Difference between revisions of "Intro to AMX Mod X Scripting"
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+ | [[Category:Scripting (AMX Mod X)]] | ||
+ | {{LanguageSwitch}} | ||
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This guide will give you a basic overview to scripting [[AMX Mod X]] plugins. | This guide will give you a basic overview to scripting [[AMX Mod X]] plugins. | ||
− | |||
− | You should get familiar with compiling plugins. Refer to the "[[Compiling Plugins (AMX Mod X)|Compiling Plugins]]" section | + | =Overview= |
+ | |||
+ | So you want to create a plugin? You should have a good understand of how [[Pawn]] works. You should be reading this portion of the document, sitting at a computer, with a text editor and [[Pawn]] compiler at hand. Doing this interactively helps learning. You won't be writing plugins like WC3, Matrix Mod, and CSDM right away, but this is meant to give you a kick start to the modding world of AMX Mod X. For a good text editor that is [[Pawn]] enabled, try AMXX-Studio from the [http://www.amxmodx.org/downloads.php AMX Mod X downloads]section. | ||
+ | |||
+ | You should get familiar with compiling plugins. Refer to the "[[Compiling Plugins (AMX Mod X)|Compiling Plugins]]" section for details. You should also be familiar with [[Configuring_AMX_Mod_X#Installing|installing]] plugins, so you can test your plugins out. | ||
=Beginning= | =Beginning= | ||
Line 12: | Line 19: | ||
#include <amxmodx> | #include <amxmodx> | ||
− | //Declare three | + | //Declare three defines |
− | + | #define PLUGIN "AMXX Demo" | |
− | + | #define VERSION "1.0" | |
− | + | #define AUTHOR "BAILOPAN" | |
//This is a public function. | //This is a public function. | ||
Line 29: | Line 36: | ||
Try compiling the script above. It will be very small - as it does nothing so far. However, if you load this script, and type "amxx plugins", you should see the new entry on the list. | Try compiling the script above. It will be very small - as it does nothing so far. However, if you load this script, and type "amxx plugins", you should see the new entry on the list. | ||
+ | |||
+ | Note : If you don't call plugin_init in your plugin, nothing goes wrong, you simply can consider it as a custom forward. Just that your plugin won't be registered when you write 'amxx plugins'. | ||
=Building Admin Commands= | =Building Admin Commands= | ||
Line 42: | Line 51: | ||
#include <fun> //This contains the function to change health | #include <fun> //This contains the function to change health | ||
− | + | #define PLUGIN "Change Health" | |
− | + | #define VERSION "1.0" | |
− | + | #define AUTHOR "BAILOPAN" | |
public plugin_init() | public plugin_init() | ||
{ | { | ||
register_plugin(PLUGIN, VERSION, AUTHOR) | register_plugin(PLUGIN, VERSION, AUTHOR) | ||
− | register_concmd("amx_hp", "cmd_hp", ADMIN_SLAY, "<target> ") | + | register_concmd("amx_hp", "cmd_hp", ADMIN_SLAY, "<target>") |
} | } | ||
Line 69: | Line 78: | ||
if (!cmd_access(id, level, cid, 3)) | if (!cmd_access(id, level, cid, 3)) | ||
return PLUGIN_HANDLED | return PLUGIN_HANDLED | ||
− | |||
}</pawn> | }</pawn> | ||
Line 89: | Line 97: | ||
//Get the command arguments from the console | //Get the command arguments from the console | ||
− | read_argv(1, Arg1, | + | read_argv(1, Arg1, charsmax(Arg1)) |
− | read_argv(2, Arg2, | + | read_argv(2, Arg2, charsmax(Arg2)) |
//Convert the health from a string to a number | //Convert the health from a string to a number | ||
Line 98: | Line 106: | ||
if (Arg1[0] == '@') | if (Arg1[0] == '@') | ||
{ | { | ||
− | new Team | + | new Team |
//Check which team was specified. | //Check which team was specified. | ||
//Note that we start from [1], this is okay | //Note that we start from [1], this is okay | ||
Line 156: | Line 164: | ||
<pawn>#include <amxmodx> | <pawn>#include <amxmodx> | ||
+ | #include <amxmisc> | ||
#include <fun> | #include <fun> | ||
− | + | #define PLUGIN "Change Health" | |
− | + | #define VERSION "1.0" | |
− | + | #define AUTHOR "BAILOPAN" | |
public plugin_init() | public plugin_init() | ||
Line 177: | Line 186: | ||
//Get the command arguments from the console | //Get the command arguments from the console | ||
− | read_argv(1, Arg1, | + | read_argv(1, Arg1, charsmax(Arg1)) |
− | read_argv(2, Arg2, | + | read_argv(2, Arg2, charsmax(Arg2)) |
//Convert the health from a string to a number | //Convert the health from a string to a number | ||
Line 186: | Line 195: | ||
if (Arg1[0] == '@') | if (Arg1[0] == '@') | ||
{ | { | ||
− | new Team | + | new Team |
if (equali(Arg1[1], "CT")) | if (equali(Arg1[1], "CT")) | ||
{ | { | ||
Line 222: | Line 231: | ||
}</pawn> | }</pawn> | ||
+ | =CVARs= | ||
+ | |||
+ | CVARs are server-side storage keys. For example, "mp_startmoney" is the Counter-Strike CVAR to hold how much money people get when they join the game. You can make your own CVARs by registering them in plugin_init(). Let's replicate mp_startmoney. | ||
+ | |||
+ | <pawn> | ||
+ | #include <amxmodx> | ||
+ | #include <cstrike> | ||
+ | |||
+ | new g_iAMXXStartMoney | ||
+ | new g_iMPStartMoney | ||
+ | |||
+ | public plugin_init() | ||
+ | { | ||
+ | register_plugin("CVAR Test", "1.0", "BAILOPAN") | ||
+ | //set default value to 500 | ||
+ | g_iAMXXStartMoney = register_cvar("amx_startmoney", "500") | ||
+ | |||
+ | g_iMPStartMoney = get_cvar_num("mp_startmoney") | ||
+ | } | ||
+ | //this occurs when a client is put in game | ||
+ | public client_putinserver(id) | ||
+ | { | ||
+ | new iCvarMoney = get_pcvar_num(g_iAMXXStartMoney) | ||
+ | |||
+ | if(iCvarMoney > 0) | ||
+ | { | ||
+ | cs_set_user_money(id, iCvarMoney) | ||
+ | } else { | ||
+ | cs_set_user_money(id, g_iMPStartMoney) | ||
+ | } | ||
+ | } | ||
+ | </pawn> | ||
+ | |||
+ | (this plugin probably won't work, it's just a demonstration). You can set CVARs as floats, numbers, or strings, and you can modify just about any valid CVAR from the HL engine or mod. | ||
=Finding More= | =Finding More= | ||
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You can also visit the [http://www.amxmodx.org/forums/ Forums] and ask questions, or read how other people achieved certain goals to learn and innovate. | You can also visit the [http://www.amxmodx.org/forums/ Forums] and ask questions, or read how other people achieved certain goals to learn and innovate. | ||
− | |||
− |
Latest revision as of 13:05, 16 April 2017
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This guide will give you a basic overview to scripting AMX Mod X plugins.
Overview
So you want to create a plugin? You should have a good understand of how Pawn works. You should be reading this portion of the document, sitting at a computer, with a text editor and Pawn compiler at hand. Doing this interactively helps learning. You won't be writing plugins like WC3, Matrix Mod, and CSDM right away, but this is meant to give you a kick start to the modding world of AMX Mod X. For a good text editor that is Pawn enabled, try AMXX-Studio from the AMX Mod X downloadssection.
You should get familiar with compiling plugins. Refer to the "Compiling Plugins" section for details. You should also be familiar with installing plugins, so you can test your plugins out.
Beginning
An AMX Mod X plugin can have four main types of functions. The first is a "public" function. This means it is publically viewable to the AMX Mod X engine. The second is a "native" function, which is declared in a module or the AMX Mod X Core. The third is a regular user function, which is declared without any special attributes. The fourth is a "forward" function, which is called whenever a special event occurs (a forward is also public). An AMX Mod X plugin must begin with a function initializing the plugin:
//This makes it so you can use the core AMX Mod X functions //It "includes" the native definitions from includes\amxmodx.inc #include <amxmodx> //Declare three defines #define PLUGIN "AMXX Demo" #define VERSION "1.0" #define AUTHOR "BAILOPAN" //This is a public function. //It is necessary to initialize your script under AMX Mod X. //It takes no parameters, and is called right after map load. public plugin_init() { //This is a function that takes three strings. //It registers your function in AMX Mod X, and assigns some basic information. register_plugin(PLUGIN, VERSION, AUTHOR) }
Try compiling the script above. It will be very small - as it does nothing so far. However, if you load this script, and type "amxx plugins", you should see the new entry on the list.
Note : If you don't call plugin_init in your plugin, nothing goes wrong, you simply can consider it as a custom forward. Just that your plugin won't be registered when you write 'amxx plugins'.
Building Admin Commands
AMX Mod X provides a way to easily add console admin commands. Each command is "registered" as a console command. When you register a command, you must define four properties: The console command that is typed in, the function you are making that interprets the command, the access level required to use it, and a short description of the command.
For this demonstration, let's build a plugin that lets you change the health of players on the server with the command "amx_hp".
We'll need to do two things to start off - first, we need to register the command in the console. As we are binding a command to a public function, we must then make sure that function exists.
#include <amxmodx> #include <amxmisc> //This contains some useful functions #include <fun> //This contains the function to change health #define PLUGIN "Change Health" #define VERSION "1.0" #define AUTHOR "BAILOPAN" public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_concmd("amx_hp", "cmd_hp", ADMIN_SLAY, "<target>") } public cmd_hp(id, level, cid) { return PLUGIN_HANDLED }
The first new function is "register_concmd", which takes four parameters. The first is the command that a player must type into their console. The second is the public function that will handle the command. The third is the access level your command needs. Lastly, you can pass a string that describes how to use your command (for amx_help).
Next, we have created a public function to handle the amx_hp command. Note that we are giving it three parameters. These parameters will hold special data when the command is used - id will hold the player's id who started the command, level will hold the access level of the command (you must do access checking yourself), and cid will hold the command's internal id.
Also, note PLUGIN_HANDLED. There are two main return values you should concern yourself with. PLUGIN_CONTINUE generally means "continue with normal operation", and PLUGIN_HANDLED means "block further operation". The differences are subtle but important. For example, when binding a command, you should never return PLUGIN_CONTINUE. But if you return PLUGIN_HANDLED while binding to the "say" command, it will block the player's text from ever appearing. You must be careful with which you choose in certain situations. However, most things are unaffected (such as tasks, events, and other things you will run into later on).
So, first things first. How do we make sure this user is an admin who has ADMIN_SLAY access?
public cmd_hp(id, level, cid) { if (!cmd_access(id, level, cid, 3)) return PLUGIN_HANDLED }
The cmd_access() function will check a command's information (user, access level, and id) and makes sure of two things: that the user has access to it, and that it was given a minimum number of parameters. Here we passed three, because the command will look like this: amx_hp <target> <amount>, and the actual command itself counts as a parameter. If cmd_access fails, we have the command immediately end.
The next portion to solve is: we need to take the two parameters and decode them. The "amount" parameter is easy, as we just convert it from a string to a number. The second parameter will be trickier, as we want to be able to target three different types of people:
- @CT or @T - CTs or Ts
- @ALL - Everyone
- <target> - Partial name of a player
public cmd_hp(id, level, cid) { if (!cmd_access(id, level, cid, 3)) return PLUGIN_HANDLED new Arg1[24] new Arg2[4] //Get the command arguments from the console read_argv(1, Arg1, charsmax(Arg1)) read_argv(2, Arg2, charsmax(Arg2)) //Convert the health from a string to a number new Health = str_to_num(Arg2) //Is the first character the @ symbol? if (Arg1[0] == '@') { new Team //Check which team was specified. //Note that we start from [1], this is okay // it just means the @ isn't included if (equali(Arg1[1], "CT")) { Team = 2 } else if (equali(Arg1[1], "T")) { Team = 1 } new players[32], num //This function will fill the players[32] variable // with valid player ids. num will contain the number // of players that are valid. get_players(players, num) new i for (i=0; i<num; i++) { if (!Team) { //Set this player's health set_user_health(players[i], Health) } else { if (get_user_team(players[i]) == Team) { set_user_health(players[i], Health) } } } } else { //finds a player id that matches the partial name given //the 1 means that it will not target the player if he // has immunity access new player = cmd_target(id, Arg1, 1) if (!player) { //this will print a message to the user who tried the command //The format for this command is called "format()" style, // where the first string formats the message according // to any number of following parameters. // %s means a string // %d or %i means an integer // %f means a float // so "Hello %s, I am %d years old" will // require a string and integer to follow console_print(id, "Sorry, player %s could not be found or targetted!", Arg1) return PLUGIN_HANDLED } else { set_user_health(player, Health) } } return PLUGIN_HANDLED }
So, our final stripped amx_hp plugin will look like:
#include <amxmodx> #include <amxmisc> #include <fun> #define PLUGIN "Change Health" #define VERSION "1.0" #define AUTHOR "BAILOPAN" public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_concmd("amx_hp", "cmd_hp", ADMIN_SLAY, "<target> <hp>") } public cmd_hp(id, level, cid) { if (!cmd_access(id, level, cid, 3)) return PLUGIN_HANDLED new Arg1[24] new Arg2[4] //Get the command arguments from the console read_argv(1, Arg1, charsmax(Arg1)) read_argv(2, Arg2, charsmax(Arg2)) //Convert the health from a string to a number new Health = str_to_num(Arg2) //Is the first character the @ symbol? if (Arg1[0] == '@') { new Team if (equali(Arg1[1], "CT")) { Team = 2 } else if (equali(Arg1[1], "T")) { Team = 1 } new players[32], num get_players(players, num) new i for (i=0; i<num; i++) { if (!Team) { set_user_health(players[i], Health) } else { if (get_user_team(players[i]) == Team) { set_user_health(players[i], Health) } } } } else { new player = cmd_target(id, Arg1, 1) if (!player) { console_print(id, "Sorry, player %s could not be found or targetted!", Arg1) return PLUGIN_HANDLED } else { set_user_health(player, Health) } } return PLUGIN_HANDLED }
CVARs
CVARs are server-side storage keys. For example, "mp_startmoney" is the Counter-Strike CVAR to hold how much money people get when they join the game. You can make your own CVARs by registering them in plugin_init(). Let's replicate mp_startmoney.
#include <amxmodx> #include <cstrike> new g_iAMXXStartMoney new g_iMPStartMoney public plugin_init() { register_plugin("CVAR Test", "1.0", "BAILOPAN") //set default value to 500 g_iAMXXStartMoney = register_cvar("amx_startmoney", "500") g_iMPStartMoney = get_cvar_num("mp_startmoney") } //this occurs when a client is put in game public client_putinserver(id) { new iCvarMoney = get_pcvar_num(g_iAMXXStartMoney) if(iCvarMoney > 0) { cs_set_user_money(id, iCvarMoney) } else { cs_set_user_money(id, g_iMPStartMoney) } }
(this plugin probably won't work, it's just a demonstration). You can set CVARs as floats, numbers, or strings, and you can modify just about any valid CVAR from the HL engine or mod.
Finding More
To learn more about scripting for AMX Mod X, you should look through the natives in the function reference or the include files. Include files generally follow two formats. They are named after a module or specific purpose. _const is appended if they contain pre-defined numbers or lists. _stocks is appended if they contain helper or useful wrapping functions. Remember, stocks are only compiled if you use them, so it is safe to include an include file with many stocks.
You can also visit the Forums and ask questions, or read how other people achieved certain goals to learn and innovate.