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Old 09-20-2010, 10:28 AM   #1
zE
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Quad Lua

Hi so im using base_quad lua but i need something diferent something like:

Blue team -> (Normal no quad) classes - Medic and Scout
Red team -> (Quad on) classes - Scout, Medic, soldier, Demo, Pyro, Engeneer
Green team -> Same as red
Yellow team -> (Normal no quad) classes - civilian only.

If anyone can help i apreciate D:

Last edited by zE; 09-20-2010 at 10:28 AM.
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Old 09-20-2010, 09:38 PM   #2
Dexter
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Have you tried it yet and are having issues?
Or you want someone to do the team & class layout for you
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Old 09-20-2010, 09:48 PM   #3
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This will do the team stuff for u
Code:
IncludeScript("base_quad");
function startup()
	SetTeamName( Team.kBlue, "Normal no quad" )
	SetTeamName( Team.kRed, "Quad on" )
	SetTeamName( Team.kGreen, "Quad on 2" )
	SetTeamName( Team.kYellow, "Civilian only" )
	
	SetPlayerLimit(Team.kBlue, 0)
	SetPlayerLimit(Team.kRed, 0)
	SetPlayerLimit(Team.kYellow, 0)
	SetPlayerLimit(Team.kGreen, 0)
	
	local team = GetTeam( Team.kBlue )
	team:SetClassLimit( Player.kScout, 0 )
	team:SetClassLimit( Player.kMedic, 0 )
	
	team:SetClassLimit( Player.kHwguy, -1 )
	team:SetClassLimit( Player.kSpy, -1 )
	team:SetClassLimit( Player.kCivilian, -1 )
	team:SetClassLimit( Player.kSniper, -1 )	
	team:SetClassLimit( Player.kSoldier, -1 )
	team:SetClassLimit( Player.kDemoman, -1 )
	team:SetClassLimit( Player.kPyro, -1 )
	team:SetClassLimit( Player.kEngineer, -1 )
	
	local team = GetTeam( Team.kRed )
	team:SetClassLimit( Player.kScout, 0 )
	team:SetClassLimit( Player.kMedic, 0 )
	team:SetClassLimit( Player.kSoldier, 0 )
	team:SetClassLimit( Player.kDemoman, 0 )
	team:SetClassLimit( Player.kPyro, 0 )
	team:SetClassLimit( Player.kEngineer, 0 )
	
	team:SetClassLimit( Player.kHwguy, -1 )
	team:SetClassLimit( Player.kSpy, -1 )
	team:SetClassLimit( Player.kCivilian, -1 )
	team:SetClassLimit( Player.kSniper, -1 )	

	local team = GetTeam( Team.kGreen )
	team:SetClassLimit( Player.kScout, 0 )
	team:SetClassLimit( Player.kMedic, 0 )
	team:SetClassLimit( Player.kSoldier, 0 )
	team:SetClassLimit( Player.kDemoman, 0 )
	team:SetClassLimit( Player.kPyro, 0 )
	team:SetClassLimit( Player.kEngineer, 0 )
	
	team:SetClassLimit( Player.kHwguy, -1 )
	team:SetClassLimit( Player.kSpy, -1 )
	team:SetClassLimit( Player.kCivilian, -1 )
	team:SetClassLimit( Player.kSniper, -1 )	
	
	local team = GetTeam( Team.kYellow )
	team:SetClassLimit( Player.kCivilian, 0 )
	
	team:SetClassLimit( Player.kScout, -1 )
	team:SetClassLimit( Player.kMedic, -1)
	team:SetClassLimit( Player.kSoldier, -1 )
	team:SetClassLimit( Player.kDemoman, -1 )
	team:SetClassLimit( Player.kPyro, -1 )
	team:SetClassLimit( Player.kEngineer, -1 )
	team:SetClassLimit( Player.kHwguy, -1 )
	team:SetClassLimit( Player.kSpy, -1 )	
	team:SetClassLimit( Player.kSniper, -1 )
end
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Old 09-20-2010, 11:45 PM   #4
zE
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Thks Dexter , but what i needed was something diferent, the default quad_lua allows only quad on red team and only soldier demoman and pyro classes, and i needed to add a green team to quad and also include engeneer as quad. But thks anyway.

Bri helped me with it and it goes like this:

-- base_quad.lua

----------------------------------------------------------------------
-- Quad icon
----------------------------------------------------------------------

hudicon = "hud_quad"
hudx = 5
hudy = 110
hudw = 48
hudh = 48
huda = 1
hudstatusicon = "hud_quad.vtf"

----------------------------------------------------------------------
-- Set hud icon at spawn
----------------------------------------------------------------------

function player_spawn( player_entity )
local player = CastToPlayer( player_entity )
local class = player:GetClass()
if class == Player.kSoldier or class == Player.kDemoman or class == Player.kMedic or class == Player.kEngineer or class == Player.kPyro then
if player:GetTeamId() ~= Team.kRed then
RemoveHudItem( player, hudstatusicon )
else
AddHudIcon(player, hudicon, hudstatusicon, hudx, hudy, hudw, hudh, huda)
end
else
RemoveHudItem( player, hudstatusicon )
end
end


----------------------------------------------------------------------
-- Remove hud icon if player changes to spectator
----------------------------------------------------------------------

function player_switchteam( player, currentteam, desiredteam )
if desiredteam == Team.kSpectator then
RemoveHudItem( player, hudstatusicon )
end
return true
end

----------------------------------------------------------------------
-- Set quad and invul when damage is taken by soldier and demoman and pyro
----------------------------------------------------------------------

function player_ondamage(player, damageinfo)
if player:GetTeamId() == Team.kRed or player:GetTeamId() == Team.kGreen then
local damage_force = damageinfo:GetDamageForce()
damageinfo:SetDamageForce(Vector(damage_force.x*4, damage_force.y*4, damage_force.z*4))
damageinfo:SetDamage(0)
end
end

Last edited by zE; 09-20-2010 at 11:47 PM.
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Old 09-21-2010, 12:39 AM   #5
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Oh ok oops!
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Old 09-29-2010, 07:33 AM   #6
zE
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So basicly im still working on this lua, that bridget and squeek basicly did all , but im kinda bored of boring always the same dudes to help me with this, so if anyone knows plz help : D

The last lua crashed the server, so I had with help redo the last part.

PHP Code:
-----------------------------------------------------------------------
----------
Lua by Bridget and Squeek
-----------------------------------------------------------------------

---
HUD icons and Quad Power

settings 
= {
    
red_vtf        "quad.vtf",
    
red_quad    4,
    
blue_vtf    "blue.vtf",
    
blue_quad    1,
    
green_vtf    "easy.vtf",
    
green_quad    4,
    
yellow_vtf    "double.vtf",
    
yellow_quad    2
}

function 
returnInformation(team)
    
= {vtf="",quad=0}
    if 
team == Team.kRed     then    i["vtf"]=settings["red_vtf"];        i["quad"]=settings["red_quad"]             end
    
if team == Team.kBlue     then    i["vtf"]=settings["blue_vtf"];        i["quad"]=settings["blue_quad"]             end
    
if team == Team.kGreen     then     i["vtf"]=settings["green_vtf"];        i["quad"]=settings["green_quad"]         end
    
if team == Team.kYellow then     i["vtf"]=settings["yellow_vtf"];    i["quad"]=settings["yellow_quad"]        end
    
return i
end

---Remove Grenades and stuff at spawn

function player_spawn(player_entity)
    
local player CastToPlayer(player_entity)
    
    -- 
Ammo removal
    
if player:GetClass() == Player.kDemoman then
        player
:RemoveWeapon("ff_weapon_detpack")
        
player:RemoveAmmo(Ammo.kGren24)
    elseif 
player:GetClass() == Player.kPyro then
            player
:RemoveAmmo(Ammo.kGren24)
    elseif 
player:GetClass() == Player.kEngineer then
        player
:RemoveAmmo(Ammo.kGren24)
    elseif 
player:GetClass() == Player.kMedic then
        player
:RemoveAmmo(Ammo.kGren14)
    elseif 
player:GetClass() == Player.kScout then
        player
:RemoveAmmo(Ammo.kManCannon1)
    
end

---Remove HUD icon     

    i 
returnInformation(player:GetTeamId())
    
RemoveHudItem(player"quad_icon");
    if 
i["quad"] > 1 then
        AddHudIcon
(playeri["vtf"], "quad_icon"511948480)
    
end
    
return true
end

function player_switchteam(playerold, new)
    
RemoveHudItem(player"quad_icon"); return true
end

---Quad and no damage except for trigger_hurt

function player_ondamageplayerdamageinfo )

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

    
-- remove all fall damage
    
if damageinfo:GetDamageType() == Damage.kFall then
        damageinfo
:SetDamage(0)
        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(attackerthen
        attacker 
CastToPlayer(attacker)
        
player_attacker attacker
    
elseif IsSentrygun(attackerthen
        attacker 
CastToSentrygun(attacker)
        
player_attacker attacker:GetOwner()
    elseif 
IsDetpack(attackerthen
        attacker 
CastToDetpack(attacker)
        
player_attacker attacker:GetOwner()
    elseif 
IsDispenser(attackerthen
        attacker 
CastToDispenser(attacker)
        
player_attacker attacker:GetOwner()
    else
        return
    
end

    
-- if still no attacking player after all thatforget about it
    
if not player_attacker then return end

    
-- If attacker is also the victim (self damage)
    if 
player:GetId() == player_attacker:GetId() then
        
-- change push force
        local damage_force 
damageinfo:GetDamageForce()
        
returnInformation(player:GetTeamId())
        
damageinfo:SetDamageForce(Vector(damage_force.x*i["quad"], damage_force.y*i["quad"], damage_force.z*i["quad"]))
        -- 
set damage to zero
        damageinfo
:SetDamage(0)
        return
    
end

    
-- for everyone else, use attacker's quad force
    -- change push force
    local damage_force = damageinfo:GetDamageForce()
    i = returnInformation(player_attacker:GetTeamId())
    damageinfo:SetDamageForce(Vector(damage_force.x*i["quad"], damage_force.y*i["quad"], damage_force.z*i["quad"]))
    -- set damage to zero
    damageinfo:SetDamage(0)
    
    if player:GetTeamId() == Team.kGreen then Resupply(player) end
 
end

--- Auto reload Green Team on damage

function player_ondamage( player_entity, damageinfo )
    if IsPlayer(player_entity) then
        local player = CastToPlayer(player_entity)
        if player:GetTeamId() == Team.kGreen then ApplyToPlayer(player, { AT.kReloadClips }) end
    end
end 
But im having an issue with the last part -- Auto reload for Green Team on damage
That code like that makes the quad do damage, and I dont want damage : <, im sure its that part of code of it that does it because I tested it with it and wihout it : D

Last edited by zE; 09-29-2010 at 07:45 AM.
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Old 09-29-2010, 11:20 AM   #7
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Code:
-----------------------------------------------------------------------
----------Lua by Bridget and Squeek
-----------------------------------------------------------------------

---HUD icons and Quad Power

settings = {
    red_vtf        = "quad.vtf",
    red_quad    = 4,
    blue_vtf    = "blue.vtf",
    blue_quad    = 1,
    green_vtf    = "easy.vtf",
    green_quad    = 4,
    yellow_vtf    = "double.vtf",
    yellow_quad    = 2
}

function returnInformation(team)
    i = {vtf="",quad=0}
    if team == Team.kRed     then    i["vtf"]=settings["red_vtf"];        i["quad"]=settings["red_quad"]             end
    if team == Team.kBlue     then    i["vtf"]=settings["blue_vtf"];        i["quad"]=settings["blue_quad"]             end
    if team == Team.kGreen     then     i["vtf"]=settings["green_vtf"];        i["quad"]=settings["green_quad"]         end
    if team == Team.kYellow then     i["vtf"]=settings["yellow_vtf"];    i["quad"]=settings["yellow_quad"]        end
    return i
end

---Remove Grenades and stuff at spawn

function player_spawn(player_entity)
    local player = CastToPlayer(player_entity)
    
    -- Ammo removal
    if player:GetClass() == Player.kDemoman then
        player:RemoveWeapon("ff_weapon_detpack")
        player:RemoveAmmo(Ammo.kGren2, 4)
    elseif player:GetClass() == Player.kPyro then
            player:RemoveAmmo(Ammo.kGren2, 4)
    elseif player:GetClass() == Player.kEngineer then
        player:RemoveAmmo(Ammo.kGren2, 4)
    elseif player:GetClass() == Player.kMedic then
        player:RemoveAmmo(Ammo.kGren1, 4)
    elseif player:GetClass() == Player.kScout then
        player:RemoveAmmo(Ammo.kManCannon, 1)
    end

---Remove HUD icon     

    i = returnInformation(player:GetTeamId())
    RemoveHudItem(player, "quad_icon");
    if i["quad"] > 1 then
        AddHudIcon(player, i["vtf"], "quad_icon", 5, 119, 48, 48, 0)
    end
    return true
end

function player_switchteam(player, old, new)
    RemoveHudItem(player, "quad_icon"); return true
end

---Quad and no damage except for trigger_hurt

function player_ondamage( player, damageinfo )

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

    -- remove all fall damage
    if damageinfo:GetDamageType() == Damage.kFall then
        damageinfo:SetDamage(0)
        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 attacker is also the victim (self damage)
    if player:GetId() == player_attacker:GetId() then
        -- change push force
        local damage_force = damageinfo:GetDamageForce()
        i = returnInformation(player:GetTeamId())
        damageinfo:SetDamageForce(Vector(damage_force.x*i["quad"], damage_force.y*i["quad"], damage_force.z*i["quad"]))
        -- set damage to zero
        damageinfo:SetDamage(0)
        return
    end

    -- for everyone else, use attackers quad force
    -- change push force
    local damage_force = damageinfo:GetDamageForce()
    i = returnInformation(player_attacker:GetTeamId())
    damageinfo:SetDamageForce(Vector(damage_force.x*i["quad"], damage_force.y*i["quad"], damage_force.z*i["quad"]))
    -- set damage to zero
    damageinfo:SetDamage(0)
    
    if player:GetTeamId() == Team.kGreen then ApplyToPlayer(player, {AT.kReloadClips}) end
 
end
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Old 09-29-2010, 10:27 PM   #8
zE
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That last lua makes the auto reload in green doest work : \
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Old 09-30-2010, 10:58 PM   #9
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Double post ftl

Last edited by zE; 09-30-2010 at 11:38 PM.
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Old 09-30-2010, 11:38 PM   #10
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Working now : D Bri fixed it ftw
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