/* 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 SOUND_BEEP "buttons/blip1.wav" bool g_bIsBeaconed[MAXPLAYERS+1] = {false, ...}; float g_fBeaconInterval = 1.0; float g_fBeaconRadius = 375.0; int g_iSpriteBeam, g_iSpriteHalo; void Beacon_Start(){ PrecacheSound(SOUND_BEEP); g_iSpriteBeam = PrecacheModel("materials/sprites/laser.vmt"); g_iSpriteHalo = PrecacheModel("materials/sprites/halo01.vmt"); } void Beacon_Perk(int client, const char[] sPref, bool apply){ if(apply) Beacon_ApplyPerk(client, sPref); else g_bIsBeaconed[client] = false; } void Beacon_ApplyPerk(int client, const char[] sSettings){ Beacon_ProcessSettings(sSettings); CreateTimer(g_fBeaconInterval, Timer_BeaconBeep, GetClientSerial(client), TIMER_REPEAT); g_bIsBeaconed[client] = true; } public Action Timer_BeaconBeep(Handle hTimer, int iSerial){ int client = GetClientFromSerial(iSerial); if(!IsValidClient(client)) return Plugin_Stop; if(!g_bIsBeaconed[client]) return Plugin_Stop; Beacon_Beep(client); return Plugin_Continue; } void Beacon_Beep(int client){ float fPos[3]; GetClientAbsOrigin(client, fPos); fPos[2] += 10.0; int iColorGra[4] = {128,128,128,255}; int iColorRed[4] = {255,75,75,255}; int iColorBlu[4] = {75,75,255,255}; TE_SetupBeamRingPoint(fPos, 10.0, g_fBeaconRadius, g_iSpriteBeam, g_iSpriteHalo, 0, 15, 0.5, 5.0, 0.0, iColorGra, 10, 0); TE_SendToAll(); if(GetClientTeam(client) == _:TFTeam_Red) TE_SetupBeamRingPoint(fPos, 10.0, g_fBeaconRadius, g_iSpriteBeam, g_iSpriteHalo, 0, 10, 0.6, 10.0, 0.5, iColorRed, 10, 0); else TE_SetupBeamRingPoint(fPos, 10.0, g_fBeaconRadius, g_iSpriteBeam, g_iSpriteHalo, 0, 10, 0.6, 10.0, 0.5, iColorBlu, 10, 0); TE_SendToAll(); EmitSoundToAll(SOUND_BEEP, client); } void Beacon_ProcessSettings(const char[] sSettings){ char[][] sPieces = new char[2][4]; ExplodeString(sSettings, ",", sPieces, 2, 4); g_fBeaconInterval = StringToFloat(sPieces[0]); g_fBeaconRadius = StringToFloat(sPieces[1]); }