script :
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
mm1 = {
config = {
destroyonexit = true; -- Destroy turrets on player exit? If not then it will just change owner id of turret to 0.
gfx_base = "gfx/mafia_man/mm1/turret_base.png"; -- The thingy under turret
turret = {
["rocket"] = {
name = "Rocket Cannon";
projid = 48; -- Projectile id
health = 200; -- Turret health
price = 1000;
gfx = "gfx/mafia_man/mm1/turret_rocket.png";
shootself = false; -- If true then it shoots owner team players or only owner if deathmatch. If false it will only shoot enemies
range = 240; -- range of turret in pixels (checking for players)
flydist = 240; -- (0-X pixels) if it's -1 then distance from turret to player at aim time
shoot_delay = 2000; -- In milliseconds
aim_delay = 100; -- In milliseconds
explode = true; -- explode if destroyed?
exp_size = 100; -- explosion size
exp_damage = 25; -- explosion damage
f_if = nil; --[[ special condition usage example:
f_if = function(id)
-- This will turret will only shoot if player health is lower than his max health
if player(id, "health") < player(id, "maxhealth") then
return true
else
return false
end
end; ]]
};
["bandage"] = {
name = "Bandage Dispenser";
projid = 65; -- Projectile id
health = 100; -- Turret health
price = 5000;
gfx = "gfx/mafia_man/mm1/turret_dispenser.png";
shootself = true; -- If true then it shoots owner team players or only owner if deathmatch. If false it will only shoot enemies
range = 250; -- range of turret in pixels (checking for players)
flydist = -1; -- (0-X pixels) if it's -1 then distance from turret to player at aim time
shoot_delay = 2500; -- In milliseconds
aim_delay = 100; -- In milliseconds
explode = true; -- explode if destroyed?
exp_size = 100; -- explosion size
exp_damage = 25; -- explosion damage
f_if = function(id)
-- This turret will only shoot if player health is lower than his max health
if player(id, "health") < player(id, "maxhealth") then
return true
else
return false
end
end;
};
};
};
turret_id = 1;
turrets = {};
images = {};
player = {};
}
function dist2p(x1, y1, x2, y2)
return math.sqrt((x2 - x1) ^ 2 + (y2 - y1) ^ 2)
end
function dir2p(x1, y1, x2, y2)
return math.deg(-math.atan2(x2 - x1, y2 - y1))
end
function shootlinedir(x, y, rot, pixels)
local steps = math.floor(pixels / 16) - 1
if steps <= 1 then return true end
rot = math.rad(rot)
local tx, ty
local i
for i = 1, steps do
x = x + math.sin(rot) * 16
y = y + -math.cos(rot) * 16
tx = math.floor(x / 32)
ty = math.floor(y / 32)
if tile(tx, ty, "wall") then
return false
end
end
return true
end
function mm1.CreateTurret(pid, tx, ty, type)
local t = mm1.config.turret[type]
mm1.turrets[mm1.turret_id] = {}
local m = mm1.turrets[mm1.turret_id]
m.tid = mm1.turret_id
m.pid = pid
m.type = type
m.tx = tx
m.ty = ty
m.x = tx * 32 + 16
m.y = ty * 32 + 16
m.hp = t.health
m.rot = 0
m.flydist = 0
if pid > 0 then
table.insert(mm1.player[pid].turrets, mm1.turret_id)
end
m.base = image(mm1.config.gfx_base, m.x, m.y, 0)
m.img = image(t.gfx, m.x, m.y, 1)
mm1.images[m.base] = m
imagehitzone(m.base, 103, -16, -16, 32, 32)
mm1.turret_id = mm1.turret_id + 1
tween_rotateconstantly(m.img, 7)
timer(t.shoot_delay, "mm1.UpdateTurret", m.tid)
end
function mm1.UpdateTurret(tid)
tid = tonumber(tid)
if not mm1.turrets[tid] then return end
local m = mm1.turrets[tid]
local t = mm1.config.turret[m.type]
local _, i, x, y
local shoot = false
for _, i in pairs(player(0, "tableliving")) do
shoot = false
local gm = game("sv_gamemode")
local t1 = player(m.pid, "team")
local t2 = player(i, "team")
if t.shootself then
-- If deathmatch
if gm == 1 then
-- If it's owner of turret
if i == m.pid then
shoot = true
end
-- If not deathmatch
else
-- If same team
if t1 == t2 then
shoot = true
end
end
else
-- If deathmatch
if gm == 1 then
if i > m.pid or i < m.pid then
shoot = true
end
-- If not deathmatch
else
if t1 > t2 or t1 < t2 then
shoot = true
end
end
end
-- Custom condition
if shoot then
if t.f_if then
if not t.f_if(i, m, t) then
shoot = false
end
end
end
if shoot then
x = player(i, "x")
y = player(i, "y")
m.flydist = dist2p(x, y, m.x, m.y)
if m.flydist < t.range then
m.rot = dir2p(x, y, m.x, m.y)
if shootlinedir(m.x, m.y, m.rot, m.flydist) then
if t.flydist >= 0 then
m.flydist = t.flydist
end
tween_rotate(m.img, t.aim_delay, m.rot)
imagepos(m.img, m.x, m.y, m.rot)
timer(t.aim_delay, "mm1.AttackPlayer", m.tid)
return
end
end
end
end
m.flydist = 0
timer(t.shoot_delay, "mm1.UpdateTurret", m.tid)
end
function mm1.AttackPlayer(tid)
tid = tonumber(tid)
if not mm1.turrets[tid] then return end
local m = mm1.turrets[tid]
local t = mm1.config.turret[m.type]
parse("spawnprojectile ".. m.pid .." ".. t.projid .." ".. m.x .." ".. m.y .." ".. m.flydist .." ".. m.rot)
tween_rotateconstantly(m.img, 7)
timer(t.shoot_delay, "mm1.UpdateTurret", m.tid)
end
function mm1.TurretMenu(id)
local str = "Build turret,"
local _, i
for _, i in pairs(mm1.config.turret) do
str = str .. i.name .. "|" .. i.price .. "$,"
end
menu(id, str)
end
function mm1.DestroyTurret(m)
local t = mm1.config.turret[m.type]
freeimage(m.img)
freeimage(m.base)
if t.explode then
parse("explosion " .. m.x .. " " .. m.y .. " " .. t.exp_size .." ".. t.exp_damage .." ".. m.pid)
end
mm1.turrets[m.tid] = nil
end
addhook("hitzone", "mm1.onHitzone")
function mm1.onHitzone(iid, pid, oid, wpn, ix, iy)
if mm1.images[iid] then
local m = mm1.images[iid]
m.hp = m.hp - itemtype(wpn, "dmg")
if m.hp < 0 then
mm1.DestroyTurret(m)
end
end
end
addhook("join", "mm1.onJoin")
function mm1.onJoin(id)
if player(id, "bot") then return end
mm1.player[id] = {}
mm1.player[id].turrets = {}
mm1.player[id].first = true
end
addhook("leave", "mm1.onLeave")
function mm1.onLeave(id)
if player(id, "bot") then return end
local _, i
for _, i in pairs(mm1.player[id].turrets) do
if mm1.turrets[i] then
if mm1.config.destroyonexit then
mm1.DestroyTurret(mm1.turrets[i])
else
mm1.turrets[i].pid = 0
end
end
end
end
addhook("serveraction", "mm1.onServeraction")
function mm1.onServeraction(id, key)
if key == 1 then
mm1.TurretMenu(id)
end
end
addhook("menu", "mm1.onMenu")
function mm1.onMenu(id, title, button)
if title == "Build turret" then
local _, i, tid
tid = 1
for _, i in pairs(mm1.config.turret) do
if tid == button then
mm1.player[id].turret = _
msg2(id, "©000255000Build anything with ©255255255wrench©000255000 to build ©255255255" .. i.name)
break
end
tid = tid + 1
end
end
end
addhook("buildattempt", "mm1.onBuildattempt")
function mm1.onBuildattempt(id, b, tx, ty)
if mm1.player[id].turret then
local money = player(id, "money")
local t = mm1.config.turret[mm1.player[id].turret]
if money >= t.price then
parse("setmoney ".. id .." ".. (money - t.price))
mm1.CreateTurret(id, tx, ty, mm1.player[id].turret)
if mm1.player[id].first then
msg2(id, "©255255255To build another turret you have to select it again from menu.")
mm1.player[id].first = nil
end
mm1.player[id].turret = nil
else
mm1.player[id].turret = nil
msg2(id, "©255000000You don't have enough money!@C")
msg2(id, "©155000000(You have to select turret again)@C")
end
return 1
end
end
addhook("endround", "mm1.onEndround")
function mm1.onEndround()
for i = 1, #mm1.turrets do -- Could use pairs, depending on how the data is stored
mm1.DestroyTurret(mm1.turrets[i])
end
end
if you can help me please help

script by mafia_man
edited 2×, last 12.04.21 05:31:16 pm