TF2 Voting
Team Fortress 2 has a new VGUI 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.
How voting works
- The server sends a vote_options event.
- The values it sends are garbage data (or the previous multiple choice vote's choices) for Yes/No votes or the actual vote options for multiple choice.
- The VoteStart User Message is sent, the last argument determines the vote type.
- Clients use the "vote" command to register their votes (option1 through option5), after which the server sends a vote_cast event with a 0-based option number (so option1 = 0, option5 = 4).
- When the vote is complete, the server send either a VotePass or VoteFailed User Message.
User Messages
The User Messages that exist in the TF2 Voting system are:
VoteSetup
Note: Sent to a player when they load the Call Vote screen (which sends the callvote command to the server), lists what votes are allowed on the server
| Name: | VoteSetup | ||||||
| Structure: |
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There is one string sent for each supported issue. Valid strings are:
- Kick
- RestartGame
- ChangeLevel
- NextLevel
- ScrambleTeams
CallVoteFailed
Note: Sent to a player when they attempt to call a vote and fail.
| Name: | CallVoteFailed | ||||||
| Structure: |
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Valid Failure Codes are:
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
VoteStart
Note: Sent to all players participating in a vote.
| Name: | VoteStart | |||||||||||||||
| Structure: |
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VotePass
Note: Sent to all players after a vote passes.
| Name: | VotePass | |||||||||
| Structure: |
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VoteFailed
Note: Sent to all players after a vote fails.
| Name: | VoteFailed | ||||||
| Structure: |
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Valid Failure codes are:
0 - Generic "Vote Failed" message
3 - Yes votes must outnumber No votes
4 - Not Enough Votes
Events
Used Events
vote_cast
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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When it says entity ID, it actually means client index.
vote_options
Note: Sent to players before VoteStart UserMessage to populate choices for a multiple choice vote
| Name: | vote_options | ||||||||||||||||||
| Structure: |
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Unused Events
These are events that existed in L4D, but remain unused in the TF2 vote system.
vote_ended
| Name: | vote_ended | |
| Structure: |
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vote_started
| Name: | vote_started | ||||||||||||
| Structure: |
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vote_changed
| Name: | vote_changed | ||||||||||||||||||
| Structure: |
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vote_passed
| Name: | vote_passed | |||||||||
| Structure: |
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vote_failed
| 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: