/* 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! */ bool g_bCanSpawnSentry[MAXPLAYERS+1] = {false, ...}; Handle g_hSpawnedSentries[MAXPLAYERS+1]= INVALID_HANDLE; int g_iSentryLevel = 2; bool g_bShouldStay = true; int g_iMaxSentries = 1; void SpawnSentry_Perk(int client, const char[] sPref, bool apply){ if(apply) SpawnSentry_ApplyPerk(client, sPref); else SpawnSentry_RemovePerk(client); } void SpawnSentry_ApplyPerk(int client, const char[] sPref){ SpawnSentry_ProcessSettings(sPref); if(g_hSpawnedSentries[client] == INVALID_HANDLE) g_hSpawnedSentries[client] = CreateArray(); else ClearArray(g_hSpawnedSentries[client]); g_bCanSpawnSentry[client] = true; PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Sentry_Initialization", LANG_SERVER, 0x03, 0x01); } void SpawnSentry_RemovePerk(int client){ g_bCanSpawnSentry[client] = false; if(g_bShouldStay) return; int iSize = GetArraySize(g_hSpawnedSentries[client]); for(int i = 0; i < iSize; i++){ int iEnt = EntRefToEntIndex(GetArrayCell(g_hSpawnedSentries[client], i)); if(iEnt > MaxClients && IsValidEntity(iEnt)) AcceptEntityInput(iEnt, "Kill"); } } void SpawnSentry_Voice(int client){ if(!g_bCanSpawnSentry[client]) return; float fPos[3]; if(GetClientLookPosition(client, fPos)){ if(CanBuildAtPos(fPos, true)){ float fSentryAng[3], fClientAng[3]; GetClientEyeAngles(client, fClientAng); fSentryAng[1] = fClientAng[1]; PushArrayCell(g_hSpawnedSentries[client], EntIndexToEntRef(SpawnSentry(client, fPos, fSentryAng, g_iSentryLevel > 0 ? g_iSentryLevel : 1, g_iSentryLevel < 1 ? true : false))); int iSpawned = GetArraySize(g_hSpawnedSentries[client]); PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Sentry_Spawned", LANG_SERVER, 0x03, iSpawned, g_iMaxSentries, 0x01); if(iSpawned >= g_iMaxSentries) if(g_bShouldStay) ForceRemovePerk(client); else g_bCanSpawnSentry[client] = false; } } } /* The SpawnSentry stock is taken from Pelipoika's TF2 Building Spawner EXTREME https://forums.alliedmods.net/showthread.php?p=2148102 */ stock int SpawnSentry(int builder, float Position[3], float Angle[3], int level, bool mini=false, bool disposable=false, int flags=4){ float m_vecMinsMini[3] = {-15.0, -15.0, 0.0}, m_vecMaxsMini[3] = {15.0, 15.0, 49.5}; float m_vecMinsDisp[3] = {-13.0, -13.0, 0.0}, m_vecMaxsDisp[3] = {13.0, 13.0, 42.9}; int sentry = CreateEntityByName("obj_sentrygun"); if(!IsValidEntity(sentry)) return 0; int iTeam = GetClientTeam(builder); SetEntPropEnt(sentry, Prop_Send, "m_hBuilder", builder); SetVariantInt(iTeam); AcceptEntityInput(sentry, "SetTeam"); DispatchKeyValueVector(sentry, "origin", Position); DispatchKeyValueVector(sentry, "angles", Angle); if(mini){ SetEntProp(sentry, Prop_Send, "m_bMiniBuilding", 1); SetEntProp(sentry, Prop_Send, "m_iUpgradeLevel", level); SetEntProp(sentry, Prop_Send, "m_iHighestUpgradeLevel", level); SetEntProp(sentry, Prop_Data, "m_spawnflags", flags); SetEntProp(sentry, Prop_Send, "m_bBuilding", 1); SetEntProp(sentry, Prop_Send, "m_nSkin", level == 1 ? iTeam : iTeam -2); DispatchSpawn(sentry); SetVariantInt(100); AcceptEntityInput(sentry, "SetHealth"); SetEntPropFloat(sentry, Prop_Send, "m_flModelScale", 0.75); SetEntPropVector(sentry, Prop_Send, "m_vecMins", m_vecMinsMini); SetEntPropVector(sentry, Prop_Send, "m_vecMaxs", m_vecMaxsMini); }else if(disposable){ SetEntProp(sentry, Prop_Send, "m_bMiniBuilding", 1); SetEntProp(sentry, Prop_Send, "m_bDisposableBuilding", 1); SetEntProp(sentry, Prop_Send, "m_iUpgradeLevel", level); SetEntProp(sentry, Prop_Send, "m_iHighestUpgradeLevel", level); SetEntProp(sentry, Prop_Data, "m_spawnflags", flags); SetEntProp(sentry, Prop_Send, "m_bBuilding", 1); SetEntProp(sentry, Prop_Send, "m_nSkin", level == 1 ? iTeam : iTeam -2); DispatchSpawn(sentry); SetVariantInt(100); AcceptEntityInput(sentry, "SetHealth"); SetEntPropFloat(sentry, Prop_Send, "m_flModelScale", 0.60); SetEntPropVector(sentry, Prop_Send, "m_vecMins", m_vecMinsDisp); SetEntPropVector(sentry, Prop_Send, "m_vecMaxs", m_vecMaxsDisp); }else{ SetEntProp(sentry, Prop_Send, "m_iUpgradeLevel", level); SetEntProp(sentry, Prop_Send, "m_iHighestUpgradeLevel", level); SetEntProp(sentry, Prop_Data, "m_spawnflags", flags); SetEntProp(sentry, Prop_Send, "m_bBuilding", 1); SetEntProp(sentry, Prop_Send, "m_nSkin", iTeam -2); DispatchSpawn(sentry); } return sentry; } void SpawnSentry_ProcessSettings(const char[] sSettings){ char[][] sPieces = new char[3][8]; ExplodeString(sSettings, ",", sPieces, 3, 8); g_iSentryLevel = StringToInt(sPieces[0]); g_bShouldStay = StringToInt(sPieces[1]) > 0 ? true : false; g_iMaxSentries = StringToInt(sPieces[2]); }