Difference between revisions of "Left 4 Voting 2"
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Revision as of 18:57, 13 June 2013
Left 4 Dead 2 has a VGUI voting system controller by a bunch of Events and UserMessages. You can use either a string from the resource file, or L4D_TargetID_Player which will let you create any vote you want.
Contents
How voting works
- A client issues a callvote with the vote type and argument.
- The VoteStart User Message is sent.
- Clients use the "Vote" command to register their votes ("Yes" or "No"), after which the server sends a VoteRegistered UserMessage to that player to acknowledge their vote. A vote_changed event is sent to all players with updated numbers.
- When the vote is complete, the server sends either a VotePass or VoteFail UserMessage.
Server Entity
The server should update this as appropriate. Unfortunately, the valid values for m_iActiveIssueIndex is unknown.
Name: | vote_controller (CVoteController) | |||||||||||||||
Structure: |
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Console Commands
Vote
Note: This command is only valid when a vote is ongoing.
Name: | Vote | |||
Structure: |
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User Messages
Note: These user messages use unsigned bytes for the team number. Since Valve represents no team as -1, no team is instead represented as its two's complement, 255.
VoteStart
Note: Sent to all players in the vote group, corresponding with teams. The default implementation also sends it to bots.
Name: | VoteStart | |||||||||||||||
Structure: |
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Values for "issue" and "param1" in standard votes
Vote type | issue | param1 |
---|---|---|
Kick | #L4D_vote_kick_player | Nickname of the person to be kicked without "#" |
ReturnToLobby | #L4D_vote_return_to_lobby | |
ChangeCampaign | #L4D_vote_mission_change | #L4D360UI_CampaignName_C5 |
- Campaigns aren't specified by map name but by the index the campaign's entry has in the game menus. Example: "5" specifies the campaign "The Parish"
VoteRegistered
Note: Only sent to player who voted
Name: | VoteRegistered | |||
Structure: |
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VotePass
Note: Sent to all players after a vote passes.
Name: | VotePass | |||||||||
Structure: |
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VoteFail
Note: Sent to all players after a vote fails.
Name: | VoteFail | |||
Structure: |
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Events
Note: team is -1 when sent to all players)
vote_changed
Name: | vote_changed | |||||||||
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> #define L4D2_TEAM_ALL -1 new yesvotes; new novotes; #define MAX_VOTES 4 public OnPluginStart() { RegConsoleCmd("testvote",Callvote_Handler); RegConsoleCmd("Vote",vote); } public Action:Callvote_Handler(client, args) { new Handle:bf = StartMessageAll("VoteStart", USERMSG_RELIABLE); BfWriteByte(bf, L4D2_TEAM_ALL); BfWriteByte(bf, 0); BfWriteString(bf, "#L4D_TargetID_Player"); BfWriteString(bf, "Is gaben fat?"); BfWriteString(bf, "Server"); EndMessage(); yesvotes = 0; novotes = 0; UpdateVotes(); return Plugin_Handled; } public UpdateVotes() { new Handle:msg = CreateEvent("vote_changed"); SetEventInt(msg,"yesVotes",yesvotes); SetEventInt(msg,"noVotes",novotes); SetEventInt(msg,"potentialVotes",MAX_VOTES); FireEvent(msg); if (yesvotes+novotes == MAX_VOTES) { PrintToServer("voting complete!"); if (yesvotes > novotes) { new Handle:bf = StartMessageAll("VotePass"); BfWriteByte(bf, L4D2_TEAM_ALL); BfWriteString(bf, "#L4D_TargetID_Player"); BfWriteString(bf, "Gaben is fat"); EndMessage(); } else { new Handle:bf = StartMessageAll("VoteFailed"); BfWriteByte(bf, L4D2_TEAM_ALL); EndMessage(); } } } public Action:vote(client, args) { new String:arg[8]; GetCmdArg(1,arg,8); PrintToServer("Got vote %s from %i",arg,client); if (strcmp(arg,"Yes",true) == 0) { yesvotes++; } else if (strcmp(arg,"No",true) == 0) { novotes++; } UpdateVotes(); return Plugin_Continue; }
See Also
- Left 4 Voting
- TF2 Voting
- BuiltinVotes, a SourceMod extension that exposes a voting API that uses this voting system.