/* 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 HOMING_SPEED 0.5 #define HOMING_REFLE 1.1 #define MINICRIT TFCond_Buffed #define FULLCRIT TFCond_CritOnFirstBlood bool g_bHasHomingProjectiles[MAXPLAYERS+1] = {false, ...}; Handle g_hArrayHoming; int g_iHomingCrits = 0; void HomingProjectiles_Start(){ g_hArrayHoming = CreateArray(2); ClearArray(g_hArrayHoming); HookEvent("teamplay_round_start", Event_HomingProjectiles_RoundStart); } void HomingProjectiles_Perk(int client, const char[] sPref, bool apply){ if(apply) HomingProjectiles_ApplyPerk(client, StringToInt(sPref)); else HomingProjectiles_RemovePerk(client); } void HomingProjectiles_ApplyPerk(int client, int iPref){ g_bHasHomingProjectiles[client] = true; g_iHomingCrits = iPref; if(g_iHomingCrits > 0) TF2_AddCondition(client, g_iHomingCrits < 2 ? MINICRIT : FULLCRIT); } void HomingProjectiles_RemovePerk(int client){ g_bHasHomingProjectiles[client] = false; if(g_iHomingCrits > 0) TF2_RemoveCondition(client, g_iHomingCrits < 2 ? MINICRIT : FULLCRIT); } public Event_HomingProjectiles_RoundStart(Handle hEvent, const char[] strEventName, bool bDontBroadcast){ ClearArray(g_hArrayHoming); } //Just copy every bit of code from the original RTD! void HomingProjectiles_OnEntityCreated(int iEnt, const char[] sClassname){ if(!IsAcceptableForHoming(sClassname)) return; if(!IsHomingPerkPresent()) return; CreateTimer(0.2, Timer_HomingProjectiles_CheckOwnership, EntIndexToEntRef(iEnt)); } public Action Timer_HomingProjectiles_CheckOwnership(Handle hTimer, any iRef){ int iProjectile = EntRefToEntIndex(iRef); if(iProjectile <= MaxClients || !IsValidEntity(iProjectile)) return Plugin_Handled; int iLauncher = GetEntPropEnt(iProjectile, Prop_Send, "m_hOwnerEntity"); if(iLauncher < 1 || !IsValidClient(iLauncher) || !IsPlayerAlive(iLauncher)) return Plugin_Handled; if(!g_bHasHomingProjectiles[iLauncher]) return Plugin_Handled; if(GetEntProp(iProjectile, Prop_Send, "m_nForceBone") != 0) return Plugin_Handled; SetEntProp(iProjectile, Prop_Send, "m_nForceBone", 1); int iData[2]; iData[0] = EntIndexToEntRef(iProjectile); PushArrayArray(g_hArrayHoming, iData); return Plugin_Handled; } void HomingProjectiles_OnGameFrame(){ for(int i = GetArraySize(g_hArrayHoming)-1; i >= 0; i--){ int iData[2]; GetArrayArray(g_hArrayHoming, i, iData); if(iData[0] == 0){ RemoveFromArray(g_hArrayHoming, i); continue; } int iProjectile = EntRefToEntIndex(iData[0]); if(iProjectile > MaxClients) HomingProjectile_Think(iProjectile, iData[0], i, iData[1]); else RemoveFromArray(g_hArrayHoming, i); } } public void HomingProjectile_Think(int iProjectile, int iRefProjectile, int iArrayIndex, int iCurrentTarget){ int iTeam = GetEntProp(iProjectile, Prop_Send, "m_iTeamNum"); if(!HomingProjectile_IsValidTarget(iCurrentTarget, iProjectile, iTeam)) HomingProjectile_FindTarget(iProjectile, iRefProjectile, iArrayIndex); else HomingProjectile_TurnToTarget(iCurrentTarget, iProjectile); } bool HomingProjectile_IsValidTarget(int client, int iProjectile, int iTeam){ if(client < 1 || client > MaxClients)return false; if(!IsClientInGame(client)) return false; if(!IsPlayerAlive(client)) return false; if(GetClientTeam(client) == iTeam) return false; if(TF2_IsPlayerInCondition(client, TFCond_Cloaked)) return false; if(TF2_IsPlayerInCondition(client, TFCond_Disguised) && GetEntProp(client, Prop_Send, "m_nDisguiseTeam") == iTeam) return false; if(IsPlayerFriendly(client)) return false; return CanEntitySeeTarget(iProjectile, client); } void HomingProjectile_FindTarget(int iProjectile, int iRefProjectile, int iArrayIndex){ int iTeam = GetEntProp(iProjectile, Prop_Send, "m_iTeamNum"); float fPos1[3]; GetEntPropVector(iProjectile, Prop_Send, "m_vecOrigin", fPos1); int iBestTarget; float fBestLength = 99999.9; for(int i = 1; i <= MaxClients; i++){ if(HomingProjectile_IsValidTarget(i, iProjectile, iTeam)){ float fPos2[3]; GetClientEyePosition(i, fPos2); float fDistance = GetVectorDistance(fPos1, fPos2); if(fDistance < fBestLength) { iBestTarget = i; fBestLength = fDistance; } } } if(iBestTarget >= 1 && iBestTarget <= MaxClients){ int iData[2]; iData[0] = iRefProjectile; iData[1] = iBestTarget; SetArrayArray(g_hArrayHoming, iArrayIndex, iData); HomingProjectile_TurnToTarget(iBestTarget, iProjectile); }else{ int iData[2]; iData[0] = iRefProjectile; iData[1] = 0; SetArrayArray(g_hArrayHoming, iArrayIndex, iData); } } void HomingProjectile_TurnToTarget(int client, int iProjectile){ float fTargetPos[3], fRocketPos[3], fInitialVelocity[3]; GetClientAbsOrigin(client, fTargetPos); GetEntPropVector(iProjectile, Prop_Send, "m_vecOrigin", fRocketPos); GetEntPropVector(iProjectile, Prop_Send, "m_vInitialVelocity", fInitialVelocity); float fSpeedInit = GetVectorLength(fInitialVelocity); float fSpeedBase = fSpeedInit *HOMING_SPEED; fTargetPos[2] += 30 +Pow(GetVectorDistance(fTargetPos, fRocketPos), 2.0) /10000; float fNewVec[3], fAng[3]; SubtractVectors(fTargetPos, fRocketPos, fNewVec); NormalizeVector(fNewVec, fNewVec); GetVectorAngles(fNewVec, fAng); float fSpeedNew = fSpeedBase +GetEntProp(iProjectile, Prop_Send, "m_iDeflected") *fSpeedBase *HOMING_REFLE; ScaleVector(fNewVec, fSpeedNew); TeleportEntity(iProjectile, NULL_VECTOR, fAng, fNewVec); } stock bool IsAcceptableForHoming(const char[] sClassname){ if(strcmp(sClassname, "tf_projectile_rocket") == 0 || strcmp(sClassname, "tf_projectile_arrow") == 0 || strcmp(sClassname, "tf_projectile_flare") == 0 || strcmp(sClassname, "tf_projectile_energy_ball") == 0 || strcmp(sClassname, "tf_projectile_healing_bolt") == 0) return true; return false; } stock bool IsHomingPerkPresent(){ for(int i = 1; i <= MaxClients; i++){ if(!IsValidClient(i)) continue; if(!IsPlayerAlive(i)) continue; if(g_bHasHomingProjectiles[i]) return true; } return false; }