/* 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. https://forums.alliedmods.net/showpost.php?p=2389730&postcount=2 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 MINICRIT TFCond_Buffed #define FULLCRIT TFCond_CritOnFirstBlood float g_fTeamCritsRange = 270.0; bool g_bTeamCritsFull = true; bool g_bHasTeamCriticals[MAXPLAYERS+1] = {false, ...}; int g_iCritBoostEnt[MAXPLAYERS+1][MAXPLAYERS+1]; int g_iCritBoostsGetting[MAXPLAYERS+1] = {0, ...}; void TeamCriticals_Perk(int client, const char[] sPref, bool apply){ if(apply) TeamCriticals_ApplyPerk(client, sPref); else TeamCriticals_RemovePerk(client); } void TeamCriticals_ApplyPerk(int client, const char[] sPref){ TeamCriticals_ProcessSettings(sPref); g_bHasTeamCriticals[client] = true; TF2_AddCondition(client, g_bTeamCritsFull ? FULLCRIT : MINICRIT); g_iCritBoostsGetting[client]++; CreateTimer(0.25, Timer_DrawBeamsFor, GetClientSerial(client), TIMER_REPEAT); } void TeamCriticals_RemovePerk(int client){ g_bHasTeamCriticals[client] = false; TF2_RemoveCondition(client, g_bTeamCritsFull ? FULLCRIT : MINICRIT); g_iCritBoostsGetting[client]--; for(int i = 1; i <= MaxClients; i++){ if(g_iCritBoostEnt[client][i] > MaxClients) TeamCriticals_SetCritBoost(client, i, false, 0); } } public Action Timer_DrawBeamsFor(Handle hTimer, int iSerial){ int client = GetClientFromSerial(iSerial); if(!IsValidClient(client)) return Plugin_Stop; if(!g_bHasTeamCriticals[client]) return Plugin_Stop; TeamCriticals_DrawBeamsFor(client); return Plugin_Continue; } void TeamCriticals_DrawBeamsFor(int client){ int iTeam = GetClientTeam(client); for(int i = 1; i <= MaxClients; i++){ if(i == client) continue; if(!IsClientInGame(i)){ if(g_iCritBoostEnt[client][i] > MaxClients) TeamCriticals_SetCritBoost(client, i, false, iTeam); continue; } if(!TeamCriticals_IsValidTarget(client, i, iTeam)){ if(g_iCritBoostEnt[client][i] > MaxClients) TeamCriticals_SetCritBoost(client, i, false, iTeam); continue; } if(!CanEntitySeeTarget(client, i)){ if(g_iCritBoostEnt[client][i] > MaxClients) TeamCriticals_SetCritBoost(client, i, false, iTeam); continue; } if(g_iCritBoostEnt[client][i] <= MaxClients) TeamCriticals_SetCritBoost(client, i, true, iTeam); } } bool TeamCriticals_IsValidTarget(int client, int iTrg, int iClientTeam){ float fPos[3], fEndPos[3]; GetClientAbsOrigin(client, fPos); GetClientAbsOrigin(iTrg, fEndPos); if(GetVectorDistance(fPos, fEndPos) > g_fTeamCritsRange) return false; if(TF2_IsPlayerInCondition(iTrg, TFCond_Cloaked)) return false; int iEndTeam = GetClientTeam(iTrg); if(TF2_IsPlayerInCondition(iTrg, TFCond_Disguised)){ if(iClientTeam == iEndTeam) return false; else return true; } return (iClientTeam == iEndTeam); } void TeamCriticals_SetCritBoost(int client, int iTrg, bool bSet, int iTeam){ g_iCritBoostsGetting[iTrg] += bSet ? 1 : -1; if(bSet){ g_iCritBoostEnt[client][iTrg] = ConnectWithBeam(client, iTrg, iTeam == 2 ? 255 : 64, 64, iTeam == 2 ? 64 : 255); if(g_iCritBoostsGetting[iTrg] < 2) TF2_AddCondition(iTrg, g_bTeamCritsFull ? FULLCRIT : MINICRIT); }else{ if(IsValidEntity(g_iCritBoostEnt[client][iTrg])) AcceptEntityInput(g_iCritBoostEnt[client][iTrg], "Kill"); g_iCritBoostEnt[client][iTrg] = 0; if(g_iCritBoostsGetting[iTrg] < 1) TF2_RemoveCondition(iTrg, g_bTeamCritsFull ? FULLCRIT : MINICRIT); } } void TeamCriticals_ProcessSettings(const char[] sSettings){ char[][] sPieces = new char[2][8]; ExplodeString(sSettings, ",", sPieces, 2, 8); g_fTeamCritsRange = StringToFloat(sPieces[0]); g_bTeamCritsFull = StringToInt(sPieces[1]) > 0 ? true : false; }