Event.register(-1,function() global.players = {} game.forces.enemy.set_cease_fire(game.forces.player ,true); game.forces.player.disable_research(); game.forces.player.disable_all_prototypes(); game.forces.player.set_ammo_damage_modifier("rocket", -3); end) Event.register(defines.events.on_player_created, function(event) local player = game.players[event.player_index] --player.print("Info: PVP server mod 'Bearded Snails' (c) byte"); guiNewPlayer(player.gui.left); printNewPlayer(player); player.insert{name="heavy-armor", count=1} player.insert{name="iron-plate", count=8} player.insert{name="pistol", count=1} player.insert{name="firearm-magazine", count=10} player.insert{name="burner-mining-drill", count = 1} player.insert{name="stone-furnace", count = 1} player.insert{name="shotgun", count = 1} player.insert{name="shotgun-shell", count = 10} player.character.character_running_speed_modifier = 0.5 player.force.chart(player.surface, {{player.position.x - 200, player.position.y - 200}, {player.position.x + 200, player.position.y + 200}}) end) Event.register(defines.events.on_player_respawned, function(event) local player = game.players[event.player_index] player.insert{name="heavy-armor", count=1} player.insert{name="pistol", count=1} player.insert{name="firearm-magazine", count=10} player.insert{name="shotgun", count = 1} player.insert{name="shotgun-shell", count = 10} player.character.character_running_speed_modifier = 0.5 end) Event.register(defines.events.on_rocket_launched, function(event) local force = event.rocket.force if event.rocket.get_item_count("satellite") > 0 then if global.satellite_sent == nil then global.satellite_sent = {} end if global.satellite_sent[force.name] == nil then game.set_game_state{game_finished=true, player_won=true, can_continue=true} global.satellite_sent[force.name] = 1 else global.satellite_sent[force.name] = global.satellite_sent[force.name] + 1 end for index, player in pairs(force.players) do if player.gui.left.rocket_score == nil then local frame = player.gui.left.add{name = "rocket_score", type = "frame", direction = "horizontal", caption={"gui.score"}} frame.add{name="rocket_count_label", type = "label", caption={"", {"gui.rockets-sent"}, ":"}} frame.add{name="rocket_count", type = "label", caption=tostring(global.satellite_sent[force.name])} else player.gui.left.rocket_score.rocket_count.caption = tostring(global.satellite_sent[force.name]) end end else for index, player in pairs(force.players) do player.print({"msg.gui-rocket-silo.rocket-launched-without-satellite"}) end end end) Event.register(defines.events.on_gui_click, function(event) local player = game.players[event.player_index] local gui = player.gui.left; if player.force == game.forces.player and event.element.name == "new_button" then if neForceNear(player.position) then local force = game.create_force(player.name); force.set_spawn_position(player.position, game.surfaces[1]); player.force = force; killBitters(player.position); player.force.chart(player.surface, {{player.position.x - 200, player.position.y - 200}, {player.position.x + 200, player.position.y + 200}}) player.force.set_ammo_damage_modifier("rocket", -3); player.force.research_all_technologies(); gui.new_force.destroy(); guiForcePlayer(gui); player.print{"msg.force-created"} printForcePlayer(player) else player.print{"msg.close-position"} end elseif event.element.name == "inv_button" then local name = gui.own_force.inv_name.text; if name ~= nil and validPlayer(name) then local iplayer = game.players[name]; local igui = iplayer.gui.left; iplayer.force = player.force; iplayer.teleport(player.force.get_spawn_position(game.surfaces[1])); igui.new_force.destroy(); guiForcePlayer(igui); player.print{"msg.player-invated", name} iplayer.print{"msg.you-invated", player.name} else player.print{"msg.invalid-name"} end elseif event.element.name == "leave_button" and gui.own_force.inv_name.text == "leave" then if #player.force.players == 1 then game.merge_forces(player.force.name, game.forces.player.name); gui.own_force.destroy(); guiNewPlayer(gui); player.print{"msg.force-destroyed"} elseif #player.force.players > 1 then player.force = game.forces.player; player.character.die(); gui.own_force.destroy(); guiNewPlayer(gui); player.print{"msg.force-leave"} end elseif event.element.name == "leave_button" and gui.own_force.inv_name.text ~= "leave" then player.print{"msg.force-leave-confim"} end end) function neForceNear(pos) for k, v in pairs(game.forces) do if dist(pos, v.get_spawn_position(game.surfaces[1])) <= 50 then return false; end end return true; end function killBitters(pos) for k, v in pairs(game.surfaces[1].find_entities_filtered({area={{pos.x - 250, pos.y - 250}, {pos.x + 250, pos.y + 250}}, force= "enemy"})) do v.destroy(); end end function dist(position1, position2) return ((position1.x - position2.x)^2 + (position1.y - position2.y)^2)^0.5 end function validPlayer(name) if name ~= nil and game.players[name] ~= nil and game.players[name].force == game.forces.player then return true; end return false; end function guiNewPlayer(gui) local frame = gui.add{type="frame", name="new_force", caption={"gui.create-force"}, direction="vertical"} frame.add{type="button", name="new_button", caption={"gui.new-force"}} end function guiForcePlayer(gui) local frame = gui.add{type="frame", name="own_force", caption={"gui.force"}, direction="vertical"} frame.add{type="textfield", name="inv_name"} frame.add{type="button", name="inv_button", caption={"gui.invite"}} frame.add{type="button", name="leave_button", caption={"gui.leave"}} end function printNewPlayer(player) --player.print{"msg.info13"} --player.print{"msg.info14"} player.print{"msg.info1"} player.print{"msg.info2"} player.print{"msg.info3"} player.print{"msg.info4"} player.print{"msg.info5"} --player.print{"msg.info6"} --player.print{"msg.info7"} --player.print{"msg.info8"} end function printForcePlayer(player) player.print{"msg.info11"} player.print{"msg.info12"} end