/* 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_bCanSpawnDispenser[MAXPLAYERS+1] = {false, ...}; Handle g_iSpawnedDispensers[MAXPLAYERS+1] = INVALID_HANDLE; int g_iDispenserLevel = 2; bool g_bShouldDispenserStay = true; int g_iMaxDispensers = 1; public SpawnDispenser_Perk(int client, const char[] sPref, bool apply){ if(apply) SpawnDispenser_ApplyPerk(client, sPref); else SpawnDispenser_RemovePerk(client); } void SpawnDispenser_ApplyPerk(int client, const char[] sPref){ SpawnDispenser_ProcessSettings(sPref); if(g_iSpawnedDispensers[client] == INVALID_HANDLE) g_iSpawnedDispensers[client] = CreateArray(); else ClearArray(g_iSpawnedDispensers[client]); g_bCanSpawnDispenser[client] = true; PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Dispenser_Initialization", LANG_SERVER, 0x03, 0x01); } void SpawnDispenser_RemovePerk(int client){ g_bCanSpawnDispenser[client] = false; if(g_bShouldDispenserStay) return; int iSize = GetArraySize(g_iSpawnedDispensers[client]); for(int i = 0; i < iSize; i++){ int iEnt = EntRefToEntIndex(GetArrayCell(g_iSpawnedDispensers[client], i)); if(iEnt > MaxClients && IsValidEntity(iEnt)) AcceptEntityInput(iEnt, "Kill"); } } void SpawnDispenser_Voice(int client){ if(!g_bCanSpawnDispenser[client]) return; float fPos[3]; if(GetClientLookPosition(client, fPos)){ if(CanBuildAtPos(fPos, false)){ float fDispenserAng[3], fClientAng[3]; GetClientEyeAngles(client, fClientAng); fDispenserAng[1] = fClientAng[1]; PushArrayCell(g_iSpawnedDispensers[client], EntIndexToEntRef(SpawnDispenser(client, fPos, fDispenserAng, g_iDispenserLevel))); int iSpawned = GetArraySize(g_iSpawnedDispensers[client]); PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Dispenser_Spawned", LANG_SERVER, 0x03, iSpawned, g_iMaxDispensers, 0x01); if(iSpawned >= g_iMaxDispensers) if(g_bShouldDispenserStay) ForceRemovePerk(client); else g_bCanSpawnDispenser[client] = false; } } } /* The SpawnDispenser stock is taken from Pelipoika's TF2 Building Spawner EXTREME https://forums.alliedmods.net/showthread.php?p=2148102 */ stock int SpawnDispenser(int builder, float Position[3], float Angle[3], int level, int flags=4){ int dispenser = CreateEntityByName("obj_dispenser"); if(!IsValidEntity(dispenser)) return 0; int iTeam = GetClientTeam(builder); DispatchKeyValueVector(dispenser, "origin", Position); DispatchKeyValueVector(dispenser, "angles", Angle); SetEntProp(dispenser, Prop_Send, "m_iHighestUpgradeLevel", level); SetEntProp(dispenser, Prop_Data, "m_spawnflags", flags); SetEntProp(dispenser, Prop_Send, "m_bBuilding", 1); DispatchSpawn(dispenser); SetVariantInt(iTeam); AcceptEntityInput(dispenser, "SetTeam"); SetEntProp(dispenser, Prop_Send, "m_nSkin", iTeam -2); ActivateEntity(dispenser); SetEntPropEnt(dispenser, Prop_Send, "m_hBuilder", builder); return dispenser; } void SpawnDispenser_ProcessSettings(const char[] sSettings){ char[][] sPieces = new char[3][8]; ExplodeString(sSettings, ",", sPieces, 3, 8); g_iDispenserLevel = StringToInt(sPieces[0]); g_bShouldDispenserStay = StringToInt(sPieces[1]) > 0 ? true : false; g_iMaxDispensers = StringToInt(sPieces[2]); }