--Bughunt script--- [[ Global Variables ]] ----------g_arena = nil -- The global arena class, to avoid having to pass it around functionsg_bGameRunning = false -- Is the game running?g_statsEvent = 0 -- holds the event for displaying stats when the game endsg_gameTime = nil -- holds the game timeg_startTime = nil -- for timer stuff--- Science Object A ---g_personA = nil -- the person currently holding Ag_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 -- the start time of when the flag has first entered the drop areag_currentDiffA = nilg_eventA = nilg_wonA = false----------------------------Flag spawnsg_x5 = 10776g_y5 = 1336g_x6 = 9400g_y6 = 10708--- Science Object B ---g_personB = nil -- the person currently holding Bg_calledB = false -- has the drop event just started?g_calledB2 = false -- has it reached 5 seconds yet?g_calledB3 = false -- has it reached 10 seconds yet?g_calledB4 = false -- has it reached 15 seconds yet?g_calledB5 = false -- has it reached 20 seconds yet?g_startTimeB = nil -- the start time of when the flag has first entered the drop areag_currentDiffB = nilg_eventB = nilg_wonB = false------------------------------ first drop area --g_x1 = 13227g_y1 = 247g_x2 = 13774g_y2 = 447------------------------ and the other area --g_x3 = 5676g_y3 = 2740g_x4 = 6152g_y4 = 2996------------------------dofile("bhstats.lua")function Arena_OnCreate(arena) g_arena = arena local cfg = GameSettings() cfg.minplayers = 1 cfg.gamedelay = 20 cfg.str_pregame = "Game starting in " cfg.str_noplayers = "Not Enough Players" cfg.bDesertedGameEnd = false cfg.bIngameTicker = true cfg.tckrUpdateSpacing = 1000 g_state = g_arena:Takeover_State(cfg) math.randomseed(os.time())end-- when a player kills another player drop some body parts for the killerfunction Player_OnDeath(killer, victim) if (victim:inventory_find("Science Object A") >= 1) then g_arena:item_create("Science Object A", 1, 10776, 1336) victim:Removeobjects() event_flush(eventA) return true end if (victim:inventory_find("Science Object B") >= 1) then g_arena:item_create("Science Object B", 1, 9400, 10708) victim:Removeobjects() event_flush(eventB) return true end local pos = victim:coords() --lets refill each marine's ammo, first heavy if (victim:getVehicle():vehicletypeid() == 104) then victim:inventory_modify("Ammo",400) killer:inventory_modify("Cash",2) g_arena:item_create("Ammo", 150, pos.x, pos.y) g_arena:item_create("Marine Heart", 1, pos.x, pos.y) return true --then for marine elseif (victim:getVehicle():vehicletypeid() == 100) then victim:inventory_modify("Ammo",400) killer:inventory_modify("Cash",2) g_arena:item_create("Ammo", 150, pos.x, pos.y) g_arena:item_create("Marine Heart", 1, pos.x, pos.y) return true --then for the medic elseif (victim:getVehicle():vehicletypeid() == 102) then victim:inventory_modify("Ammo",400) killer:inventory_modify("Cash",2) g_arena:item_create("Ammo", 150, pos.x, pos.y) g_arena:item_create("Marine Heart", 1, pos.x, pos.y) return true --and finally,for the sergeant elseif (victim:getVehicle():vehicletypeid() == 101) then victim:inventory_modify("Ammo",400) killer:inventory_modify("Cash",2) g_arena:item_create("Ammo", 150, pos.x, pos.y) g_arena:item_create("Marine Heart", 1, pos.x, pos.y) return true end if (g_bGameRunning == false) then -- if the game isn't running, don't record stats return elseif (killer:valid() == false) then -- if the killer was a turret/terrain we just increase the death count IncreaseDeath(victim) return elseif (killer.m_name == victim.m_name) then -- if the player killed themself we just increase the death count IncreaseDeath(victim) return end -- else one player killed another player, so we increase the kill count and death count respectively IncreaseKill(killer) IncreaseDeath(victim)endfunction FlagEventA(eventA) if (g_startTimeA ~= nil) then g_currentDiffA = (os.time() - g_startTimeA) end if (g_personA:spectator() == true) then g_arena:item_create("Science Object A", 1, 10776, 1336) event_destroy(eventA, g_arena) return true end if (g_personA:valid() == false) then event_destroy(eventA, g_arena) return true end 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)) or ((coords.x > g_x3) and (coords.x < g_x4) and (coords.y > g_y3) and (coords.y < g_y4)) == 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 he dies 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 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 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 g_wonA = true event_destroy(g_eventA) if ((g_wonA == true) and (g_wonB == true)) then g_arena:message("&The Marines have Captured the Science Objectives! Game Over") g_state:Endgame() 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 end return false endfunction FlagEventB(eventB) if (g_startTimeB ~= nil) then g_currentDiffB = (os.time() - g_startTimeB) end if (g_personB:spectator() == true) then g_arena:item_create("Science Object B", 1, 9400, 10708) event_destroy(eventB, g_arena) return true end if (g_personB:valid() == false) then event_destroy(eventB, g_arena) return true end local coords = g_personB:coords() if ( ((coords.x > g_x1) and (coords.x < g_x2) and (coords.y > g_y1) and (coords.y < g_y2)) or ((coords.x > g_x3) and (coords.x < g_x4) and (coords.y > g_y3) and (coords.y < g_y4)) == true ) then -- are they in a position to drop the flag? if (g_personB:inventory_find("Science Object B") >= 1) then -- is the player still alive? (if he dies this item will be removed) if (g_calledB == false) then g_startTimeB = os.time() g_personB:message("Dropping flag in 20 seconds") g_calledB = true end end if (g_currentDiffB == 5) then if (g_calledB2 == false) then g_personB:message("Dropping flag in 15 seconds") g_calledB2 = true end end if (g_currentDiffB == 10) then if (g_calledB3 == false) then g_personB:message("Dropping flag in 10 seconds") g_calledB3 = true end end if (g_currentDiffB == 15) then if (g_calledB4 == false) then g_personB:message("Dropping flag in 5 seconds") g_calledB4 = true end end if (g_currentDiffB == 20) then if (g_calledB5 == false) then g_personB:message("Flag Dropped") g_personB:inventory_modify("Science Object B",-100) g_arena:item_create("Science Object B Captured", 1, coords.x, coords.y) g_calledB5 = true g_wonB = true event_destroy(g_eventB) if ((g_wonA == true) and (g_wonB == true)) then g_arena:message("&The Marines have Captured the Science Objectives! Game Over") g_state:Endgame() return true end end end elseif (g_calledB == true) then--they have the flag, but have now stepped out the area!! omg, lets reset their timer g_personB:message("You exited the flag drop area, timer has been reset") g_calledB = false g_calledB2 = false g_calledB3 = false g_calledB4 = false g_calledB5 = false end return falseendfunction 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(FlagEventA, -50, g_arena)-- whatever end return true elseif (loot_type.m_name == "Science Object A Captured") then looter:message("This objective has already been captured!") return false end if (loot_type.m_name == "Science Object B") 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_personB = looter g_eventB = event_create(FlagEventB, -50, g_arena)-- whatever end return true elseif (loot_type.m_name == "Science Object B Captured") then looter:message("This objective has already been captured!") return false end return trueend-- when a player enters the zone, it gives them this messagefunction Player_OnJoin(player) player:message("&Note: Welcome to Bughunt, Check out Skrallistan at www.skrallistan.co.nr! Post any Ideas/Suggestions you have on there!") WipePlayerStats(player) Removeobjects(player)end-- when the game starts, it sets gameRunning to truefunction Arena_OnGameStart() g_arena:item_create("Science Object A", 1, 10776, 1336) g_arena:item_create("Science Object B", 1, 9400, 10708) g_startTime = os.time() g_bGameRunning = true g_gameTime = os.time() for x = 1, g_arena:num() do local player = g_arena:get(x) WipePlayerStats(player) Removeobjects(player) end --- Lets clear all the crap for the next game --- 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 -- the start time of when the flag has first entered the drop area g_currentDiffA = nil g_eventA = nil g_wonA = false g_personB = nil -- the person currently holding B g_calledB = false -- has the drop event just started? g_calledB2 = false -- has it reached 5 seconds yet? g_calledB3 = false -- has it reached 10 seconds yet? g_calledB4 = false -- has it reached 15 seconds yet? g_calledB5 = false -- has it reached 20 seconds yet? g_startTimeB = nil -- the start time of when the flag has first entered the drop area g_currentDiffB = nil g_eventB = nil g_wonB = falseend-- when the game finishes, it sets gameRunning to falsefunction Arena_OnGameEnd()DisplayStats()if ((g_wonA == false) or (g_wonB == false)) theng_arena:message("Skrall is Victorious!") --stop all events that are still running event_flush(g_arena) g_bGameRunning = false endendfunction DisplayCoords()h = g_arena:getPlayer("HellSpawn"):coords()g_arena:message("x = " .. h.x .. " y = " .. h.y .. "")endfunction Arena_TickerUpdate() -- Set some locals if g_startTime ~= nil then local currentTime = (600 - (os.time() - g_startTime)) if (currentTime == 0) then g_state:Endgame() end -- Show the timer g_state:SetNotice(0, "Game Time = " .. currentTime .. "") endendfunction Removeobjects(player) player:inventory_modify("Science Object A", -1000) player:inventory_modify("Science Object A", -1000)end