1 //=============================================================================
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3 /*QUAKED info_player_attacker (1 0 0) (-16 -16 -24) (16 16 45) INITIAL
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4 Normal attacker spawning location for Nexuiz Asssault
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5 -------- KEYS --------
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6 angle : direction in which player will look when spawning in the game. Does not apply to bots.
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7 target : this should point to a target_objective to decide when this spawning point is active.
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8 nobots : when set to 1, bots will never use this spawn point to respawn in the game.
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9 nohumans : when set to 1, human players will never use this spawn point to respawn in the game.
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10 notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
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11 notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
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12 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
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13 -------- SPAWNFLAGS --------
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14 INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/
15 void info_player_attacker() {
16 info_player_deathmatch();
17 self.team = COLOR_TEAM1; // red, gets swapped every round
20 //=============================================================================
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22 /*QUAKED info_player_defender (0 1 0) (-16 -16 -24) (16 16 45) INITIAL
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23 Normal defender spawning location for Nexuiz Asssault
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24 -------- KEYS --------
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25 angle : direction in which player will look when spawning in the game. Does not apply to bots.
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26 target : this should point to a target_objective to decide when this spawning point is active.
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27 nobots : when set to 1, bots will never use this spawn point to respawn in the game.
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28 nohumans : when set to 1, human players will never use this spawn point to respawn in the game.
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29 notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
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30 notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
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31 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
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32 -------- SPAWNFLAGS --------
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33 INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/
34 void info_player_defender() {
35 info_player_deathmatch();
36 self.team = COLOR_TEAM2; // blue, gets swapped every round
39 // reset this objective. Used when spawning an objective
40 // and when a new round starts
41 void assault_objective_reset() {
42 self.health = ASSAULT_VALUE_INACTIVE;
45 void assault_objective_use() {
48 self.nextthink = time + 0.1;
51 void assault_objective_think() {
56 ent = find(world, targetname, self.target);
62 ent = find(ent, targetname, self.target);
66 //self.effects = EF_STARDUST;
67 self.nextthink = time + 0.1;
71 //=============================================================================
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73 /*QUAKED target_objective (0 .5 0) (-8 -8 -8) (8 8 8)
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74 Objective controller for Nexuiz Assault. When active it has 100 health. If it falls below 0 then
75 it'll trigger the next targeted entity (usually the next objective or target_assault_roundend etc.)
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76 -------- KEYS --------
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77 targetname : point to e.g. next objective*/
78 void target_objective() {
79 self.classname = "target_objective";
80 self.think = assault_objective_think;
81 self.use = assault_objective_use;
82 assault_objective_reset();
85 float assault_objective_decrease_customizeforclient() {
87 if(other.team == assault_attacker_team)
88 setmodel(self, "models/sprites/here.sp2");
90 setmodel(self, "models/sprites/helpme.sp2");
98 void assault_objective_decrease_think() {
100 local entity objective;
103 objective = find(world, targetname, self.target);
104 while(objective && found == 0) {
105 if(objective.classname == "target_objective") {
107 if(objective.health < ASSAULT_VALUE_INACTIVE) { // targeted objective is active
108 if(self.cnt == 1 && self.max_health >= ASSAULT_VALUE_INACTIVE) {
109 // decrease was fired already, but objective did recover (round reset)
112 } else { // objective isn't active
115 self.max_health = objective.health; // save current objective status for next think
120 self.nextthink = time + 0.2;
124 // decrease the health of targeted objectives
125 void assault_objective_decrease_use() {
130 if(activator.team != assault_attacker_team)
134 ent = find(world, targetname, self.target);
136 if(ent.health > 0 && ent.health < ASSAULT_VALUE_INACTIVE)
137 ent.health = ent.health - self.dmg;
138 ent = find(ent, targetname, self.target);
144 //=============================================================================
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146 /*QUAKED target_objective_decrease (0 .5 0) (-8 -8 -8) (8 8 8)
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147 When triggered decreases health of the targeted target_objective.
148 -------- KEYS --------
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149 targetname : point to a target_objective entity*/
150 void target_objective_decrease() {
152 self.classname = "target_objective_decrease";
157 self.cnt = 0; // not used yet
158 self.use = assault_objective_decrease_use;
159 self.mdl = "models/sprites/here.sp2";
160 self.effects = EF_NODEPTHTEST;
161 self.health = ASSAULT_VALUE_INACTIVE;
162 self.max_health = ASSAULT_VALUE_INACTIVE;
163 self.think = assault_objective_decrease_think;
164 self.customizeentityforclient = assault_objective_decrease_customizeforclient;
165 self.nextthink = time;
169 void assault_destructible_reset() {
170 self.health = self.max_health;
171 self.model = self.mdl;
172 self.solid = SOLID_BSP;
173 self.colormod = '1 1 1';
174 self.cnt = 0; // not active
179 void assault_destructible_use() {
180 self.cnt = 1; // mark active
181 self.takedamage = DAMAGE_YES;
184 void assault_destructible_destroy() {
185 local entity oldself;
188 self.takedamage = DAMAGE_NO;
189 self.solid = SOLID_NOT;
191 ent = find(world, targetname, self.target);
197 ent = find(ent, targetname, self.target);
201 void assault_destructible_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) {
203 if(self.cnt > 0 && assault_attacker_team == attacker.team) {
204 self.health = self.health - damage;
205 if(self.health / self.max_health < 0.25)
206 self.colormod = '1 0 0';
207 else if(self.health / self.max_health < 0.375)
208 self.colormod = '1 0.25 0';
209 else if(self.health / self.max_health < 0.50)
210 self.colormod = '1 0.5 0';
211 else if(self.health / self.max_health < 0.625)
212 self.colormod = '1 0.75 0';
213 else if(self.health / self.max_health < 0.75)
214 self.colormod = '1 1 0';
216 self.colormod = '1 1 1';
219 if(self.health < 0) {
220 activator = attacker;
221 assault_destructible_destroy();
225 // destructible walls that can be used to trigger target_objective_decrease
226 void func_assault_destructible() {
230 self.max_health = self.health;
232 self.cnt = 0; // not yet activated
234 self.classname = "func_assault_destructible";
235 self.mdl = self.model;
236 setmodel(self, self.mdl);
238 self.solid = SOLID_BSP;
239 self.use = assault_destructible_use;
240 self.event_damage = assault_destructible_damage;
244 void assault_wall_think() {
246 local float notvisible;
248 ent = find(world, targetname, self.target);
250 if(ent.classname == "target_objective" && ent.health < 0)
252 ent = find(ent, targetname, self.target);
257 self.solid = SOLID_NOT;
259 self.model = self.mdl;
260 self.solid = SOLID_BSP;
263 self.nextthink = time + 0.2;
266 void func_assault_wall() {
267 self.classname = "func_assault_wall";
268 self.mdl = self.model;
269 setmodel(self, self.mdl);
270 self.solid = SOLID_BSP;
271 self.think = assault_wall_think;
272 self.nextthink = time;
276 // reset objectives, toggle spawnpoints, reset triggers, ...
277 void assault_new_round() {
279 // this assumes self.classname == "func_assault_roundend"!
280 self.cnt = self.cnt + 1;
282 // swap spawn point teams
284 local entity oldself;
286 // reward attackers for winning the round
287 ent = find(world, classname, "player");
289 if(ent.team == assault_attacker_team) {
290 UpdateFrags(ent, 10);
292 ent = find(ent, classname, "player");
295 // swap attacker/defender roles
296 if(assault_attacker_team == COLOR_TEAM1) {
297 assault_attacker_team = COLOR_TEAM2;
299 assault_attacker_team = COLOR_TEAM1;
302 ent = find(world, classname, "info_player_deathmatch");
307 if(self.team == COLOR_TEAM1) {
308 self.team = COLOR_TEAM2;
310 self.team = COLOR_TEAM1;
314 ent = find(ent, classname, "info_player_deathmatch");
317 // reset all objectives
318 ent = find(world, classname, "target_objective");
323 assault_objective_reset();
326 ent = find(ent, classname, "target_objective");
329 // reset all target_object_decrease
330 ent = find(world, classname, "target_objective_decrease");
334 ent = find(ent, classname, "target_objective_decrease");
337 // reset all func_assault_destructible
338 ent = find(world, classname, "func_assault_destructible");
343 assault_destructible_reset();
345 ent = find(ent, classname, "func_assault_destructible");
348 ent = find(world, classname, "target_assault_roundstart");
355 ent = find(ent, classname, "target_assault_roundstart");
358 // actually restart round... how to do that?
359 ent = find(world, classname, "player");
365 ent = find(ent, classname, "player");
371 void target_assault_roundend() {
372 self.cnt = 0; // round counter
373 self.classname = "target_assault_roundend";
374 self.use = assault_new_round;
377 void assault_roundstart_use() {
379 local entity oldself;
380 ent = find(world, targetname, self.target);
386 ent = find(ent, targetname, self.target);
390 void target_assault_roundstart() {
391 assault_attacker_team = COLOR_TEAM1;
392 self.classname = "target_assault_roundstart";
393 self.use = assault_roundstart_use;
394 self.think = assault_roundstart_use;
395 self.nextthink = time + 0.1;