/* This script is a part of RTD2 plugin and is not meant to work by itself. If you were to edit anything here, you'd have to recompile rtd2.sp instead of this one. *** HOW TO ADD A PERK *** A quick note: This tutorial may not be kept up to date; for an updated one, go to the plugin's thread. 1. Set up: a) Have .sp in scripting/rtd. b) Add it to the includes in scripting/rtd/#perks.sp. c) Add a new section with a correct ID (highest one +1) to the config/rtd2_perks.cfg and set its settings. 2. Edit scripting/rtd/#manager.sp a) In a function named ManagePerk() add a new case to the switch() with your perk's ID. b) In the added case specify a function which is going to execute from .sp with parameters: 1) @client - the client the perk should be applied to/removed from 2) @fSpecialPref - the optional "special" value in config/rtd2_perks.cfg 2) @enable - to specify whether the perk should be applied/removed c) OPTIONAL: You can specify a function in your perk which should run at OnMapStart() in the Forward_OnMapStart() function. You will need it if you'd want to, for example, precache a sound or loop through existing clients. d) OPTIONAL: You can specify a function in your perk which should run at OnPlayerRunCmd() in the Forward_OnPlayerRunCmd() function. You can use it if you'd need something to run each frame or on a certain button press. NOTE: The forwarded client is guaranteed to be valid BUT NOT GUARANTEED IF THEY ARE ALIVE. 3. Script your perk: a) Create a public function in .sp with parameters @client, @iPref, @bool:apply as an example below - This is the only function used to transfer info between the core and the include - You don't need to include any includes that are in the rtd2.sp b) NOTE: If you need to transfer the iPref to a different function, set it globally but remember to use an unique name c) Name it AS SAME AS you named the function in the added case in the switch() in #manager.sp d) From there, script the functionality like there's no tomorrow e) You are free to use IsValidClient(). It returns false when: - An incorrect client index is specified - Client is not in game - Client is fake (bot) - Client is Coaching 4. Compile rtd2.sp and you're good to go! */ bool g_bIsDrugged[MAXPLAYERS+1] = {false, ...}; UserMsg g_DruggedMsgId; void Drugged_Start(){ g_DruggedMsgId = GetUserMessageId("Fade"); } void Drugged_Perk(int client, const char[] sPref, bool apply){ if(apply) Drugged_ApplyPerk(client, StringToFloat(sPref)); else g_bIsDrugged[client] = false; } void Drugged_ApplyPerk(int client, float fInterval){ CreateTimer(fInterval, Timer_DrugTick, GetClientSerial(client), TIMER_REPEAT); g_bIsDrugged[client] = true; } public Action Timer_DrugTick(Handle hTimer, int iSerial){ int client = GetClientFromSerial(iSerial); if(!IsValidClient(client)) return Plugin_Stop; if(!g_bIsDrugged[client]){ Drugged_RemovePerk(client); return Plugin_Stop; } Drugged_Tick(client); return Plugin_Continue; } void Drugged_Tick(int client){ float fPunch[3]; fPunch[0] = GetRandomFloat(-45.0, 45.0); fPunch[1] = GetRandomFloat(-45.0, 45.0); fPunch[2] = GetRandomFloat(-45.0, 45.0); SetEntPropVector(client, Prop_Send, "m_vecPunchAngle", fPunch); int iClients[2]; iClients[0] = client; Handle hMsg = StartMessageEx(g_DruggedMsgId, iClients, 1); BfWriteShort(hMsg, 255); BfWriteShort(hMsg, 255); BfWriteShort(hMsg, (0x0002)); BfWriteByte(hMsg, GetRandomInt(0,255)); BfWriteByte(hMsg, GetRandomInt(0,255)); BfWriteByte(hMsg, GetRandomInt(0,255)); BfWriteByte(hMsg, 128); EndMessage(); } void Drugged_RemovePerk(int client){ float fAng[3]; GetClientEyeAngles(client, fAng); fAng[2] = 0.0; TeleportEntity(client, NULL_VECTOR, fAng, NULL_VECTOR); int iClients[2]; iClients[0] = client; Handle hMsg = StartMessageEx(g_DruggedMsgId, iClients, 1); BfWriteShort(hMsg, 1536); BfWriteShort(hMsg, 1536); BfWriteShort(hMsg, (0x0001 | 0x0010)); BfWriteByte(hMsg, 0); BfWriteByte(hMsg, 0); BfWriteByte(hMsg, 0); BfWriteByte(hMsg, 0); EndMessage(); }