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Revista CD Expert 32
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Army Men TiS
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data1.cab
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rules
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ctf_common.txt
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1999-10-08
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3KB
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87 lines
//////////////////////////////////////////////////////////////////////////////
// Capture the flag rules common to ctf and ctf_death
//////////////////////////////////////////////////////////////////////////////
// define the pads near each of the flag bases (used by AI)
pad neargreenbase 15 greensarge1
pad neartanbase 16 tansarge1
pad nearbluebase 17 bluesarge1
pad neargreybase 18 greysarge1
// @1 = color, @2 = Capitalized color (e.g. "Green"),
// @3 = other color, @4 = other color flagbase letter
macro bringHomeEnemyFlag 4
{
if padon @1base testvar hasitem @1sarge1 @3flag1 = 1 and isAlly @1 @3 = 0 then
showmessage "@2 scored with @3 flag",
trigger @1CapturedFlag,
dropitem @1sarge1 @3flag1 @4flagbase
}
// playsounds if a flag is picked up by an enemy
macro playPickupSound 2
{
if pickedup @1flag1 by @2 testvar isAlly @1 @2 = 0 then
playsound "mp_got@1.wav" (0,0) 3 1
}
// @1 = color, @2 = Capitalized color (e.g. "Green"), @3 = flagbase letter (e.g. 'g')
// @4-6 are other colors, @7-8 are other colors flagbase letters
macro ctfevents 9
{
// deploy flags for colors in game and set the flags to strategic
if startup1 testvar iscoloringame @1 > 0 then
deploy @3flagbase,
deploy @1flag1 @3flagbase,
setitemflag @1flag1 strategic 1,
setitemflag @1flag1 stratsquare 1
// check for a sarge bringing home an enemy flag
expand bringHomeEnemyFlag ( @1 "@2" @4 @7 )
expand bringHomeEnemyFlag ( @1 "@2" @5 @8 )
expand bringHomeEnemyFlag ( @1 "@2" @6 @9 )
// update scores and show/play effects
if @1CapturedFlag then
createexplosion @1base 137 0 @1,
playsound "mp_ctftobase.wav" (0,0) 1 2,
addvar @1score captureFlagBonus,
trigger check@1wins
// if flag is dropped and not picked up for 2 minutes then return it to it's base
variable @1FlagTimeOutVar 0
variable @1FlagLastTimeOutVar 1
if dropped @1flag1 then
triggerdelay 120000 @1FlagCheckTimeOut
if pickedup @1flag1 then
addvar @1FlagTimeOutVar 1
if @1FlagCheckTimeOut testvar @1FlagTimeOutVar = @1FlagLastTimeOutVar then
showmessage "@2 Flag was dropped and not picked up for 2 minutes - moved to base",
createexplosion @1flag1 128 0 @1,
playsound "mp_rebaseflag.wav" (0,0) 2 1,
moveitem @1flag1 @3flagbase,
triggerdelay 1000 @1FlagLastTimeOutIncr
if @1FlagCheckTimeOut testvar @1FlagTimeOutVar <> @1FlagLastTimeOutVar then
triggerdelay 1000 @1FlagLastTimeOutIncr
if @1FlagLastTimeOutIncr then
addvar @1FlagLastTimeOutVar 1
// playsounds if a flag is picked up by an enemy
expand playPickupSound ( @1 @4 )
expand playPickupSound ( @1 @5 )
expand playPickupSound ( @1 @6 )
}
expand ctfevents ( green "Green" g tan blue grey t b gr )
expand ctfevents ( tan "Tan" t green blue grey g b gr )
expand ctfevents ( blue "Blue" b green tan grey g t gr )
expand ctfevents ( grey "Grey" gr green tan blue g t b )