/* 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! */ int g_iIceStatue[MAXPLAYERS+1] = {0, ...}; int g_iBaseFrozen[MAXPLAYERS+1] = {255, ...}; public void Frozen_Perk(int client, const char[] sPref, bool apply){ if(apply) Frozen_ApplyPerk(client); else Frozen_RemovePerk(client); } void Frozen_ApplyPerk(int client){ g_iBaseFrozen[client] = Frozen_GetEntityAlpha(client); Frozen_Set(client, 0); Frozen_DisarmWeapons(client, true); if(g_iIceStatue[client] < 1){ g_iIceStatue[client] = CreateDummy(client); if(g_iIceStatue[client] > MaxClients && IsValidEntity(g_iIceStatue[client])) SetClientViewEntity(client, g_iIceStatue[client]); } SetEntityMoveType(client, MOVETYPE_NONE); SetVariantInt(1); AcceptEntityInput(client, "SetForcedTauntCam"); } void Frozen_RemovePerk(int client){ SetClientViewEntity(client, client); if(g_iIceStatue[client] > MaxClients && IsValidEntity(g_iIceStatue[client])) AcceptEntityInput(g_iIceStatue[client], "Kill"); g_iIceStatue[client] = 0; Frozen_Set(client, g_iBaseFrozen[client]); Frozen_DisarmWeapons(client, false); SetEntityMoveType(client, MOVETYPE_WALK); SetVariantInt(0); AcceptEntityInput(client, "SetForcedTauntCam"); } int CreateDummy(client){ int iRag = CreateEntityByName("tf_ragdoll"); if(iRag < 1 || iRag <= MaxClients || !IsValidEntity(iRag)) return 0; float fPos[3], fAng[3], fVel[3]; GetClientAbsOrigin(client, fPos); GetClientAbsAngles(client, fAng); GetEntPropVector(client, Prop_Data, "m_vecVelocity", fVel); TeleportEntity(iRag, fPos, fAng, fVel); SetEntProp(iRag, Prop_Send, "m_iPlayerIndex", client); SetEntProp(iRag, Prop_Send, "m_bIceRagdoll", 1); SetEntProp(iRag, Prop_Send, "m_iTeam", GetClientTeam(client)); SetEntProp(iRag, Prop_Send, "m_iClass", _:TF2_GetPlayerClass(client)); SetEntProp(iRag, Prop_Send, "m_bOnGround", 1); //Scale fix by either SHADoW NiNE TR3S or ddhoward (dunno who was first :p) //https://forums.alliedmods.net/showpost.php?p=2383502&postcount=1491 //https://forums.alliedmods.net/showpost.php?p=2366104&postcount=1487 SetEntPropFloat(iRag, Prop_Send, "m_flHeadScale", GetEntPropFloat(client, Prop_Send, "m_flHeadScale")); SetEntPropFloat(iRag, Prop_Send, "m_flTorsoScale", GetEntPropFloat(client, Prop_Send, "m_flTorsoScale")); SetEntPropFloat(iRag, Prop_Send, "m_flHandScale", GetEntPropFloat(client, Prop_Send, "m_flHandScale")); SetEntityMoveType(iRag, MOVETYPE_NONE); DispatchSpawn(iRag); ActivateEntity(iRag); return iRag; } void Frozen_Set(int client, int iValue){ if(GetEntityRenderMode(client) == RENDER_NORMAL) SetEntityRenderMode(client, RENDER_TRANSCOLOR); Frozen_SetEntityAlpha(client, iValue); int iWeapon = 0; for(int i = 0; i < 5; i++){ iWeapon = GetPlayerWeaponSlot(client, i); if(iWeapon <= MaxClients || !IsValidEntity(iWeapon)) continue; if(GetEntityRenderMode(iWeapon) == RENDER_NORMAL) SetEntityRenderMode(iWeapon, RENDER_TRANSCOLOR); Frozen_SetEntityAlpha(iWeapon, iValue); } char sClass[24]; for(int i = MaxClients+1; i < GetMaxEntities(); i++){ if(!IsCorrectWearable(client, i, sClass, sizeof(sClass))) continue; if(GetEntityRenderMode(i) == RENDER_NORMAL) SetEntityRenderMode(i, RENDER_TRANSCOLOR); Frozen_SetEntityAlpha(i, iValue); } } stock int Frozen_GetEntityAlpha(int entity){ return GetEntData(entity, GetEntSendPropOffs(entity, "m_clrRender") + 3, 1); } stock void Frozen_SetEntityAlpha(int entity, int value){ SetEntData(entity, GetEntSendPropOffs(entity, "m_clrRender") + 3, value, 1, true); } void Frozen_DisarmWeapons(int client, bool bDisarm){ int iWeapon = 0; for(int i = 0; i < 3; i++){ iWeapon = GetPlayerWeaponSlot(client, i); if(iWeapon <= MaxClients || !IsValidEntity(iWeapon)) continue; SetEntPropFloat(iWeapon, Prop_Data, "m_flNextPrimaryAttack", bDisarm ? GetGameTime() + 86400.0 : 0.1); SetEntPropFloat(iWeapon, Prop_Data, "m_flNextSecondaryAttack", bDisarm ? GetGameTime() + 86400.0 : 0.1); } }