/* 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! */ /* IF YOU TELL ME HOW TO GET THE INSIDE OF THE B.A.S.E. JUMPER TO DISAPPEAR I WILL LOVE YOU FOREVER */ int g_iBaseAlpha[MAXPLAYERS+1] = {255, ...}; bool g_bBaseSentry[MAXPLAYERS+1] = {true, ...}; bool g_bHasInvis[MAXPLAYERS+1] = {false, ...}; int g_iInvisValue = 0; void Invisibility_Start(){ HookEvent("post_inventory_application", Event_Invisibility_Resupply, EventHookMode_Post); } void Invisibility_Perk(int client, const char[] sPref, bool apply){ if(apply) Invisibility_ApplyPerk(client, StringToInt(sPref)); else Invisibility_RemovePerk(client); } void Invisibility_ApplyPerk(int client, int iValue){ g_bHasInvis[client] = true; g_iInvisValue = iValue; g_iBaseAlpha[client] = GetEntityAlpha(client); g_bBaseSentry[client] = (GetEntityFlags(client) & FL_NOTARGET) ? true : false; Invisibility_Set(client, iValue); SetSentryTarget(client, false); } void Invisibility_RemovePerk(int client){ g_bHasInvis[client] = false; Invisibility_Set(client, g_iBaseAlpha[client]); SetSentryTarget(client, g_bBaseSentry[client]); } void Invisibility_Set(int client, int iValue){ if(GetEntityRenderMode(client) == RENDER_NORMAL) SetEntityRenderMode(client, RENDER_TRANSCOLOR); 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); 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); SetEntityAlpha(i, iValue); } } public void Event_Invisibility_Resupply(Handle hEvent, const char[] sEventName, bool bDontBroadcast){ int client = GetClientOfUserId(GetEventInt(hEvent, "userid")); if(!IsValidClient(client)) return; if(!g_bHasInvis[client]) return; Invisibility_Set(client, g_iInvisValue); } stock int GetEntityAlpha(int iEntity){ return GetEntData(iEntity, GetEntSendPropOffs(iEntity, "m_clrRender") + 3, 1); } stock void SetEntityAlpha(int iEntity, int iValue){ SetEntData(iEntity, GetEntSendPropOffs(iEntity, "m_clrRender") + 3, iValue, 1, true); } bool IsCorrectWearable(int client, int i, char[] sClass, iBufferSize){ if(!IsValidEntity(i)) return false; GetEdictClassname(i, sClass, iBufferSize); if(StrContains(sClass, "tf_wearable", false) < 0 && StrContains(sClass, "tf_powerup", false) < 0) return false; if(GetEntPropEnt(i, Prop_Send, "m_hOwnerEntity") != client) return false; return true; } void SetSentryTarget(int client, bool bTarget){ int iFlags = GetEntityFlags(client); if(bTarget) SetEntityFlags(client, iFlags &~ FL_NOTARGET); else SetEntityFlags(client, iFlags | FL_NOTARGET); }