FF - What the hell! Options
[WTF?]Dr_Bones
#1 Posted: : Monday, October 01, 2007 12:17:51 PM
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Ok, can someone tell me what the devs were smoking when they made Fortress Forever? Why did they, or what's better by using a LUA command system then just creating the standard ent set like all other mods do. I was just reading up on all this LUA stuff and what's needed to create a FF map and I can say that I'm sure there are mappers going "wth, I'm not mapping for FF with this lua crap"

I'm going to try and convert one of my maps with this system and see how much of a pain it is, and from what I've been reading it's a big pain but I hope it's not that bad. Wish me luck.... lol
[WTF?]Dr_Bones
Professional 3D Level Designer, Draco Studios
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MakeSureItsCharcoalGrilled
#2 Posted: : Monday, October 01, 2007 12:22:36 PM
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yeah llenta was giving out about it. it seems the FF devs aren't the brightest. thmod will be dead by the time i get aorund to getting a system that can play TF2, which wont be too long mind you.
yeah, i'm a cranky 'oul fucker. deal with it.
llenta
#3 Posted: : Monday, October 01, 2007 2:50:17 PM
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yeah, lua fucking sucks.

when hl2ctf came out i was able to port about 5 maps over the span of 1 weekend.  it would have been more but I wasn't home most of the time.  I was working on porting school into ff but the lua crap was really confusing and i'm still not sure if i'm going to be able to get it working.  I spent a few hours making triggers all over the entire map just so that the naming will be there in the locations.  I also don't like how they made the entities and the naming system.  If you tried mapping for ff you would know what i'm talking about.  hopefully by next weekend i might have enough progress to try and compile and see if it works, but i'm not counting on it.

all i have to say is that its actually quite a bit of work just to port a single map.

[WTF?]Dr_Bones
#4 Posted: : Monday, October 01, 2007 2:54:21 PM
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I wonder if I should even bother trying then. I would like to keep the hair I have atm and without adding more grey to it. lol
[WTF?]Dr_Bones
Professional 3D Level Designer, Draco Studios
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Murdy
#5 Posted: : Monday, October 01, 2007 5:01:05 PM
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all i have to say is i dont have the time too laern lua code. I also feel like its a level of control ,if you cant code are coders will do it for you.
Yes its time again to Play WTF did Murdy Just type
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bitchmaker
#6 Posted: : Tuesday, October 02, 2007 8:10:34 AM
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I agree, it is a level of control and it will be the cause of their mod's death. If people can't make custom content easily  then pretty soon players will get tired of the mod.
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llenta
#7 Posted: : Tuesday, October 02, 2007 12:47:00 PM
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stay tuned, I have just finished all the enitity work in the .vmf file and now i will attempt to create the lua code file.  hopefull i will be able to get somewhat of a working map by the end of the week.  From my understanding, even if the lua code isn't done 100% correctly, it will still run, certain features just won't run correctly.  like i said, i will try to get a working model by the end of the week.
Sacrifist
#8 Posted: : Tuesday, October 02, 2007 12:59:53 PM
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..... Its pretty easy actually. Why are you guys having troubles? The devs were very smart by implementing it because the gamemode possiblilities are endless. Ok, if your making a ctf map all you have to do is copy one of the lua files thats already in your maps folder and change the name to your mapname. For example, say your mapname was ff_balls and its standard 2 team ctf. Here is the lua for it

IncludeScript("base_ctf")
IncludeScript("base_location");
IncludeScript("base_respawnturret");

-----------------------------------------------------------------------------
-- startup
-----------------------------------------------------------------------------

function startup()
 -- set up team limits
 local team = GetTeam( Team.kBlue )
 team:SetPlayerLimit( 0 )
 team:SetClassLimit( Player.kCivilian, -1 )

 team = GetTeam( Team.kRed )
 team:SetPlayerLimit( 0 )
 team:SetClassLimit( Player.kCivilian, -1 )

 team = GetTeam( Team.kYellow )
 team:SetPlayerLimit( -1 ) 

 team = GetTeam( Team.kGreen )
 team:SetPlayerLimit( -1 )
end


-----------------------------------------------------------------------------
-- global overrides
-----------------------------------------------------------------------------
POINTS_PER_CAPTURE = 10
FLAG_RETURN_TIME = 60


Thats it, the code above will get you a perfect ctf map. Remember that if you copy and paste this that you'll have to change the extension to .lua from .txt!!!!
Now, I will break this down to better explain it for you guys.

 

 

IncludeScript("base_ctf")<-------------this is the base lua that is for ctf
IncludeScript("base_location");<-----------------this is if your using locations
IncludeScript("base_respawnturret"); <---------------this is if you have respawn turrets in your spawnrooms

-----------------------------------------------------------------------------
-- startup
-----------------------------------------------------------------------------

function startup()
 -- set up team limits
 local team = GetTeam( Team.kBlue )<------Team blue
 team:SetPlayerLimit( 0 )<------------0 means active team
 team:SetClassLimit( Player.kCivilian, -1 )<---- -1 means that the civilian class cannot be picked at all, you can do this with any class!!!

 team = GetTeam( Team.kRed )
 team:SetPlayerLimit( 0 )
 team:SetClassLimit( Player.kCivilian, -1 )

 team = GetTeam( Team.kYellow )
 team:SetPlayerLimit( -1 ) <---------- the -1 for the yellow and the green team below is -1 because they will not be used, hence 2 team ctf.

 team = GetTeam( Team.kGreen )
 team:SetPlayerLimit( -1 )
end


-----------------------------------------------------------------------------
-- global overrides
-----------------------------------------------------------------------------
POINTS_PER_CAPTURE = 10<--------set this number for how many points you want each player to get per capture
FLAG_RETURN_TIME = 60<-----------set this number for how long you want the flag to sit before it returns to its base if no one has it

llenta
#9 Posted: : Tuesday, October 02, 2007 2:45:03 PM
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yes, I was going to try that (copy and modify another lua code).  but i will also have to modify and add in all the location names matching those in my .vmf so that they show up in game.  it just takes a lot of time, which is something that i don't have much of these days with my new job and all.
Dick Cheney's Mechanical Heart
#10 Posted: : Tuesday, October 02, 2007 2:56:20 PM
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find and replace yo.

if its tedious manual shit, if you write up an explanation on how to do it I can help out. I am the find and replace MASTER.
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