---------------------------------------------------------------- -- level specific Server script for Property Pushback in AG small property -- this script requires a base script -- this script should be in the zone script in the DB ---------------------------------------------------------------- -------------------------------------------------------------- -- Includes -------------------------------------------------------------- require('zone/PROPERTY/L_BASE_PROPERTY_SERVER') --////////////////////////////////////////////////////////////////////////////////// -- User Config local variables --GROUPS, set in Happy Flower on objects local Group = { ClaimMarker = "ClaimMarker", -- claimmarker object that the player rebuilds Generator = "Generator", -- object the player smashes to get the claimmarker quickbuild Guard = "Guard", -- mission giver npc PropertyPlaque = "PropertyPlaque", -- make sure this matching the client script PropertyVendor = "PropertyVendor", -- the object the player actually rents the property from Spots = "Spots", -- the fx on the ground that don't damage the player and say until the player places a model MSClouds = "maelstrom", -- the damaging maelstrom cloud FX around the property Enemies = "strombies", -- all the enemies on the map, no matter what spawner network they are in FXManager = "FXObject" -- the hidden object underground (small yellow box) that controls all the env fx for the map } --Spawner networks, set in happy flower local Spawners = { enemy = { "StrombieWander","Strombies" }, -- this can be as many spawner networks as necessary, --but all spawner networks with enemies should be listed claimMarker = "ClaimMarker", --the spawner network for the claim marker, should only be one node generator = "Generator", --the spawner network for the generator, should only be one node DamageFX = "MaelstromFX", -- the spawner network for the damaging maelstrom clouds FXSpots = "MaelstromSpots", -- the spawner network for the non-damaging fx spots PropMG = "PropertyGuard" -- spawns the mission giver for this property } -- player flags. These have to be different for each property map. these are set up in the db local flags = { defeatedProperty = 71, -- when the player builds the claim marker, this flag is set placedModel = 73 -- when a player places a model for the first time, this flag is set } ---------------------------------------------------------------- -- leave the functions below alone ---------------------------------------------------------------- function onStartup(self) setGameVariables(Group,Spawners,flags) baseStartup(self,msg,newMsg) end ---------------------------------------------------------------- -- Called when the player fully loads into the map, passes the variables set above, -- Sets up the map for maelstrom if the player has not defeated this map before ---------------------------------------------------------------- function onPlayerLoaded(self, msg) basePlayerLoaded(self,msg,newMsg) end ---------------------------------------------------------------- -- called when the player rents a zone, turns on the property border ---------------------------------------------------------------- function onZonePropertyRented(self, msg) baseZonePropertyRented(self,msg,newMsg) end ---------------------------------------------------------------- -- called when the player places a model, the first time it turns off the spots and sets a player flag ---------------------------------------------------------------- function onZonePropertyModelPlaced(self, msg) baseZonePropertyModelPlaced(self,msg,newMsg) end ---------------------------------------------------------------- -- called from the generator object and the claimmarker object when they die ---------------------------------------------------------------- function notifyDie(self,other,msg) baseNotifyDie(self,other,msg) end ---------------------------------------------------------------- -- called when notify object message is recieved ---------------------------------------------------------------- function onNotifyObject(self,msg) baseNotifyObject(self,msg,newMsg) end ---------------------------------------------------------------- -- called when timers are done ---------------------------------------------------------------- function onTimerDone(self,msg) baseTimerDone(self,msg,newMsg) end