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d2_coast_07 and d2_coast_08 improvements #353

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Feb 8, 2025
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3 changes: 3 additions & 0 deletions changelog.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,7 @@
0.9.28 (in development)
- Improved: Better prediction handling for the Gravity Gun, should be more responsive with higher ping now.
- Improved: d2_coast_08: Add more checkpoints.
- Improved: d2_coast_08: If the Gunship is not destroyed it will transition to d2_coast_07.
- Added: Setting to draw local player in vehicles, new tab under settings menu and "lambda_vehicle_draw_player" cvar.
- Fixed: d2_prison_05: Not removing default spawn items.
- Fixed: d3_c17_07: Player clip blocking other players at the start of the map.
Expand All @@ -15,6 +17,7 @@
- Fixed: Gravity gun still emitting light when holstered.
- Fixed: d3_citadel_05: PODs colliding with each other at the map start causing the game to freeze.
- Fixed: Level transition can carry some unwanted entities to the next map.
- Fixed: d2_coast_08: Incorrect player spawn when directly starting from this map.

0.9.27
- Fixed: Entity inputs/outputs are parsed incorrect.
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12 changes: 8 additions & 4 deletions entities/entities/lambda_checkpoint.lua
Original file line number Diff line number Diff line change
Expand Up @@ -25,12 +25,10 @@ function ENT:Initialize()
end

self:DrawShadow(false)
self:Reset()
self:Init()
end

function ENT:Reset()
self:RemoveEffects(EF_NODRAW)
self:RemoveEFlags(EFL_DORMANT)
function ENT:Init()
self:AddEFlags(EFL_FORCE_CHECK_TRANSMIT + EFL_NOTIFY)
self.Alpha = 1
self.Dist = 0
Expand All @@ -43,6 +41,12 @@ function ENT:Reset()
self:Activate()
end

function ENT:Reset()
self:RemoveEffects(EF_NODRAW)
self:RemoveEFlags(EFL_DORMANT)
self:Init()
end

local MAT = Material("lambda/checkpoint.vmt")
local OFFSET_Z = Vector(0, 0, 60)

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5 changes: 5 additions & 0 deletions gamemode/gametypes/hl2/mapscripts/d2_coast_07.lua
Original file line number Diff line number Diff line change
Expand Up @@ -52,6 +52,11 @@ function MAPSCRIPT:PostInit()
ents.WaitForEntityByName("bridge_field_01", function(ent)
ent:Remove()
end)

-- In case the gunship made it over set it to the right track which fails for some reason.
ents.WaitForEntityByName("gunship", function(ent)
ent:Fire("SetTrack", "path_a_22")
end)
end

-- Better kill trigger, players would be stuck otherwise.
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92 changes: 80 additions & 12 deletions gamemode/gametypes/hl2/mapscripts/d2_coast_08.lua
Original file line number Diff line number Diff line change
Expand Up @@ -32,23 +32,91 @@ MAPSCRIPT.VehicleGuns = true

function MAPSCRIPT:PostInit()
if SERVER then
-- 3233.962402 -5601.413086 1564.521851
local checkpoint0 = GAMEMODE:CreateCheckpoint(Vector(3332.003174, 1683.768311, 1536.031250), Angle(0, -90, 0))
GAMEMODE:SetPlayerCheckpoint(checkpoint0)
local checkpoint4 = GAMEMODE:CreateCheckpoint(Vector(3325.756836, -5639.022461, 1536.031250), Angle(0, 0, 0))
local checkpointTrigger4 = ents.Create("trigger_multiple")
checkpointTrigger4:SetupTrigger(Vector(3302.523193, -5592.021484, 1536.031250), Angle(0, 0, 0), Vector(-250, -105, 0), Vector(250, 105, 200))

checkpointTrigger4.OnTrigger = function(trigger, activator)
GAMEMODE:SetPlayerCheckpoint(checkpoint4, activator)
trigger:Disable()
ents.RemoveByClass("info_player_start")

local newPlayerSpawn = ents.Create("info_player_start")
newPlayerSpawn:SetPos(Vector(3328.9, 5241.59, 1536.1))
newPlayerSpawn:SetAngles(Angle(0, -90, 0))
newPlayerSpawn:SetKeyValue("spawnflagas", "1") -- master
newPlayerSpawn:Spawn()

local cp1 = GAMEMODE:CreateCheckpoint(Vector(3122.5, 988.9, 1480.1), Angle(0, -90, 0))
cp1:SetRenderPos(Vector(3343.7, 956.5, 1480.1))
local cp1Trigger = ents.Create("trigger_multiple")
cp1Trigger:SetupTrigger(
Vector(3343.7, 956.5, 1480.1),
Angle(0, 0, 0),
Vector(-250, -60, 0),
Vector(250, 60, 580)
)
cp1Trigger.OnTrigger = function(_, activator)
cp1Trigger:Input("Disable")
GAMEMODE:SetPlayerCheckpoint(cp1, activator)
end

local cp2 = GAMEMODE:CreateCheckpoint(Vector(3257, -2004, 1551.6), Angle(0, -90, 0))
local cp2Trigger = ents.Create("trigger_once")
cp2Trigger:SetupTrigger(
Vector(3257, -2004, 1551.6),
Angle(0, 0, 0),
Vector(-70, -60, 0),
Vector(70, 60, 80)
)
cp2Trigger.OnTrigger = function(_, activator)
GAMEMODE:SetPlayerCheckpoint(cp2, activator)
end

local cp4 = GAMEMODE:CreateCheckpoint(Vector(3331.41, -2021.9, 1792.1), Angle(0, 90, 0))
cp4:AddEffects(EF_NODRAW)
local cp4Trigger = ents.Create("trigger_once")
cp4Trigger:SetupTrigger(
Vector(3331.41, -2021.9, 1792.1),
Angle(0, 0, 0),
Vector(-70, -70, 0),
Vector(70, 70, 80)
)
cp4Trigger:KeyValue("StartDisabled", "1")
cp4Trigger.OnTrigger = function(_, activator)
GAMEMODE:SetPlayerCheckpoint(cp4, activator)
if IsValid(cp1) then
cp1:Reset()
end
if IsValid(cp1Trigger) then
cp1Trigger:Fire("Enable")
end
end

local cp3 = GAMEMODE:CreateCheckpoint(Vector(2849.5, -3522.9, 1920.1), Angle(0, 0, 0))
cp3:AddEffects(EF_NODRAW)
local cp3Trigger = ents.Create("trigger_once")
cp3Trigger:SetupTrigger(
Vector(2849.5, -3522.9, 1920.1),
Angle(0, 0, 0),
Vector(-30, -30, 0),
Vector(230, 30, 80)
)
cp3Trigger.OnTrigger = function(_, activator)
GAMEMODE:SetPlayerCheckpoint(cp3, activator)
if IsValid(cp4Trigger) then
cp4:RemoveEffects(EF_NODRAW)
cp4Trigger:Fire("Enable")
end
end

GAMEMODE:WaitForInput("button_trigger", "Use", function()
checkpoint4:Reset()
checkpointTrigger4:Enable()
GAMEMODE:EnablePreviousMap()
end)

-- Resize the trigger_transition volume, its too small so the gunship can sometimes
-- get lost when its not killed.
ents.WaitForEntityByName("landmark_d2_coast_07-08", function(ent)
if ent:GetClass() == "trigger_transition" then
ent:ResizeTriggerBox(
Vector(-1060, -560, 0),
Vector(6560, 8560, 3060)
)
end
end)
end
end

Expand Down