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TTT2 Minigames

The TTT2 Minigames gamemode. It adds custom minigames into TTT2. It fully supports TTT2 ULX.

Customization

TTT2 ULX

You can modify or force a gamemode with the help of TTT2 ULX

ConVars

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 Minigames 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

Developer section

How to create a custom Minigame?

  1. Create a folder with the add-on name you prefere (need to be an unique folder name). Pay attention to keep the name lowercase.
  2. Create a lua folder in this new created folder
  3. Create a minigames folder in the lua folder
  4. Create another minigames folder in the previously created minigames folder. Yea, seems to be redundant, but it isn't.
  5. 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 folder lua/minigames/minigames/.
  6. 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

How to customize and interact with this TTT2 gamemode?

MINIGAME

Hooks

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

Functions

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 minigames 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

minigames module

Functions

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 Minigames, that can be displayed (no abstract Minigames) shared
minigames.GetRealList() Get an indexed list of all the registered Minigames including abstract Minigames shared
minigames.GetActiveList() Returns a list of active Minigames 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 Minigames server

global functions (shared)

Function Utilization
ActivateMinigame(minigame) Activates a Minigame. If called on server, the sync with the clients 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 clients will be run.

GAMEMODE hooks (shared)

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

Multilanguage support

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."
    }
}