Difference between revisions of "TF2 Voting"
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− | Team Fortress 2 has a new voting system based on the [[Left 4 Voting|Left 4 Dead Voting system]] and is controlled by [[Game Events (Source)| | + | Team Fortress 2 has a new voting system based on the [[Left 4 Voting|Left 4 Dead Voting system]] and is controlled by [[Game Events (Source)|Game Events]] and [[User Messages]]. You can use either a string from the resource file, or TF_playerid_noteam which will let you create any vote you want. |
== How voting works == | == How voting works == |
Revision as of 23:41, 13 July 2011
Team Fortress 2 has a new voting system based on the Left 4 Dead Voting system and is controlled by Game Events and User Messages. You can use either a string from the resource file, or TF_playerid_noteam which will let you create any vote you want.
Contents
How voting works
For a Yes/No vote, the server begins by sending a VoteStart User Message. Clients use the "vote" command to register their votes, after which the server sends a vote_cast event.
When the vote is complete, the server send either a VotePass or VoteFailed User Message.
A multiple choice vote is much the same as a Yes/No vote, but the server sends a "vote_options" event first, and sets the last argument of the VoteStart User Message to false instead of true.
Failure reasons
The VoteFailed User Message does not take a string to display. Instead, it takes a number that corresponds to a specific message.
The values that work are:
0 - Generic "Vote Failed" message
3 - Yes votes must outnumber No votes
4 - Not Enough Votes
Other error numbers exist, but they are used by CallVoteFailed:
1 = Cannot call vote while other players are still loading
2 = You called a vote recently and cannot call another one for X seconds (second argument to CallVoteFailed specifies the number of seconds)
5 - Server has disabled that issue.
6 - That map does not exist.
7 - You must specify a map name
8 - This vote failed recently
9 - Your team cannot call this vote
10 - Voting not allowed while Waiting for Players
User Messages
The User Messages that exist in the TF2 Voting system are:
VoteSetup
- Byte Count of vote issues allowed on this server * String Vote Issues, same number as Count above.
VoteStart
- Byte Team index or -1 for all - Byte Client index (NOT USERID) of person who started the vote, or 99 for the server. - String Vote issue translation string - String Vote issue text - Bool true for Yes/No, false for Multiple choice
VotePass
- Byte Team index or -1 for all - String Vote issue translation string - String Vote winner (same as vote issue text for Yes/No?)
VoteFail
- Byte Team index or -1 for all - Byte Failure reason code (0, 3-4)
CallVoteFailed
- Byte Failure reason code (1-2, 5-10) - Short If above is 2, number of seconds until you can next start a vote.
Events
Note: Sent to all players when a player chooses a vote option (or more specifically, the server receives a vote command)
Name: | vote_cast | |||||||||
Structure: |
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Note: Sent to players before VoteStart UserMessage to populate choices for a multiple choice vote
Name: | vote_options | ||||||||||||||||||
Structure: |
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Unused?
Name: | vote_ended | |
Structure: |
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Name: | vote_started | ||||||||||||
Structure: |
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Name: | vote_changed | ||||||||||||||||||
Structure: |
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Name: | vote_passed | |||||||||
Structure: |
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Name: | vote_failed | |||
Structure: |
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Example voting plugin
This is a basic plugin that starts a vote, "Is gaben fat?". It does not ensure the same client does not vote multiple times, nor does it actually kick the user.
#include <sourcemod> // TF2's internal map vote uses client index 99 for the server #define TF2_SERVER_CLIENT_INDEX 99 #define TF2_TEAM_ALL -1 new yesvotes; new novotes; #define MAX_VOTES 4 public Plugin:myinfo = { name = "Test Yes/No Vote", author = "Powerlord", description = "A test vote plugin for the AlliedMods wiki", version = "1.0", url = "http://wiki.alliedmods.net/TF2_Voting" } public OnPluginStart() { RegConsoleCmd("testvote",Callvote_Handler); RegConsoleCmd("vote", vote); } public Action:Callvote_Handler(client, args) { new Handle:bf = StartMessageAll("VoteStart", USERMSG_RELIABLE); BfWriteByte(bf, TF2_TEAM_ALL); BfWriteByte(bf, TF2_SERVER_CLIENT_INDEX); BfWriteString(bf, "#TF_playerid_noteam"); BfWriteString(bf, "Is gaben fat?"); BfWriteBool(bf, true); EndMessage(); yesvotes = 0; novotes = 0; return Plugin_Handled; } UpdateVotes() { if (yesvotes+novotes >= MAX_VOTES) { PrintToServer("voting complete!"); if (yesvotes > novotes) { new Handle:bf = StartMessageAll("VotePass"); BfWriteByte(bf, TF2_TEAM_ALL); BfWriteString(bf, "#TF_playerid_noteam"); BfWriteString(bf, "Gaben is fat"); EndMessage(); } else { new Handle:bf = StartMessageAll("VoteFailed"); BfWriteByte(bf, TF2_TEAM_ALL); // Check list of failure reasons BfWriteByte(bf, 3); EndMessage(); } } } // If the TF2 vote system is running (sv_allow_votes 1), this needs to be a command listener because TF2 registers the vote command only when a vote is ongoing, and thus hooking it using RegConsoleCmd doesn't work. public Action:vote(client, args) { new String:arg[8]; new option = 0; GetCmdArg(1,arg,8); PrintToServer("Got vote %s from %i",arg,client); if (strcmp(arg,"option1",true) == 0) { yesvotes++; option = 0; } else if (strcmp(arg,"option2",true) == 0) { novotes++; option = 1; } new Handle:msg = CreateEvent("vote_cast"); SetEventInt(msg, "entityid", client); SetEventInt(msg, "team", -1); SetEventInt(msg, "vote_option", option); FireEvent(msg); UpdateVotes(); return Plugin_Continue; }
See the following images for examples what this looks like: