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Old 02-25-2008, 11:56 PM   #21
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How 'bout TEAM specific teleports? I'd like to have Forward and Reverse teams on my concmap and I canney understand how to do it in FF.

No specifics, generic terms can be used for tele destinations and such, I'd love a basic outline though

EDIT: Said class specific lewlz ;x

Last edited by TheWetMule; 02-26-2008 at 12:15 AM.
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Old 02-26-2008, 12:00 AM   #22
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use a "trigger_teleport"
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Old 02-26-2008, 12:10 AM   #23
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Team/class specific, I need, not just one teleport for everybody
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Old 02-26-2008, 12:21 AM   #24
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Re: TheWetMule
Code:
specific_tele = info_ff_script:new({ class = Player.kCivilian, team = Team.kUnassigned })

function specific_tele:allowed( touch_entity ) 
   if IsPlayer( touch_entity ) then 
             local player = CastToPlayer( touch_entity ) 
             return player:GetTeamId() == self.team and player:GetClass() == self.class
   end
   return EVENT_DISALLOWED 
end

blue_scout_tele = specific_tele:new({ class = Player.kScout, team = Team.kBlue })
red_demo_tele = specific_tele:new({ class= Player.kDemoman, team = Team.kRed })
Make the trigger_teleport's names match the bottom-most names (blue_scout_tele, red_demo_tele, etc).
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Old 02-26-2008, 12:22 AM   #25
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your the man squeek, you will be the first one i let play rock2!
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Old 02-26-2008, 12:24 AM   #26
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Quote:
Originally Posted by GambiT
your the man squeek, you will be the first one i let play rock2!
What's a #2 rock?
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Old 02-26-2008, 12:25 AM   #27
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8-ball what?
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Old 02-26-2008, 10:27 PM   #28
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Me luv you long tiem squeek
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Old 02-27-2008, 12:29 AM   #29
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2 dolla!
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Old 03-01-2008, 10:04 PM   #30
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Right, decided to put that nifty piece of code to the test, just want to clear up that I'm doing everything right.
  1. I make a trigger_teleport named blue_scout_tele
  2. I give it the destination I want it to teleport too

After I've done that, it should ONLY teleport blue scouts, not blue demomen or something? If so, it doesn't appear to be working! It teleports me regardless of class/team
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Old 03-01-2008, 10:58 PM   #31
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Code:
specific_tele = info_ff_script:new({})

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

blue_tele = specific_tele:new({ team = Team.kBlue })
red_tele = specific_tele:new({ team = Team.kRed })
tiny edit of squeeks code and I got it working for him the way he wanted it (team specific).
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Old 03-01-2008, 11:45 PM   #32
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Quote:
Originally Posted by DD`
tiny edit of squeeks code and I got it working for him the way he wanted it (team specific).
He wants team and class specific. My code was untested, I might have gotten something wrong. I'll test it and see what's wrong.
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Old 03-02-2008, 12:10 AM   #33
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No no, they worked seperately, just not together :P Don't worry, you did a grand job squeek.

EDIT: As in, scout teles only or team teles only, just not together.
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Old 03-02-2008, 05:10 PM   #34
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LOLDROUBLEPROAST

Anyway, got another one for you, is there a way to restock people ,constantly, no matter where they are without the use of mass trigger_ff_scripts :X?
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Old 03-02-2008, 08:41 PM   #35
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Quote:
Originally Posted by TheWetMule
LOLDROUBLEPROAST

Anyway, got another one for you, is there a way to restock people ,constantly, no matter where they are without the use of mass trigger_ff_scripts :X?
Yeah, give me a bit. Not totally sure if the tick() function is working or not.
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Old 03-02-2008, 09:05 PM   #36
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Not to seem like I'm forcing you into slave labour, but is there a way to make rockets/pipes/grenades/concs effect only the person that dropped them/used them?
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Old 03-02-2008, 09:16 PM   #37
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Quote:
Originally Posted by TheWetMule
Not to seem like I'm forcing you into slave labour, but is there a way to make rockets/pipes/grenades/concs effect only the person that dropped them/used them?
Rockets/Pipes would be rather easy... grenades as well (I think). Concs I'm not totally sure about.
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Old 03-02-2008, 10:10 PM   #38
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Quote:
Originally Posted by TheWetMule
Not to seem like I'm forcing you into slave labour, but is there a way to make rockets/pipes/grenades/concs effect only the person that dropped them/used them?
Code:
function player_onconc(player_entity, effector_entity)

	if IsPlayer( player_entity ) and IsPlayer( effector_entity ) then
		local player = CastToPlayer( player_entity )
		local playerEffector = CastToPlayer( effector_entity )
		if player:GetId() == playerEffector:GetId() then
			return true
		end
	end
	
	return false
	
end

function player_ondamage( player, damageinfo )
	
  -- Entity that is attacking
  local attacker = damageinfo:GetAttacker()
  
  -- If no attacker do nothing
  if not attacker then 
	return
  end
  
  -- If attacker not a player do nothing
  if not IsPlayer(attacker) then 
	return
  end
  
  local playerAttacker = CastToPlayer(attacker)

  -- If player is damaging self do nothing; else no damage/no push
  if player:GetId() == playerAttacker:GetId() then
	return 
  else
	damageinfo:SetDamage(0)
	damageinfo:SetDamageForce(Vector( 0, 0, 0 ))
  end
  
end
The concs still push everyone around... but the effect is only added to the conc's owner; not sure if it's possible to stop the push. Rockets/pipes/nades (anything that does damage) works as intended, though.
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Old 03-02-2008, 10:32 PM   #39
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Quote:
Originally Posted by TheWetMule
Anyway, got another one for you, is there a way to restock people ,constantly, no matter where they are without the use of mass trigger_ff_scripts :X?
Add this to startup():
Code:
AddScheduleRepeating( "Restock", RESTOCK_ITERATION_TIME, restock )
And then here's the bulk of the code:
Code:
playerStateTable = {}
RESTOCK_ITERATION_TIME = 1

function player_spawn( player_id )

	local player = GetPlayer(player_id)
	
	-- Remove any players not on a team from table
	for playerx, recordx in pairs(playerStateTable) do
		ConsoleToAll("RECORD: "..playerStateTable[playerx].restock)
		local playert = GetPlayerByID( playerx )
		if (playert:GetTeamId() ~= Team.kRed) and (playert:GetTeamId() ~= Team.kBlue) and (playert:GetTeamId() ~= Team.kGreen) and (playert:GetTeamId() ~= Team.kYellow) then
			playerStateTable[playerx] = nil
		end
	end
	
	-- add to table and set restock to 1
	playerStateTable[player:GetId()] = {restock = 1}
	
end


function restock()
	for playerx, recordx in pairs(playerStateTable) do
		if playerStateTable[playerx].restock == 1 then
			local player = GetPlayerByID( playerx )
			player:AddHealth( 400 )
			player:AddArmor( 400 )
			player:AddAmmo(Ammo.kCells, 400)
			player:AddAmmo(Ammo.kShells, 400)
			player:AddAmmo(Ammo.kNails, 400)
			player:AddAmmo(Ammo.kRockets, 400)
			player:AddAmmo(Ammo.kGren1, 400)
			player:AddAmmo(Ammo.kGren2, 400)
		end
	end
end
This will restock every 1 second. Change RESTOCK_ITERATION_TIME if it's too long/too short.
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Last edited by squeek.; 03-03-2008 at 01:54 AM.
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Old 03-02-2008, 10:59 PM   #40
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Wonderful, you're a genius Squeek, one little problem with the reload code though, I get the error

[SCRIPT] Error calling player_spawn ([string "maps\ddbbdd.lua"]:84: bad argument #1 to 'pairs' (table expected, got nil)) ent: NULL
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