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Old 03-30-2009, 10:01 PM   #1
fishBurger
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Remove Weapon and Switch Teams

I need two separate functions for my map:

1] Remove shotgun. Just stripping ammo doesnt help cause it's still got 8 rounds.

Code:
function player_spawn( player_entity )
	-- 400 for overkill. of course the values
	-- get clamped in game code
	--local player = GetPlayer(player_id)
	local player = CastToPlayer( player_entity )
	player:AddHealth( 400 )
	player:AddArmor( 400 )

	player:RemoveAmmo( Ammo.kNails, 500 )
	player:RemoveAmmo( Ammo.kShells, 500 )
	player:RemoveAmmo( Ammo.kManCannon, 500 )
	player:RemoveAmmo( Ammo.kGren1, 500 )
	player:RemoveAmmo( Ammo.kGren2, 500 )
	player:RemoveWeapon(ff_weapon_shotgun)
	
end
Trying this crashes the game as soon as I spawn.
Similarly player:RemoveAllWeapons() works, but if I try to player:GiveWeapon(ff_weapon_crowbar) I crash as soon as I spawn.


2] How do I make players change teams following a kill? I'm looking for Blue player kills Red player. Red respawns as blue, and Blue respawns immediately as red.
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Old 03-30-2009, 10:14 PM   #2
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For RemoveWeapon( weapon ), The weapon name has to be passed as a string.

Code:
player:RemoveWeapon("ff_weapon_shotgun")
Without quotes, it's passing the variable ff_weapon_shotgun, which is probably null.

For teamswitching:

Without respawn:
Code:
ApplyToPlayer( player, { AT.kChangeTeamBlue } )
With respawn:
Code:
ApplyToPlayer( player, { AT.kChangeTeamBlue, AT.kRespawnPlayers } )
Swap teams after kill code:
Code:
function player_killed( player, damageinfo )

	-- if no damageinfo do nothing
	if not damageinfo then return end

	-- Entity that is attacking
	local attacker = damageinfo:GetAttacker()

	-- If no attacker do nothing
	if not attacker then return end

	local player_attacker = nil

	-- get the attacking player
	if IsPlayer(attacker) then
		attacker = CastToPlayer(attacker)
		player_attacker = attacker
	elseif IsSentrygun(attacker) then
		attacker = CastToSentrygun(attacker)
		player_attacker = attacker:GetOwner()
	elseif IsDetpack(attacker) then
		attacker = CastToDetpack(attacker)
		player_attacker = attacker:GetOwner()
	elseif IsDispenser(attacker) then
		attacker = CastToDispenser(attacker)
		player_attacker = attacker:GetOwner()
	else
		return
	end

	-- if still no attacking player after all that, forget about it
	if not player_attacker then return end

	-- If player killed self or teammate do nothing
	if (player:GetId() == player_attacker:GetId()) or (player:GetTeamId() == player_attacker:GetTeamId()) then
		return 
	end
  
	-- If attacker is blue, switch teams accordingly
	if player_attacker:GetTeamId() == Team.kBlue then
		-- switch attacker to red
		ApplyToPlayer( player_attacker, { AT.kChangeTeamRed, AT.kRespawnPlayers } )
		-- switch victim to blue
		ApplyToPlayer( player, { AT.kChangeTeamBlue, AT.kRespawnPlayers } )
	-- If attacker is red, switch teams accordingly
	elseif player_attacker:GetTeamId() == Team.kRed then
		-- switch attacker to blue
		ApplyToPlayer( player_attacker, { AT.kChangeTeamBlue, AT.kRespawnPlayers } )
		-- switch victim to red
		ApplyToPlayer( player, { AT.kChangeTeamRed, AT.kRespawnPlayers } )
	end
  
end
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Old 03-30-2009, 10:39 PM   #3
fishBurger
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Thanks! the weapon strip works, I'm dl'ing FF on my roommates computer to test the teamswitch.
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Old 03-31-2009, 12:57 AM   #4
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Okay I removed the teamchange when red kills blue, and this works great.

Now I'd like to add the following:

1]If red dies by fall damage / trigger hurt, change him to blue. then change random blue player to red.

2]If there are at least 2 blues and no red, auto change one random blue player to red.


Here's what I've got now
Code:
function player_killed( player, damageinfo )

	-- if no damageinfo do nothing
	if not damageinfo then return end

	-- Entity that is attacking
	local attacker = damageinfo:GetAttacker()

	-- If no attacker do nothing
	if not attacker then return end

	local player_attacker = nil

	-- get the attacking player
	if IsPlayer(attacker) then
		attacker = CastToPlayer(attacker)
		player_attacker = attacker
	elseif IsSentrygun(attacker) then
		attacker = CastToSentrygun(attacker)
		player_attacker = attacker:GetOwner()
	elseif IsDetpack(attacker) then
		attacker = CastToDetpack(attacker)
		player_attacker = attacker:GetOwner()
	elseif IsDispenser(attacker) then
		attacker = CastToDispenser(attacker)
		player_attacker = attacker:GetOwner()
	else
		return
	end

	-- if still no attacking player after all that, forget about it
	if not player_attacker then return end

	-- If player killed self or teammate do nothing
	if (player:GetId() == player_attacker:GetId()) or (player:GetTeamId() == player_attacker:GetTeamId()) then
		return 
	end
  
	-- If attacker is blue, switch teams accordingly
	if player_attacker:GetTeamId() == Team.kBlue then
		-- switch victim to blue
		ApplyToPlayer( player, { AT.kChangeTeamBlue, AT.kRespawnPlayers } )
		-- switch attacker to red
		ApplyToPlayer( player_attacker, { AT.kChangeTeamRed, AT.kRespawnPlayers } )
		
	-- If attacker is red, switch teams accordingly
	--elseif player_attacker:GetTeamId() == Team.kRed then
		-- switch attacker to blue
		--ApplyToPlayer( player_attacker, { AT.kChangeTeamBlue, AT.kRespawnPlayers } )
		-- switch victim to red
		--ApplyToPlayer( player, { AT.kChangeTeamRed, AT.kRespawnPlayers } )
	end
  
end
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Old 03-31-2009, 01:19 AM   #5
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Code:
function player_killed( player, damageinfo )

	-- if no damageinfo do nothing
	if not damageinfo then return end
	
	-- if a red player dies from fall damage
	if damageinfo:GetDamageType() == Damage.kFall and player:GetTeamId() == Team.kRed then
		-- switch victim to blue
		ApplyToPlayer( player, { AT.kChangeTeamBlue, AT.kRespawnPlayers } )
		
		random_blue_to_red()
	end

	-- Entity that is attacking
	local attacker = damageinfo:GetAttacker()

	-- If no attacker do nothing
	if not attacker then return end

	local player_attacker = nil

	-- get the attacking player
	if IsPlayer(attacker) then
		attacker = CastToPlayer(attacker)
		player_attacker = attacker
	elseif IsSentrygun(attacker) then
		attacker = CastToSentrygun(attacker)
		player_attacker = attacker:GetOwner()
	elseif IsDetpack(attacker) then
		attacker = CastToDetpack(attacker)
		player_attacker = attacker:GetOwner()
	elseif IsDispenser(attacker) then
		attacker = CastToDispenser(attacker)
		player_attacker = attacker:GetOwner()
	else
		return
	end

	-- if still no attacking player after all that, forget about it
	if not player_attacker then return end

	-- If player killed self or teammate do nothing
	if (player:GetId() == player_attacker:GetId()) or (player:GetTeamId() == player_attacker:GetTeamId()) then
		return 
	end
  
	-- If attacker is blue, switch teams accordingly
	if player_attacker:GetTeamId() == Team.kBlue then
		-- switch attacker to red
		ApplyToPlayer( player_attacker, { AT.kChangeTeamRed, AT.kRespawnPlayers } )
		-- switch victim to blue
		ApplyToPlayer( player, { AT.kChangeTeamBlue, AT.kRespawnPlayers } )
	end
  
end

function random_blue_to_red()
	local c = Collection()
	-- get all blue players
	c:GetByFilter({CF.kPlayers, CF.kTeamBlue})
	-- generate random number
	local i = math.random( c:Count() )
	local randomplayer = c:Element( i )
	
	ApplyToPlayer( randomplayer, { AT.kChangeTeamRed, AT.kRespawnPlayers } )
end

function check_teams()
	if GetTeam( Team.kBlue ):GetNumPlayers() >= 2 and GetTeam( Team.kRed ):GetNumPlayers() < 1 then
		random_blue_to_red()
	end
end
Then add:

Code:
AddScheduleRepeating( "check_teams", 1, check_teams )
to the startup() function
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Last edited by squeek.; 03-31-2009 at 02:43 AM.
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Old 03-31-2009, 01:48 AM   #6
fishBurger
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It's not working for some reason. It still will change blue killer to red, like before, but it won't auto change a blue when red is empty, and it won't change red to blue if he dies from trigger_hurt.

I get this error in console when red dies from trigger hurt:

[SCRIPT] Error calling player_killed (no overload of 'Damage:GetDamageType' matched the arguments (const Damage)
candidates are:
Damage:GetDamageType()
) ent: NULL



Here's the entirety of what I've got.

Code:
IncludeScript("base_teamplay");

function startup()
	-- set up team limits (only red & blue)
	SetPlayerLimit( Team.kBlue, 0 )
	SetPlayerLimit( Team.kRed, 1 )
	SetPlayerLimit( Team.kYellow, -1 )
	SetPlayerLimit( Team.kGreen, -1 )

local team = GetTeam(Team.kBlue)
	team:SetClassLimit(Player.kDemoman, -1)
	team:SetClassLimit(Player.kCivilian, -1)
	team:SetClassLimit(Player.kSoldier, -1)
	team:SetClassLimit(Player.kHwguy, -1)
	team:SetClassLimit(Player.kSpy, -1)
	team:SetClassLimit(Player.kSniper, -1)
	team:SetClassLimit(Player.kPyro, -1)
	team:SetClassLimit(Player.kEngineer, -1)
	team:SetClassLimit(Player.kMedic, -1)

local team = GetTeam(Team.kRed)
	team:SetClassLimit(Player.kDemoman, -1)
	team:SetClassLimit(Player.kCivilian, -1)
	team:SetClassLimit(Player.kSoldier, -1)
	team:SetClassLimit(Player.kHwguy, -1)
	team:SetClassLimit(Player.kSpy, -1)
	team:SetClassLimit(Player.kSniper, -1)
	team:SetClassLimit(Player.kPyro, -1)
	team:SetClassLimit(Player.kEngineer, -1)
	team:SetClassLimit(Player.kMedic, -1)



	SetTeamName( Team.kBlue, "Feral Daschunds" )
	SetTeamName( Team.kRed, "Warrior King" )

AddScheduleRepeating( "check_teams", 1, check_teams )

end



-- Everyone to spawns with nothing
function player_spawn( player_entity )
	-- 400 for overkill. of course the values
	-- get clamped in game code
	--local player = GetPlayer(player_id)
	local player = CastToPlayer( player_entity )
	player:AddHealth( 400 )
	player:AddArmor( 400 )

	player:RemoveAmmo( Ammo.kNails, 500 )
	player:RemoveAmmo( Ammo.kShells, 500 )
	player:RemoveAmmo( Ammo.kManCannon, 1)
	player:RemoveAmmo( Ammo.kGren1, 500 )
	player:RemoveAmmo( Ammo.kGren2, 500 )
	player:RemoveWeapon("ff_weapon_shotgun")
		
end

function player_onkill( player )
	-- Test, Don't let blue team suicide.
 	if player:GetTeamId() == Team.Red then
 		return false
 	end
	return true
end
function player_killed( player, damageinfo )

	-- if no damageinfo do nothing
	if not damageinfo then return end
	
	-- if a red player dies from fall damage
	if damageinfo:GetDamageType() == DamageTypes.kFall and player:GetTeamId() == Team.kRed then
		-- switch victim to blue
		ApplyToPlayer( player, { AT.kChangeTeamBlue, AT.kRespawnPlayers } )
		
		random_blue_to_red()
	end

	-- Entity that is attacking
	local attacker = damageinfo:GetAttacker()

	-- If no attacker do nothing
	if not attacker then return end

	local player_attacker = nil

	-- get the attacking player
	if IsPlayer(attacker) then
		attacker = CastToPlayer(attacker)
		player_attacker = attacker
	elseif IsSentrygun(attacker) then
		attacker = CastToSentrygun(attacker)
		player_attacker = attacker:GetOwner()
	elseif IsDetpack(attacker) then
		attacker = CastToDetpack(attacker)
		player_attacker = attacker:GetOwner()
	elseif IsDispenser(attacker) then
		attacker = CastToDispenser(attacker)
		player_attacker = attacker:GetOwner()
	else
		return
	end

	-- if still no attacking player after all that, forget about it
	if not player_attacker then return end

	-- If player killed self or teammate do nothing
	if (player:GetId() == player_attacker:GetId()) or (player:GetTeamId() == player_attacker:GetTeamId()) then
		return 
	end
  
	-- If attacker is blue, switch teams accordingly
	if player_attacker:GetTeamId() == Team.kBlue then
		-- switch attacker to red
		ApplyToPlayer( player_attacker, { AT.kChangeTeamRed, AT.kRespawnPlayers } )
		-- switch victim to blue
		ApplyToPlayer( player, { AT.kChangeTeamBlue, AT.kRespawnPlayers } )
	end
  
end

function random_blue_to_red()
	local c = Collection()
	-- get all blue players
	c:GetByFilter({CF.kPlayers, CF.kTeamBlue})
	-- generate random number
	local i = math.random( c:Count() )
	local randomplayer = c:Element( i )
	
	ApplyToPlayer( randomplayer, { AT.kChangeTeamRed, AT.kRespawnPlayers } )
end

function check_teams()
	if GetTeam( Team.kBlue ):GetNumPlayers() >= 2 and GetTeam( Team.kRed ):GetNumPlayers() < 1 then
		random_blue_to_red()
	end
end

-- Just here because
function player_ondamage( player_entity, damageinfo )
end
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Last edited by fishBurger; 03-31-2009 at 02:11 AM. Reason: added
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Old 03-31-2009, 02:43 AM   #7
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Oops. Change
Code:
DamageTypes.kFall
to
Code:
Damage.kFall
in the line
Code:
if damageinfo:GetDamageType() == DamageTypes.kFall and player:GetTeamId() == Team.kRed then
That might not be the problem, but it is a problem.
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Old 03-31-2009, 03:07 AM   #8
fishBurger
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Unfortunately not the problem. No change as far as I can tell.

I still get
Code:
[SCRIPT] Error calling player_killed (no overload of 'Damage:GetDamageType' matched the arguments (const Damage)
candidates are:
Damage:GetDamageType()
) ent: NULL
in console when red dies by trigger hurt fall.
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Old 03-31-2009, 04:55 AM   #9
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would it be easier LUA-wise to remove the kill from the trigger, and let LUA handle what happens on touch?

Red -> Teamchange to blue.
Blue -> Kill.

If that's easier to work / troubleshoot / accomplish, I could do that instead.
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Old 03-31-2009, 06:01 AM   #10
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Quote:
Originally Posted by fishBurger View Post
would it be easier LUA-wise to remove the kill from the trigger, and let LUA handle what happens on touch?

Red -> Teamchange to blue.
Blue -> Kill.

If that's easier to work / troubleshoot / accomplish, I could do that instead.
Yeah that would work.

Take this out of player_killed()
Code:
	-- if a red player dies from fall damage
	if damageinfo:GetDamageType() == DamageTypes.kFall and player:GetTeamId() == Team.kRed then
		-- switch victim to blue
		ApplyToPlayer( player, { AT.kChangeTeamBlue, AT.kRespawnPlayers } )
		
		random_blue_to_red()
	end
and then add this to the lua:

Code:
falltrigger = trigger_ff_script:new({ team = Team.kRed })

function falltrigger:ontouch( touch_entity )
	if IsPlayer( touch_entity ) then
		local player = CastToPlayer( touch_entity )
		-- if is on right team
		if player:GetTeamId() == self.team then
			-- switch victim to blue
			ApplyToPlayer( player, { AT.kChangeTeamBlue, AT.kKillPlayers } )
			-- switch random blue player to red
			random_blue_to_red()
		end
	end
end
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Old 03-31-2009, 06:15 PM   #11
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Sweet, that works. All that's left is autoswitching a random Blue to Red.

I added a broadcast inside the random_blue_to_red function, and it triggers fine, but doesn't work. if the broadcast calls for the randomplayer the function created, it doesn't find anything.

[SCRIPT] Error calling ontouch ([string "maps\ff_crowbarfrenzy_b1.lua"]:131: attempt to concatenate local 'randomplayer' (a nil value)) ent: falltrigger
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Old 03-31-2009, 08:36 PM   #12
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Try this:

Code:
function random_blue_to_red()
	local c = Collection()
	-- get all blue players
	c:GetByFilter({CF.kPlayers, CF.kTeamBlue})
	-- generate random number
	local i = math.random( 0, c:Count() - 1 )
	local randomplayer = c:Element( i )
	
	ApplyToPlayer( randomplayer, { AT.kChangeTeamRed, AT.kRespawnPlayers } )
end
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Old 03-31-2009, 11:28 PM   #13
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no luck. Still triggers, but I dont think randomplayer is getting assigned a player, if that makes sense. I'm getting this message, might be relevant, might not:

[SCRIPT] Error calling ontouch (no match for function call 'ApplyToPlayer' with the parameters (BaseEntity, table)
candidates are:
ApplyToPlayer(Player*, object)
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Old 04-01-2009, 12:55 AM   #14
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Code:
function random_blue_to_red()
	local c = Collection()
	-- get all blue players
	c:GetByFilter({CF.kPlayers, CF.kTeamBlue})
	-- generate random number
	local i = math.random( 0, c:Count() - 1 )
	local randomplayer = CastToPlayer( c:Element( i ) )
	
	ApplyToPlayer( randomplayer, { AT.kChangeTeamRed, AT.kRespawnPlayers } )
end
That should work.
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Old 04-01-2009, 03:47 AM   #15
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That did it. Thanks for the help, Lua Wizard.
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Old 04-01-2009, 03:57 AM   #16
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No problem. Now let's see this crazy map of yours.
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