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Old 09-14-2011, 05:31 AM   #1
Jay Mofo Mills
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Gonna need lots of lua help

I have a new map I'm working on ff_castle_island. It's going to be objective based with command points and flag captures....... Ideally. MY problem atm is this, I borrowed and modified code from ff_dropdown.

So far I can get the generator up and running, the light bridge working etc. I would like it so that a Red team members detpack destroys the generator again so the doorhack closes and needs repaired again. Here is the modified borrowed code I'm using. Note I changed the 1 and 0 for a few functions bluefire/bluegenup in certain places attempting to get it to work. Any help would be great.

---------------------------------------------------------------------------- Ideally this destroys the generator when it's running
--------------------------------------------------------------------------

blue_gen_trigger = trigger_ff_script:new({ team = Team.kBlue })
bluefire = 0

function blue_gen_triggernexplode( trigger_entity )
if IsDetpack( trigger_entity ) then
local detpacka = CastToDetpack( trigger_entity )
if detpacka:GetTeamId() == defenders then
if bluegenup == 1 then
if bluefire == 1 then
OutputEvent( "blue_doorhack", "Close" )
BroadCastMessage("Generator Destroyed - Light Bridge Deactivated!")
bluefire = 0
bluegenup = 0
end
end
end

end
return EVENT_ALLOWED
end

function blue_gen_trigger:allowed( trigger_entity ) return EVENT_DISALLOWED
end


--------------------------------------------------------------------------
-- This basically says if you're in the trigger brush w/a spanner then bluescannerclang==1
--------------------------------------------------------------------------

blue_gen_repair_trigger = func_button:new({ team = Team.kBlue })
blue_gen_repair_trigger_script = trigger_ff_script:new()
bluespannerclang = 0
bluegenup = 0
blueclangcntr = 0


function blue_gen_repair_trigger_scriptntouch( touch_entity )
if IsPlayer( touch_entity ) then
local player = CastToPlayer( touch_entity )
if player:GetActiveWeaponName() == "ff_weapon_spanner" then
bluespannerclang = 1
DisplayMessage( player, "You are repairing the Light Bridge" )
end
end
end

function blue_gen_repair_trigger_scriptnendtouch()
bluespannerclang = 0
end

-----------------------------------------------------------------------------
-- This basically says if bluescannerclang==1 aand the generator is down you can fix it
-- What does bluefire do?
-----------------------------------------------------------------------------

function blue_gen_repair_triggerndamage()
if bluespannerclang == 1 then
if bluegenup == 0 then
if bluefire == 0 then
OutputEvent( "bluespannerhit", "PlaySound" )
blueclangcntr = blueclangcntr + 1
if blueclangcntr == 10 then
BroadCastMessage("The Generator is halfway fixed")
end
if blueclangcntr > 20 then
blueclangcntr = 0
BroadCastMessage("The generator is fixed. Light Bridge Activated!")
OpenDoor("blue_doorhack")
bluespannerclang = 0
bluegenup = 1
bluefire = 1
end
end
end
end
return EVENT_DISALLOWED
end
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Old 09-14-2011, 03:38 PM   #2
NeonLight
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Try looking up the ff_security_b1 lua and map. I believe that is about what you need. The map remaker was Exo (Churchmoth) ask him if you need any help I presume.
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Old 09-14-2011, 05:24 PM   #3
Jay Mofo Mills
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I'll try that lua thanks. Exo said he didnt know much lua
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Old 09-15-2011, 04:57 AM   #4
Jay Mofo Mills
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So I tried usind the lua from security. Most of it works. Problem is the red detpacks dont actually destroy the generator and OUTPUT closing the blue_doorhack......



here is lua. I need help



NUM_HITS_TO_REPAIR = 20
FORT_POINTS_PER_DET = 30
FORT_POINTS_PER_REPAIR = 30

function gen_ondet( team )
local teamstring = "blue"
if team == Team.kRed then teamstring = "red" end

BroadCastMessage("#FF_"..string.upper(teamstring). ."_GENBLOWN")

-- outputs, add any thing you want to happen when the generator is detted here
-- teamstring is either "red" or "blue"
OutputEvent( "blue_doorhack", "Close" )
BroadCastMessage ("The generator is destroyed, blue engies repair it!")

end

function gen_onrepair( team )
local teamstring = "blue"
if team == Team.kRed then teamstring = "red" end

BroadCastMessage("#FF_"..string.upper(teamstring). ."_GEN_OK")

-- outputs, add any thing you want to happen when the generator is repaired here
-- teamstring is either "red" or "blue"

OutputEvent( "blue_doorhack", "Open")
BroadCastMessage("The generator is fixed. Light Bridge Activated!")

end

function gen_onclank( player )
-- add any thing you want to happen when the generator is hit by a wrench (while its detted) here
OutputEvent( "bluespannerhit", "PlaySound" )
end

generators = {
[Team.kBlue] = {
-- I made this one and the generators now get activated but det doesn't work
status=1,
repair_status=0
},
[Team.kRed] = {
status=0,
repair_status=0
}
}

base_gen_trigger = trigger_ff_script:new({ team = Team.kUnassigned })

function base_gen_triggernexplode( trigger_entity )
if generators[self.team].status == 0 then
if IsDetpack( trigger_entity ) then
detpack = CastToDetpack( trigger_entity )
if IsPlayer( detpack:GetOwner() ) then
local player = detpack:GetOwner()
--if player:GetTeamId() ~= self.team then
if player:GetTeamId() == Team.kRed then
player:AddFortPoints( FORT_POINTS_PER_DET, "Detting the generator" )
gen_ondet( self.team )
generators[self.team].status = 1
generators[self.team].repair_status = 0
end
end
end
end
return EVENT_ALLOWED
end

function base_gen_trigger:allowed( trigger_entity )
if IsPlayer( trigger_entity ) then
return EVENT_ALLOWED
end
return EVENT_DISALLOWED
end

function base_gen_triggerntouch( trigger_entity )
if IsPlayer( trigger_entity ) then
local player = CastToPlayer( trigger_entity )
if player:GetTeamId() ~= self.team then
if generators[self.team].status == 0 then
BroadCastMessageToPlayer( player, "You can detonate this generator using a detpack" )
end
else
if generators[self.team].status == 1 then
BroadCastMessageToPlayer( player, "You can repair this generator by hitting it with a wrench" )
end
end
end
end

blue_gen_trigger = base_gen_trigger:new({ team = Team.kBlue })
red_gen_trigger = base_gen_trigger:new({ team = Team.kRed })

base_gen = func_button:new({ team = Team.kUnassigned })

function base_genndamage()
if generators[self.team].status == 1 then
if IsPlayer( GetPlayerByID(info_attacker) ) then
local player = CastToPlayer( GetPlayerByID(info_attacker) )
if player:GetTeamId() == self.team then
if info_classname == "ff_weapon_spanner" then
generators[self.team].repair_status = generators[self.team].repair_status + 1
if generators[self.team].repair_status == 10 then
BroadCastMessage("The Generator is halfway fixed")
end
if generators[self.team].repair_status >= NUM_HITS_TO_REPAIR then
player:AddFortPoints( FORT_POINTS_PER_REPAIR, "Repairing the generator" )
gen_onrepair( self.team )
generators[self.team].status = 0
else
gen_onclank( player )
end
end
end
end
end
end

blue_gen = base_gen:new({ team = Team.kBlue })
red_gen = base_gen:new({ team = Team.kRed })
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Old 09-16-2011, 01:23 PM   #5
CHURCHMOUTH
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psshh!! piece of cake. Ask squeek for help. He's never let me down before with lua help..
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