--Bughunt script
--- [[ Global Variables ]] ----------
g_arena = nil -- The global arena class, to avoid having to pass it around functions
g_bGameRunning = false -- Is the game running?
g_personA = nil -- the person currently holding A
g_calledA = false -- has the drop event just started?
g_calledA2 = false -- has it reached 5 seconds yet?
g_calledA3 = false -- has it reached 10 seconds yet?
g_calledA4 = false -- has it reached 15 seconds yet?
g_calledA5 = false -- has it reached 20 seconds yet?
g_startTimeA = nil
g_currentDiffA = nil
g_eventA = nil
-- One Spawn Point --
g_x1 = 13227
g_y1 = 247
g_x2 = 13774
g_y2 = 447
-----------------------
function Arena_OnCreate(arena)
g_arena = arena
math.randomseed(os.time())
end
-- when a player kills another player drop some body parts for the killer
function Player_OnDeath(killer, victim)
victim:inventory_modify("Science Object A",-100)
local pos = victim:coords()
if (victim:getVehicle():vehicletypeid() >= 200) then
g_arena:item_create("Body Parts", 2, pos.x, pos.y)
end
end
function FlagHolderEventA(noob)
if (g_startTimeA ~= nil) then
g_currentDiffA = (os.time() - g_startTimeA)
end
--local player = g_personA
local coords = g_personA:coords()
if ( ((coords.x > g_x1) and (coords.x < g_x2) and (coords.y > g_y1) and (coords.y < g_y2)) == true ) then -- are they in a position to drop the flag?
if (g_personA:inventory_find("Science Object A") >= 1) then -- is the player still alive? (if the die this item will be removed)
if (g_calledA == false) then
g_startTimeA = os.time()
g_personA:message("Dropping flag in 20 seconds")
g_calledA = true
end
if (g_currentDiffA == 5) then
if (g_calledA2 == false) then
g_personA:message("Dropping flag in 15 seconds")
g_calledA2 = true
end
end
if (g_currentDiffA == 10) then
if (g_calledA3 == false) then
g_personA:message("Dropping flag in 10 seconds")
g_calledA3 = true
end
end
if (g_currentDiffA == 15) then
if (g_calledA4 == false) then
g_personA:message("Dropping flag in 5 seconds")
g_calledA4 = true
end
end
if (g_currentDiffA == 20) then
if (g_calledA5 == false) then
event_destroy(g_eventA)
g_personA:message("Flag Dropped")
g_personA:inventory_modify("Science Object A",-100)
g_arena:item_create("Science Object A Captured", 1, coords.x, coords.y)
g_calledA5 = true
end
end
end
elseif (g_calledA == true) then--they have the flag, but have now stepped out the area!! omg, lets reset their timer
g_personA:message("You exited the flag drop area, timer has been reset")
g_calledA = false
g_calledA2 = false
g_calledA3 = false
g_calledA4 = false
g_calledA5 = false
return false
end
end
function Item_OnPickUp(looter, loot, loot_type, amounttopickup)
if (loot_type.m_name == "Science Object A") then
-- Dont't let skrall or any other class besides sergeant pick it up
if (looter:getVehicle():vehicletypeid() >= 200) then
looter:message("You can't eat the science objects!")
return false
elseif (looter:getVehicle():vehicletypeid() == 104) then
looter:message("Only the Sergeant may capture the Science objects!")
return false
elseif (looter:getVehicle():vehicletypeid() == 100) then
looter:message("Only the Sergeant may capture the Science objects!")
return false
elseif (looter:getVehicle():vehicletypeid() == 102) then
looter:message("Only the Sergeant may capture the Science objects!")
return false
elseif (looter:getVehicle():vehicletypeid() == 103) then
looter:message("Only the Sergeant may capture the Science objects!")
return false
elseif (looter:getVehicle():vehicletypeid() == 101) then
g_personA = looter
g_eventA = event_create(FlagHolderEventA, -50, g_arena) -- Hi
return true
end
elseif (loot_type.m_name == "Science Object A Captured") then
looter:message("This objective has already been captured!")
return false
end
return true
end
-- when a player enters the zone, it gives them this message
function Player_OnJoin(player)
player:message("&Note: Welcome to Bughunt. Report any bugs or suggestions on the forums!")
end
-- when the game starts, it sets gameRunning to true
function Arena_OnGameStart()
g_bGameRunning = true
end
-- when the game finishes, it sets gameRunning to false
function Arena_OnGameEnd()
g_bGameRunning = false
end