/* 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 DEADLYVOICE_SOUND_ATTACK "weapons/cow_mangler_explosion_charge_04.wav" char g_sDeadlyVoiceParticles[][] = { "default", "default", "powerup_supernova_explode_red", "powerup_supernova_explode_blue" }; bool g_bHasDeadlyVoice[MAXPLAYERS+1] = {false, ...}; int g_iDeadlyVoiceParticle[MAXPLAYERS+1] = {0, ...}; float g_fDeadlyVoiceLastAttack[MAXPLAYERS+1] = {0.0, ...}; float g_fDeadlyVoiceRate = 1.0; float g_fDeadlyVoiceRange = 128.0; float g_fDeadlyVoiceDamage= 72.0; void DeadlyVoice_Start(){ PrecacheSound(DEADLYVOICE_SOUND_ATTACK); } void DeadlyVoice_Perk(int client, const char[] sPref, bool apply){ if(apply) DeadlyVoice_ApplyPerk(client, sPref); else DeadlyVoice_RemovePerk(client); } void DeadlyVoice_ApplyPerk(int client, const char[] sPref){ DeadlyVoice_ProcessSettings(sPref); g_bHasDeadlyVoice[client] = true; PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Attack", LANG_SERVER, 0x03, 0x01); } void DeadlyVoice_RemovePerk(int client){ g_bHasDeadlyVoice[client] = false; } void DeadlyVoice_Voice(int client){ if(!g_bHasDeadlyVoice[client]) return; float fEngineTime = GetEngineTime(); if(fEngineTime < g_fDeadlyVoiceLastAttack[client] +g_fDeadlyVoiceRate) return; g_fDeadlyVoiceLastAttack[client] = fEngineTime; if(g_iDeadlyVoiceParticle[client] < 1) g_iDeadlyVoiceParticle[client] = CreateParticle(client, g_sDeadlyVoiceParticles[GetClientTeam(client)]); float fShake[3]; fShake[0] = GetRandomFloat(-5.0, -25.0); SetEntPropVector(client, Prop_Send, "m_vecPunchAngle", fShake); DeadlyVoice_HurtSurroundings(client); EmitSoundToAll(DEADLYVOICE_SOUND_ATTACK, client); CreateTimer(g_fDeadlyVoiceRate, Timer_DeadlyVoice_DestroyParticle, GetClientSerial(client)); } public Action Timer_DeadlyVoice_DestroyParticle(Handle hTimer, int iSerial){ int client = GetClientFromSerial(iSerial); if(g_iDeadlyVoiceParticle[client] > MaxClients && IsValidEntity(g_iDeadlyVoiceParticle[client])){ AcceptEntityInput(g_iDeadlyVoiceParticle[client], "Kill"); g_iDeadlyVoiceParticle[client] = 0; } return Plugin_Stop; } void DeadlyVoice_HurtSurroundings(client){ if(!IsValidClient(client)) return; float fClientPos[3]; GetClientAbsOrigin(client, fClientPos); for(int i = 1; i <= MaxClients; i++){ if(!DeadlyVoice_IsValidTargetFor(client, i)) continue; float fTargetPos[3]; GetClientAbsOrigin(i, fTargetPos); float fDistance = GetVectorDistance(fClientPos, fTargetPos); if(fDistance < g_fDeadlyVoiceRange){ DeadlyVoice_ShakeScreen(i); SDKHooks_TakeDamage(i, 0, client, g_fDeadlyVoiceDamage, DMG_BLAST); } } } void DeadlyVoice_ShakeScreen(int client){ if(!IsValidClient(client)) return; float vec[3]; vec[0] = GetRandomFloat(-15.0, 15.0); vec[1] = GetRandomFloat(-15.0, 15.0); vec[2] = GetRandomFloat(-15.0, 15.0); SetEntPropVector(client, Prop_Send, "m_vecPunchAngle", vec); } stock bool DeadlyVoice_IsValidTargetFor(int client, int target){ if(client == target) return false; if(!IsClientInGame(target)) return false; if(!IsPlayerAlive(target)) return false; if(!CanEntitySeeTarget(client, target)) return false; return CanPlayerBeHurt(target, client); } void DeadlyVoice_ProcessSettings(const char[] sSettings){ char[][] sPieces = new char[3][8]; ExplodeString(sSettings, ",", sPieces, 3, 8); g_fDeadlyVoiceRate = StringToFloat(sPieces[0]); g_fDeadlyVoiceRange = StringToFloat(sPieces[1]); g_fDeadlyVoiceDamage = StringToFloat(sPieces[2]); }