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obsolete:lua:gungame_lua

GunGame Lua

Note: This script needs GoldenEye Source Beta 3.1 to run. Also make sure you save it as Unicode not UTF8

<lua> –

g_bInWarmup = true; g_bStartedRound = false; g_bWaitingForPlayers = true;

iPlayersLevel = {}; iAlivePlayers = {};

weapList = {“golden_pp7”, “golden_gun”, “ar33”, “rcp90”, “d5k”, “phantom”, “zmg”, “kf7”, “auto_shotgun”, “shotgun”, “cmag”, “sniper_rifle”, “pp7”, “klobb”, “knife_throwing”, “grenade”, “knife”};

iMaxLevel = 17;

warmUp = 0;

function round2(num, idp)

return tonumber(string.format("%." .. (idp or 0) .. "f", num))

end

========================================================================

function OnLoadGamePlay()

CreateCVar(“gg_avglevel”, “1”, “Give new players average level on join”);

CreateCVar("gg_warmup", "45", "The warm up time in seconds");
CreateCVar("gg_deathmatch", "0", "Enable DeathMatch");

LoadConfig();	
for i=1,32 do
	iPlayersLevel[[i]] = 0;
end 
warmUp = GetTime() + tonumber( GetCVar("gg_warmup") );

end

========================================================================

function GetGameDescription()

if IsTeamplay() then
	return "Team Gun Game";
else
	return "Gun Game";
end

end

========================================================================

function PlayerConnect(player)

if (GetCVar(“gg_avglevel”) ~= “0” and g_bInWarmup == false) then

	iPlayersLevel[[player]] = AvgLevel();
else
	iPlayersLevel[[player]] = 1;
end
iAlivePlayers[[player]] = false;

ClientPrintPlayer(player, HUD_PRINTTALK, “�%s1 Gun Game”, “#GES_GP_INTRO”);

ClientPrintPlayer(player, HUD_PRINTTALK, "�%s1", "#GES_GP_HELP");

end

========================================================================

function PlayerDisconnect(player)

iPlayersLevelplayer = 0;

iAlivePlayers[[player]]=false;

end

========================================================================

function PlayerKilled( victim, killer, weapId )

if ( g_bStartedRound == false ) then
	Msg("Pre Round!");
	return;
end
iAlivePlayers[[victim]] = false;
if (victim == killer) then

if (iPlayersLevelkiller > 1) then

		AddToPlayerScore( killer, -1 );
		iPlayersLevel[[killer]] = iPlayersLevel[[killer]]-1;
	end

elseif ( IsTeamplay() and GetPlayerTeam(killer) == GetPlayerTeam(victim) ) then

if (iPlayersLevelkiller > 1) then

		AddToPlayerScore( killer, -1 );
		iPlayersLevel[[killer]] = iPlayersLevel[[killer]]-1;
	end

elseif (WeaponName(weapId) == weapList[iPlayersLevel[killer]] or WeaponName(weapId) == “knife” or WeaponName(weapId) == “slappers”) then

if (WeaponName(weapId) == “knife” and iPlayersLevelvictim > 1) then

		iPlayersLevel[[victim]] = iPlayersLevel[[victim]] - 1;
		AddToPlayerScore( victim, -1 );
		ClientPrintAll(HUD_PRINTTALK, "�%s1 �was knifed and Lost a level.", PlayerName(victim));
	end
	if (WeaponName(weapId) == "slappers") then
		if (iPlayersLevel[[victim]] > 1) then
			
			iPlayersLevel[[victim]] = iPlayersLevel[[victim]] - 1;
			AddToPlayerScore( victim, -1 );
			ClientPrintAll(HUD_PRINTTALK, "�%s1 �was slapped and lost a level and �%s2 �gained armor!", PlayerName(victim), PlayerName(killer));
		else			
			ClientPrintAll(HUD_PRINTTALK, "�%s1 �was slapped to death and �%s2 �gained armor!", PlayerName(victim), PlayerName(killer));
		end	
		PlayerSetArmor( killer, GE_MAX_ARMOR );
		
	end

AddToTeamScore( GetPlayerTeam(killer), 1 );

	AddToPlayerScore( killer, 1 );

iPlayersLevelkiller = iPlayersLevelkiller+1;

PrintCurLevel(killer);

if (iPlayersLevelkiller > iMaxLevel) then

		SetPlayerWinner(killer);
		EndMatch();
	else
		GivePlayerWeapons(killer);
	end
end

end

========================================================================

function PlayerSay( player, text )

if (text == “!help”) then

PrintHelp( player );

	return true;

elseif (text == “!level”) then

PrintCurLevel( player );

	return true;

elseif (text == “!weapons”) then

PrintWeapons( player );

	return true;

elseif (text == “!commands”) then

	PrintCommands( player );
	return true;
else
	return false;
end

return false; end

========================================================================

function CanPlayerHaveWeapon( player, weapId )

if ( WeaponName(weapId) == weapList[iPlayersLevel[player]] or WeaponName(weapId) == “knife” or WeaponName(weapId) == “slappers”) then

	return true;
end

return false;

end

========================================================================

function PreRoundBegin()

DisableRoundTimer();

DisableWeaponSpawns();
DisableAmmoSpawns();
DisableArmorSpawns();

ResetAllPlayersScores(); end

========================================================================

function PostRoundBegin()

local leadPlayer = 1;
local tie = false; 
for i=1,32 do
	if (IsValidPlayer(i) and GetPlayerTeam(i) ~= TEAM_SPECTATOR) then
		if (iPlayersLevel[[i]] > iPlayersLevel[[leadPlayer]]) then
			leadPlayer = i;
			tie = false;
		elseif (iPlayersLevel[[i]] == iPlayersLevel[[leadPlayer]]) then
			tie = true;
		end
	end
end

if (IsValidPlayer(leadPlayer) and iPlayersLevelleadPlayer > 1 ) then

	if (tie == true) then
		ClientPrintAll(HUD_PRINTTALK, "�Current Leader: �Tie on Level " .. iPlayersLevel[[leadPlayer]] );
	else
		ClientPrintAll(HUD_PRINTTALK, "�Current Leader: �" .. PlayerName(leadPlayer) .. " �(Level " .. iPlayersLevel[[leadPlayer]] .. ")" );
	end
end
for i=1,32 do
	if ( iPlayersLevel[[i]] ~= 0 ) then
		AddToPlayerScore( i, iPlayersLevel[[i]] );
		iAlivePlayers[[i]] = true;
		PrintCurLevel(i);
		GivePlayerWeapons(i);	
	end
end
if ( g_bInWarmup == false ) then
	g_bStartedRound = true;
end

end

========================================================================

function CanPlayerRespawn(plyr)

if (g_bStartedRound == false) then

	return true;
end
if (GetCVar("gg_deathmatch") == "0") then
	return iAlivePlayers[[plyr]];
else
	return true;
end

end

========================================================================

function CanMatchEnd()

local level = 0;
for i=1,32 do
	if (IsValidPlayer(i) and GetPlayerTeam(i) ~= TEAM_SPECTATOR and iPlayersLevel[[i]] > level) then
		level = iPlayersLevel[[i]];
	end
end
if (level > (iMaxLevel - 3) and level < iMaxLevel) then
	return false;
else
	return true;
end

end

========================================================================

function CalcFinalScores()

for i=1,32 do
	if (IsValidPlayer(i) and GetPlayerTeam(i) ~= TEAM_SPECTATOR) then
		SetPlayerFinalScore(i, iPlayersLevel[[i]]);
	end
end

end

========================================================================

function Think()

if (warmUp ~= 0 and GetTime() > warmUp) then
	if (GetNumActivePlayers() < 2) then
		ClientPrintAll( HUD_PRINTCENTER, "Waiting For Players ..." );
		return;
	end
	g_bInWarmup = false;
	EndRound(false);
	warmUp = 0;
elseif (warmUp ~= 0 ) then

	ClientPrintAll( HUD_PRINTCENTER, "Warmup: " .. round2((warmUp - GetTime()), 0) );
	return;
else
	if ( GetNumActivePlayers() < 2 ) then
		g_bStartedRound = false;
		g_bWaitingForPlayers = true;
		return;
	else
		g_bWaitingForPlayers = false;
	end
	if ( g_bWaitingForPlayers ) then
		g_bWaitingForPlayers = false;
		warmUp = GetTime() + 30;
		g_bInWarmup = true;
	end
end
if (GetCVar("gg_deathmatch") ~= "0") then
	return;
end
local iMI6PlayersLeft = 0;
local iJanusPlayersLeft = 0;
local iAlivePlayers = 0;
for i=0,31 do
	if(IsValidPlayer(i) and IsPlayerDead(i) == false and GetPlayerTeam(i) ~= TEAM_SPECTATOR) then
		if (GetPlayerTeam(i) == TEAM_MI6) then
			iMI6PlayersLeft = iMI6PlayersLeft + 1;
		elseif (GetPlayerTeam(i) == TEAM_JANUS) then
			iJanusPlayersLeft = iJanusPlayersLeft + 1;
		end
	end
end
iAlivePlayers = iMI6PlayersLeft + iJanusPlayersLeft;
if (iAlivePlayers == 1) then
	for i=0,31 do
		if (IsValidPlayer(i) and IsPlayerDead(i) == false and GetPlayerTeam(i) ~= TEAM_SPECTATOR) then
			SetPlayerWinner(i);
		end
	end
end
if (IsTeamplay() == true) then

if ( (iMI6PlayersLeft == 0) and (iJanusPlayersLeft == 0) ) then

		EndRound();
		g_bStartedRound = false;
	elseif ( iMI6PlayersLeft == 0 and iJanusPlayersLeft > 0 ) then
		AddToTeamScore( TEAM_JANUS, 10 );
		SetTeamWinner( TEAM_JANUS );
		EndRound();
		g_bStartedRound = false;
	elseif ( iJanusPlayersLeft == 0 and iMI6PlayersLeft > 0 ) then
		AddToTeamScore( TEAM_MI6, 10 );
		SetTeamWinner( TEAM_MI6 );
		EndRound();
		g_bStartedRound = false;
	end
else

if ( GetNumAlivePlayers() ⇐ 1 ) then

		EndRound();
		g_bStartedRound = false;
	end

end

end

========================================================================

function PostPlayerSpawn( player )

if (iPlayersLevelplayer == 0) then

	iPlayersLevel[[player]] = 1;
end
GivePlayerWeapons(player);

end

========================================================================

function PrintCurLevel( player )

if (player ⇐ 0 or player > 32) then

	return;
end

if (iPlayersLevelplayer > 0) then

	ClientPrintPlayer(player, HUD_PRINTTALK, "%s1 %s2", "�Level " .. iPlayersLevel[[player]] .. ": ", WeaponPrintName(weapList[iPlayersLevel[player]]));
else
	ClientPrintPlayer(player, HUD_PRINTTALK, "�You are currently not playing" );
end

end

========================================================================

function GivePlayerWeapons( player )

if ( IsPlayerDead(player) == true or iPlayersLevelplayer == 0 ) then

	return;
end

StripAllWeapons(player);

GiveNamedWeapon(player, “slappers”, 0);

GiveNamedWeapon(player, "knife", 0);

if (iPlayersLevelplayer ~= iMaxLevel) then

  1. -string = “Player ID: ” .. player .. “, Level: ” .. iPlayersLevelplayer;
  2. -Msg( string );
	if (weapList[iPlayersLevel[player]] == "grenade") then
		GiveNamedWeapon(player, weapList[iPlayersLevel[player]], 1);
	else
		GiveNamedWeapon(player, weapList[iPlayersLevel[player]], 90);
	end
	SwitchToWeapon( player, weapList[iPlayersLevel[player]] );
else

	SwitchToWeapon( player, "knife" );
end

end

========================================================================

function AvgLevel()

local level = 0;
local count = 0;
for i=1,32 do
	if (IsValidPlayer(i) and GetPlayerTeam(i) ~= TEAM_SPECTATOR) then
		level = level + iPlayersLevel[[i]];
		count = count + 1;
	end
end
if (count == 0) then
	return 1;
else 
	level = level / count;
	return level;
end;

end

========================================================================

function PrintHelp( player )

ClientPrintPlayer(player, HUD_PRINTTALK, “�——————————————————————”);

ClientPrintPlayer(player, HUD_PRINTTALK, "         GES: %s1", "#GES_GP_GUNGAME_TITLE");
ClientPrintPlayer(player, HUD_PRINTTALK, "�------------------------------------------------------------------");
ClientPrintPlayer(player, HUD_PRINTTALK, "%s1", "#GES_GP_GUNGAME_H1"); 
ClientPrintPlayer(player, HUD_PRINTTALK, "%s1", "#GES_GP_GUNGAME_H2");
ClientPrintPlayer(player, HUD_PRINTTALK, "%s1", "#GES_GP_GUNGAME_H3");
ClientPrintPlayer(player, HUD_PRINTTALK, "%s1", "#GES_GP_GUNGAME_H4");
ClientPrintPlayer(player, HUD_PRINTTALK, "�Type !commands for commands");
ClientPrintPlayer(player, HUD_PRINTTALK, "�------------------------------------------------------------------");

end

========================================================================

function PrintWeapons( player )

ClientPrintPlayer(player, HUD_PRINTTALK, “�——————————————————————”);

ClientPrintPlayer(player, HUD_PRINTTALK, "         GunGame Weapons Order");
ClientPrintPlayer(player, HUD_PRINTTALK, "�------------------------------------------------------------------");
for i=1,iMaxLevel do
	ClientPrintPlayer(player, HUD_PRINTTALK, "%s1: %s2", i, WeaponPrintName(weapList[[i]]));
end
ClientPrintPlayer(player, HUD_PRINTTALK, "�------------------------------------------------------------------");

end

function PrintCommands( player )

ClientPrintPlayer(player, HUD_PRINTTALK, "�------------------------------------------------------------------");
ClientPrintPlayer(player, HUD_PRINTTALK, "         GunGame Commands");
ClientPrintPlayer(player, HUD_PRINTTALK, "�------------------------------------------------------------------");
ClientPrintPlayer(player, HUD_PRINTTALK, "Type !help for help");
ClientPrintPlayer(player, HUD_PRINTTALK, "Type !level for current level");
ClientPrintPlayer(player, HUD_PRINTTALK, "Type !weapons for weapon order");
--ClientPrintPlayer(player, HUD_PRINTTALK, "Type !top10 for top 10 players");
ClientPrintPlayer(player, HUD_PRINTTALK, "�------------------------------------------------------------------");

end </lua>

obsolete/lua/gungame_lua.txt · Last modified: 2023/09/03 18:43 by 127.0.0.1