wow, clambering over eachother to help....
__________________
Support FF:

YOU GUYS REALLY SHOULD UPDATE YOUR STAFF LIST!
I haven't posted since 2010...

Preferable to death. But only just...
Pon is offline   Reply With Quote


Old 02-25-2008, 03:24 AM   #9
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
Quote:
Originally Posted by GambiT
maybe it's to soon to worry about this. but we do need to figure something out with the gas...
I haven't messed much with this, but it could be possible to force the spy gas effect. I'll look into it.

Quote:
Originally Posted by Pon
EDIT: Wow, clambering over eachother to help....
Haha, I was quite surprised by the activity in this thread. And, yeah, my code would let any disguised spy through, no matter the team he's disguised as. That could be changed really easily though.
__________________
#FF.Pickup ¤ Fortress-Forever pickups

My Non-official Maps
Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic
Beta FF_Myth - FF_Redlight_Greenlight

Sick of the people on the internet, always moanin'. They just moan.
- Karl Pilkington
squeek. is offline   Reply With Quote


Old 02-25-2008, 03:28 AM   #10
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
no its fine, if i'm diguised as a friendly and it doesnt set off the light they might think i'm a friendly spy. thats what i call good confusion.

the spy gas is exactly what i want with the gas. i sure as hell hope thats possible!
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 02-25-2008, 03:34 AM   #11
Pon
Not choking. Yet.
Lua Team
Wiki Team
Fortress Forever Staff
 
Pon's Avatar
 
Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off
Gametype: Anything but yet more fucking CTF
Affiliations: FF.AvD [FF AvD/ID guild]
Posts Rated Helpful 0 Times
I think it would be along the lines of:

Code:
player:AddEffect (EF.kGas)
(unsure about the "EF." part, i'll deferr to anyone's experience as I haven't used it before)

As for the protective suits.... that's probably the aukward bit.
__________________
Support FF:

YOU GUYS REALLY SHOULD UPDATE YOUR STAFF LIST!
I haven't posted since 2010...

Preferable to death. But only just...
Pon is offline   Reply With Quote


Old 02-25-2008, 03:38 AM   #12
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
Quote:
Originally Posted by Pon
I think it would be along the lines of:

Code:
player:AddEffect (kGas)
As for the protective suits.... that's probably the aukward bit.
Protective suits will probably use the same basic code that the flag uses. And it's spelled Auwquard.

And, the Gas effect thing requires 3 floats (numbers) after the effect tag, so I'm figuring out what each does right now.

Code:
player:AddEffect( EF.kGas, number, number, number )
__________________
#FF.Pickup ¤ Fortress-Forever pickups

My Non-official Maps
Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic
Beta FF_Myth - FF_Redlight_Greenlight

Sick of the people on the internet, always moanin'. They just moan.
- Karl Pilkington
squeek. is offline   Reply With Quote


Old 02-25-2008, 03:40 AM   #13
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
yea the suits are going to be tricky to. i figured if we couldnt get suits in then every where that a suit was would be a small chamber you get in and close, and of coarse it would have to force close incase some dick tried to get in there with you. other wise you'd both die.
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 02-25-2008, 03:51 AM   #14
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
Okay, so I figured out what the three numbers are:

Code:
player:AddEffect( EF.kGas, effect duration, icon duration, speed )
Testing what speed does in this context (if anything). Maybe it's the fade-in time? But probably it's nothing.

EDIT: Speed doesn't look like it does anything. Each tick does 1 damage. Probably going to have to mess with the player_ongas() function to get it to work how you want it.
__________________
#FF.Pickup ¤ Fortress-Forever pickups

My Non-official Maps
Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic
Beta FF_Myth - FF_Redlight_Greenlight

Sick of the people on the internet, always moanin'. They just moan.
- Karl Pilkington

Last edited by squeek.; 02-25-2008 at 04:00 AM.
squeek. is offline   Reply With Quote


Old 02-25-2008, 09:11 PM   #15
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
i appreciate your help on this, let me know when you have something and i'll test it.
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 02-25-2008, 10:30 PM   #16
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
Is it possible to use the HL suit from valve? If you can add that to materials and use the prop in your map then couldn't we potentially just tie a lua to that prop to null the effect of the lua for the EF.kGas?

Or is that not a way to check if the model / prop is called on the player w/out actually coding it into the game?

I would hate to have to see it being a cordoned off trigger b/c what was best about grabbing a suit was you could then get back into position once you had one.
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline   Reply With Quote


Old 02-25-2008, 10:43 PM   #17
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
Quote:
I would hate to have to see it being a cordoned off trigger b/c what was best about grabbing a suit was you could then get back into position once you had one.
It won't have to be. It would just make it easier.
__________________
#FF.Pickup ¤ Fortress-Forever pickups

My Non-official Maps
Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic
Beta FF_Myth - FF_Redlight_Greenlight

Sick of the people on the internet, always moanin'. They just moan.
- Karl Pilkington
squeek. is offline   Reply With Quote


Old 02-25-2008, 11:02 PM   #18
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
Yeah...hopefully glow gets done for 2.1...then we can simply make an entity icon and tie a lua code to it. If not it's going to be difficult to see who is immune and who isn't.

The gas chamber does need an immunity trigger though!
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline   Reply With Quote


Old 02-25-2008, 11:59 PM   #19
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
Ok so i did some more research and it seems that is how the original creator of rock_2 did it...but is there a HEV suit that goes with HL 2? I would assume there has to be, but you never actually see the model so Valve may not have done it.

I'll check when I get home.
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline   Reply With Quote


Old 02-26-2008, 12:17 AM   #20
Hirohito
The last true Emperor
D&A Member
Wiki Team
 
Hirohito's Avatar
 
Join Date: Dec 2007
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Dr.Satan
Ok so i did some more research and it seems that is how the original creator of rock_2 did it...but is there a HEV suit that goes with HL 2? I would assume there has to be, but you never actually see the model so Valve may not have done it.

I'll check when I get home.
There is. It's in /items under hevsuit.mdl.
Hirohito is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 01:30 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.