/* 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 GODMODE_PARTICLE "powerup_supernova_ready" int g_iGodmodeParticle[MAXPLAYERS+1] = {0, ...}; int g_iPref_Godmode = 0; void Godmode_Perk(int client, const char[] sPref, bool apply){ if(apply) Godmode_ApplyPerk(client, StringToInt(sPref)); else Godmode_RemovePerk(client); } void Godmode_ApplyPerk(int client, int iValue){ float fParticleOffset[3] = {0.0, 0.0, 12.0}; g_iGodmodeParticle[client] = CreateParticle(client, GODMODE_PARTICLE, _, _, fParticleOffset); g_iPref_Godmode = iValue; SDKHook(client, SDKHook_OnTakeDamage, Godmode_OnTakeDamage); } void Godmode_RemovePerk(int client){ if(g_iGodmodeParticle[client] > MaxClients && IsValidEntity(g_iGodmodeParticle[client])){ AcceptEntityInput(g_iGodmodeParticle[client], "Kill"); g_iGodmodeParticle[client] = 0; } SDKUnhook(client, SDKHook_OnTakeDamage, Godmode_OnTakeDamage); } public Action Godmode_OnTakeDamage(int iVic, int &iAttacker){//, int &iInflictor, float &fDamage, int &iDamageType, int &weapon, float damageForce[3], float damagePosition[3]){ if(iVic != iAttacker) return Plugin_Handled; if(g_iPref_Godmode > 0) return Plugin_Continue; if(g_iPref_Godmode > -1) TF2_AddCondition(iVic, TFCond_Bonked, 0.001); else return Plugin_Handled; return Plugin_Continue; }