simple-shooter-game/mods/game/maps/init.lua
IonicCheese 46ce669100
Large update (#11)
* Add a lot of new stuff

* Add even more new stuff

* Fix /start...

* Revert "Fix /start..."

This reverts commit 00b55b666a.

* Fix syntax error.. (how did this get here)

* Fix countdown persisting after aborting

* Add xpanes for the snow map

* Change the 'your' in the loading tips

why english why -_-

Co-authored-by: CrazyladMT <247920740+CrazyladMT@users.noreply.github.com>

* Another loading tips change...

Co-authored-by: CrazyladMT <247920740+CrazyladMT@users.noreply.github.com>

* Fix '/stop' crashing...

* Fix another crash with /stop...

* Update mods/game/functions/init.lua

Co-authored-by: CrazyladMT <247920740+CrazyladMT@users.noreply.github.com>

* Remove snow map for now

* Remove a loading tip...

* Rename /list_maps to /maps

* Update map making README

* Hopefully fix whitespaces...

---------

Co-authored-by: CrazyladMT <247920740+CrazyladMT@users.noreply.github.com>
2026-02-20 00:41:32 -04:00

67 lines
2 KiB
Lua

-- Maps mod for SSG
local map_path = core.get_modpath("maps") .. "/maps/"
map_data = {}
map_list = core.get_dir_list(map_path, true)
table.sort(map_list)
function place_map(map)
local map_pos = vector.new(0, 0, 0)
for i = 1, #map_list do
if map_list[i] == map then
map_pos = vector.new(1000 * (i - 1), 0, 0)
break
elseif i == #map_list then
return nil
end
end
map_data = dofile(map_path .. map .. "/map.lua")
map_data.pos = map_pos
core.place_schematic(map_pos, map_path .. map .. "/map.mts", 0, nil, true)
if not map_data.spawn then -- set a default spawnpoint if not set
map_data.spawn = vector.new(map_data.size.x / 2, map_data.barrier_level + 1, map_data.size.z / 2) + map_pos
else
map_data.spawn = map_data.spawn + map_pos
end
if map_data.start_time == nil or map_data.start_time <= 0 then
map_data.start_time = 30
end
if map_data.classes == nil then
map_data.classes = {}
map_data.classes.class_1 = {}
map_data.classes.class_2 = {}
map_data.classes.class_3 = {}
end
if map_data.classes.class_1.initial_items == nil or map_data.classes.class_1.name == nil then
map_data.classes.class_1.initial_items = {"ctf_ranged:m200_loaded", "default:sword_stone", "ctf_ranged:ammo 99"}
map_data.classes.class_1.name = "Long-range"
end
if map_data.classes.class_2.initial_items == nil or map_data.classes.class_2.name == nil then
map_data.classes.class_2.initial_items = {"ctf_ranged:ak47_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99"}
map_data.classes.class_2.name = "Mid-range"
end
if map_data.classes.class_3.initial_items == nil or map_data.classes.class_3.name == nil then
map_data.classes.class_3.initial_items = {"ctf_ranged:benelli_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99"}
map_data.classes.class_3.name = "Short-range"
end
end
function remove_barrier()
for _, player in pairs(core.get_connected_players()) do
local pos = player:get_pos()
player:set_pos({x=pos.x, y=map_data.barrier_level - 3.5, z=pos.z})
end
if map_data.on_barrier_remove then
map_data.on_barrier_remove()
end
end