/* 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_bHasExplosiveArrows[MAXPLAYERS+1] = {false, ...}; char g_sExplosiveArrowsDamage[8] = "100"; char g_sExplosiveArrowsRadius[8] = "80"; float g_fExplosiveArrowsForce = 100.0; Handle g_hExplosiveArrows = INVALID_HANDLE; void ExplosiveArrows_Start(){ g_hExplosiveArrows = CreateArray(); } void ExplosiveArrows_Perk(int client, const char[] sPref, bool apply){ ExplosiveArrows_ProcessSettings(sPref); g_bHasExplosiveArrows[client] = apply; } void ExplosiveArrows_OnEntityCreated(int iEnt, const char[] sClassname){ if(ExplosiveArrows_ValidClassname(sClassname)) SDKHook(iEnt, SDKHook_Spawn, Timer_ExplosiveArrows_ProjectileSpawn); } public void Timer_ExplosiveArrows_ProjectileSpawn(int iProjectile){ int iLauncher = GetEntPropEnt(iProjectile, Prop_Send, "m_hOwnerEntity"); if(iLauncher < 1 || !IsValidClient(iLauncher) || !IsPlayerAlive(iLauncher)) return; if(!g_bHasExplosiveArrows[iLauncher]) return; if(FindValueInArray(g_hExplosiveArrows, iProjectile) > -1) return; PushArrayCell(g_hExplosiveArrows, iProjectile); SDKHook(iProjectile, SDKHook_StartTouchPost, ExplosiveArrows_ProjectileTouch); } public void ExplosiveArrows_ProjectileTouch(int iEntity, int iOther){ int iExplosion = CreateEntityByName("env_explosion"); RemoveFromArray(g_hExplosiveArrows, FindValueInArray(g_hExplosiveArrows, iEntity)); if(!IsValidEntity(iExplosion)) return; DispatchKeyValue(iExplosion, "iMagnitude", g_sExplosiveArrowsDamage); DispatchKeyValue(iExplosion, "iRadiusOverride", g_sExplosiveArrowsRadius); DispatchKeyValueFloat(iExplosion, "DamageForce", g_fExplosiveArrowsForce); DispatchSpawn(iExplosion); ActivateEntity(iExplosion); SetEntPropEnt(iExplosion, Prop_Data, "m_hOwnerEntity", GetEntPropEnt(iEntity, Prop_Send, "m_hOwnerEntity")); float fPos[3]; GetEntPropVector(iEntity, Prop_Send, "m_vecOrigin", fPos); TeleportEntity(iExplosion, fPos, NULL_VECTOR, NULL_VECTOR); AcceptEntityInput(iExplosion, "Explode"); AcceptEntityInput(iExplosion, "Kill"); } bool ExplosiveArrows_ValidClassname(const char[] sCls){ if(StrEqual(sCls, "tf_projectile_healing_bolt") || StrEqual(sCls, "tf_projectile_arrow")) return true; return false; } void ExplosiveArrows_ProcessSettings(const char[] sSettings){ char[][] sPieces = new char[3][8]; ExplodeString(sSettings, ",", sPieces, 3, 8); strcopy(g_sExplosiveArrowsDamage, 8, sPieces[0]); strcopy(g_sExplosiveArrowsRadius, 8, sPieces[1]); g_fExplosiveArrowsForce = StringToFloat(sPieces[3]); }