The TTT2 Minigames gamemode. It adds custom minigames into TTT2. It fully supports TTT2 ULX.
You can modify or force a gamemode with the help of TTT2 ULX
If you don't want to use TTT2 ULX, you can modify these ConVars on your own:
ConVar | Utilization | Realm |
---|---|---|
ttt2_minigames |
Toggle whether the Minigame s gamemode is enabled |
server |
ttt2_minigames_autostart_random |
Set the randomness so that it switches (randomly) whether a Minigame should start with each round |
server |
ttt2_minigames_autostart_rounds |
Set the amount of rounds a Minigame should start |
server |
ttt2_minigames_show_popup |
Toggle whether the Minigame 's name and the description should be displayed on start |
client |
- Create a folder with the add-on name you prefere (need to be an unique folder name). Pay attention to keep the name lowercase.
- Create a
lua
folder in this new created folder - Create a
minigames
folder in thelua
folder - Create another
minigames
folder in the previously createdminigames
folder. Yea, seems to be redundant, but it isn't. - Create a .lua file with the name of your new minigame (need to be an unique name!), e.g.
sh_my_unique_cool_minigame.lua
, in the folderlua/minigames/minigames/
. - Modify the following code as you prefere:
MINIGAME.author = "TheNameNobodyIsInterestedInAndNobodyGonnaGiveALook" -- author
MINIGAME.contact = "[email protected]" -- contact to the author
---
-- Called if the @{MINIGAME} activates
-- @hook
-- @realm shared
function MINIGAME:OnActivation()
end
---
-- Called if the @{MINIGAME} deactivates
-- @hook
-- @realm shared
function MINIGAME:OnDeactivation()
end
Here is an easy example of a Minigame
: Hardcore Minigame
Hook | Utilization | Realm |
---|---|---|
MINIGAME:PreInitialize() |
Called before the Minigame 's data is loaded |
shared |
MINIGAME:SetupData() |
Called as soon as the default data has been loaded and the Minigame has be pre-initialized |
shared |
MINIGAME:Initialize() |
Is automatically called as soon as the Minigame data has been loaded |
shared |
MINIGAME:OnActivation() |
Called if the Minigame is activated |
shared |
MINIGAME:OnDeactivation() |
Called if the Minigame is deactivated |
shared |
MINIGAME:AddToSettingsMenu(parent) |
Called to populate the minigame settings panel | client |
Function | Utilization | Realm |
---|---|---|
MINIGAME:Activate() |
Activates the Minigame . By default, this is done autimatically (internally) |
shared |
MINIGAME:Deactivate() |
Deactivates the Minigame . By default, this is done autimatically (internally) |
shared |
MINIGAME:IsActive() |
Returns whether the Minigame is active |
shared |
MINIGAME:IsSelectable() |
Returns whether the Minigame is selectable (and take place in the minigame s selection) |
server |
MINIGAME:ShowActivationEPOP() |
Should be used to display a EPOP message informing the player about the Minigame activation (automatically called as soon as the Minigame is activated) |
client |
Function | Utilization | Realm |
---|---|---|
minigames.IsBasedOn(name, base) |
Checks if name is based on base | shared |
minigames.GetStored(name) |
Gets the real Minigame table (not a copy) |
shared |
minigames.GetList() |
Get a list (copy) of all registered Minigame s, that can be displayed (no abstract Minigame s) |
shared |
minigames.GetRealList() |
Get an indexed list of all the registered Minigame s including abstract Minigame s |
shared |
minigames.GetActiveList() |
Returns a list of active Minigame s |
shared |
minigames.GetById(id) |
Get the Minigame table by the Minigame id |
shared |
minigames.ForceNextMinigame(minigame) |
Forces the next Minigame |
server |
minigames.GetForcedNextMinigame() |
Returns the next forced Minigame |
server |
minigames.Select() |
Selects a Minigame based on the current available Minigame s |
server |
Function | Utilization |
---|---|
ActivateMinigame(minigame) |
Activates a Minigame . If called on server , the sync with the client s will be run. If called on client , a popup will be displayed for 12 seconds |
DeactivateMinigame(minigame) |
Deactivates a Minigame . If called on server , the sync with the client s will be run. |
Hook | Utilization |
---|---|
TTT2MGPreActivate(minigame) |
Called right before the Minigame activates |
TTT2MGActivate(minigame) |
Called if the Minigame activates |
TTT2MGPostActivate(minigame) |
Called after the Minigame was activated |
TTT2MGPreDeactivate(minigame) |
Called right before the Minigame deactivates |
TTT2MGDeactivate(minigame) |
Called if the Minigame deactivates |
TTT2MGPostDeactivate(minigame) |
Called after the Minigame was deactivated |
TTT2MinigamesLoaded() |
Called as soon as every MINIGAME was loaded |
Here is an example how to add language support to your Minigame
:
MINIGAME.lang = {
name = {
English = "Example Minigame"
},
desc = {
English = "Some interesting facts about or something similar."
}
}