/* 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! */ #define FIREBREATH_SOUND_ATTACK "player/taunt_fire.wav" bool g_bHasFireBreath[MAXPLAYERS+1] = {false, ...}; float g_fFireBreathLastAttack[MAXPLAYERS+1] = {0.0, ...}; float g_fFireBreathRate = 2.0; float g_fFireBreathCritChance = 0.05; void FireBreath_Start(){ PrecacheSound(FIREBREATH_SOUND_ATTACK); } void FireBreath_Perk(int client, const char[] sPref, bool apply){ if(apply) FireBreath_ApplyPerk(client, sPref); else g_bHasFireBreath[client] = false; } void FireBreath_ApplyPerk(int client, const char[] sPref){ FireBreath_ProcessString(sPref); g_bHasFireBreath[client] = true; PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Attack", LANG_SERVER, 0x03, 0x01); } void FireBreath_Voice(int client){ if(!g_bHasFireBreath[client]) return; float fEngineTime = GetEngineTime(); if(fEngineTime < g_fFireBreathLastAttack[client] +g_fFireBreathRate) return; g_fFireBreathLastAttack[client] = fEngineTime; float fShake[3]; fShake[0] = GetRandomFloat(-5.0, -25.0); SetEntPropVector(client, Prop_Send, "m_vecPunchAngle", fShake); FireBreath_Fireball(client); EmitSoundToAll(FIREBREATH_SOUND_ATTACK, client); } /* Code borrowed from: [TF2] Spell casting! https://forums.alliedmods.net/showthread.php?p=2054678 */ void FireBreath_Fireball(client){ float fAng[3], fPos[3]; GetClientEyeAngles(client, fAng); GetClientEyePosition(client, fPos); int iTeam = GetClientTeam(client); int iSpell = CreateEntityByName("tf_projectile_spellfireball"); if(!IsValidEntity(iSpell)) return; float fVel[3], fBuf[3]; GetAngleVectors(fAng, fBuf, NULL_VECTOR, NULL_VECTOR); fVel[0] = fBuf[0]*1100.0; //Speed of a tf2 rocket. fVel[1] = fBuf[1]*1100.0; fVel[2] = fBuf[2]*1100.0; SetEntPropEnt (iSpell, Prop_Send, "m_hOwnerEntity", client); SetEntProp (iSpell, Prop_Send, "m_bCritical", (GetURandomFloat() <= g_fFireBreathCritChance) ? 1 : 0, 1); SetEntProp (iSpell, Prop_Send, "m_iTeamNum", iTeam, 1); SetEntProp (iSpell, Prop_Send, "m_nSkin", iTeam-2); SetVariantInt(iTeam); AcceptEntityInput(iSpell, "TeamNum", -1, -1, 0); SetVariantInt(iTeam); AcceptEntityInput(iSpell, "SetTeam", -1, -1, 0); DispatchSpawn(iSpell); TeleportEntity(iSpell, fPos, fAng, fVel); } void FireBreath_ProcessString(const char[] sSettings){ char[][] sPieces = new char[2][8]; ExplodeString(sSettings, ",", sPieces, 3, 8); g_fFireBreathRate = StringToFloat(sPieces[0]); g_fFireBreathCritChance = StringToFloat(sPieces[1]); }