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settings
{
main
{
Description: "CAPTAIN CONFLICT. CODE: 922NQ. CREATOR: Block#12425. VERSION: 1.0.3"
}
lobby
{
Allow Players Who Are In Queue: Yes
Max Team 1 Players: 3
Max Team 2 Players: 3
}
modes
{
Team Deathmatch
{
enabled maps
{
Black Forest
Black Forest Winter
Castillo
Ecopoint: Antarctica
Necropolis
}
}
General
{
Score To Win: 1
Spawn Health Packs: Enabled
}
}
}
variables
{
global:
0: isTeam1CaptainChosen
1: isTeam2CaptainChosen
2: isTeam1CaptainSpawned
3: isTeam2CaptainSpawned
4: lives
6: team1Captain
7: team2Captain
8: stringCreator
9: stringVersion
10: stringSubtitle
11: stringYouCaptain
12: stringKillEnemies
13: stringProtect
14: stringKill
15: stringDiscordLink
16: stringDiscord
17: stringProjectLink
18: stringProject
19: stringHealth
20: stringCode
21: stringDescription
player:
12: isBeingRevived
14: playerBeingRevived
}
subroutines
{
0: team1Victory
1: team2Victory
2: mercyRevive
3: mercyFailed
}
disabled rule("CAPTAIN CONFLICT. Version 1.0.3. Created by Block#12425. Code: 922NQ")
{
event
{
Ongoing - Global;
}
}
disabled rule("Project Link: workshop.codes/captconf | Discord: discord.gg/CSKSVDH")
{
event
{
Ongoing - Global;
}
}
disabled rule("======================================= Setup =======================================")
{
event
{
Ongoing - Global;
}
}
rule("Block#12425 - Initial Setup")
{
event
{
Ongoing - Global;
}
actions
{
Disable Built-In Game Mode Announcer;
Disable Built-In Game Mode Completion;
Disable Built-In Game Mode Scoring;
Global.lives = 20;
Global.stringCreator = Custom String("Block#12425");
Global.stringVersion = Custom String("1.0.3");
Create Effect(Filtered Array(All Players(All Teams), Global.isTeam1CaptainSpawned == True), Good Aura, Team 1, Global.team1Captain,
1.500, Visible To Position and Radius);
Create Effect(Filtered Array(All Players(All Teams), Global.isTeam2CaptainSpawned == True), Good Aura, Team 2, Global.team2Captain,
1.500, Visible To Position and Radius);
Create HUD Text(Filtered Array(All Players(All Teams), Global.isTeam1CaptainSpawned == True), Round To Integer(Health(
Global.team1Captain), Up), Custom String("{0}'s", Global.team1Captain), Custom String("Health"), Left, -1 * Normalized Health(
Global.team1Captain), Team 1, White, White, Visible To Sort Order and String, Default Visibility);
Create HUD Text(Filtered Array(All Players(All Teams), Global.isTeam2CaptainSpawned == True), Round To Integer(Health(
Global.team2Captain), Up), Custom String("{0}'s", Global.team2Captain), Custom String("Health"), Left, -1 * Normalized Health(
Global.team2Captain), Team 2, White, White, Visible To Sort Order and String, Default Visibility);
disabled Create HUD Text(Filtered Array(All Players(All Teams), Global.isTeam2CaptainSpawned == True), Health(Global.team2Captain),
Global.team2Captain, Custom String("Health"), Left, -1 * Normalized Health(Global.team2Captain), Team 2, White, White,
Visible To Sort Order and String, Default Visibility);
Create HUD Text(Global.team1Captain, Global.stringYouCaptain, Null, Null, Top, 1, Team 1, White, White, Visible To and String,
Default Visibility);
Create HUD Text(Global.team2Captain, Global.stringYouCaptain, Null, Null, Top, 1, Team 2, White, White, Visible To and String,
Default Visibility);
Create HUD Text(All Players(All Teams), Custom String("Captain Conflict"), Null, Null, Right, -3, White, White, White,
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Global.stringSubtitle, Custom String(" "), Right, -2, White, White, White,
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Global.stringProject, Right, -1, White, White, Green, Visible To and String,
Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Global.stringDiscord, Right, -0.900, White, White, Green,
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Global.stringCode, Right, -0.800, White, White, Aqua, Visible To and String,
Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Global.stringDescription, Left, -3, White, White, Lime Green,
Visible To and String, Default Visibility);
}
}
rule("Block#12425 - Team Score Setup")
{
event
{
Ongoing - Global;
}
conditions
{
Is Game In Progress == True;
}
actions
{
Set Team Score(Team 1, Global.lives);
Set Team Score(Team 2, Global.lives);
}
}
disabled rule("======================================= Language =======================================")
{
event
{
Ongoing - Global;
}
}
rule("Block#12425 - English Strings")
{
event
{
Ongoing - Global;
}
actions
{
Global.stringCreator = Custom String("Block#12425");
Global.stringVersion = Custom String("1.0.3");
Global.stringSubtitle = Custom String("Created by: {0}. Version: {1}", Global.stringCreator, Global.stringVersion);
Global.stringYouCaptain = Custom String("You are the captain!");
Global.stringKillEnemies = Custom String("Kill enemies");
Global.stringProtect = Custom String("Protect");
Global.stringKill = Custom String("Kill");
Global.stringDiscordLink = Custom String("discord.gg/CSKSVDH");
Global.stringDiscord = Custom String("Discord: {0} (All caps)", Global.stringDiscordLink);
Global.stringProjectLink = Custom String("workshop.codes/captconf");
Global.stringProject = Custom String("Project: {0} (All lowercase)", Global.stringProjectLink);
Global.stringHealth = Custom String("Health");
Global.stringCode = Custom String("Code: 922NQ");
Global.stringDescription = Custom String(
"Kill enough enemies to reduce their lives to 0.\r\nOnce done, kill the captain that spawns before they kill your's.");
}
}
disabled rule("======================================= Team Kills =======================================")
{
event
{
Ongoing - Global;
}
}
rule("Block#12425 - Team 1 Killed an Enemy")
{
event
{
Player Died;
Team 2;
All;
}
conditions
{
Global.isTeam2CaptainChosen == False;
Is Game In Progress == True;
}
actions
{
Modify Team Score(Team 2, -1);
}
}
rule("Block#12425 - Team 2 Killed an Enemy")
{
event
{
Player Died;
Team 1;
All;
}
conditions
{
Global.isTeam1CaptainChosen == False;
Is Game In Progress == True;
}
actions
{
Modify Team Score(Team 1, -1);
}
}
disabled rule("======================================= Team Captain =======================================")
{
event
{
Ongoing - Global;
}
}
rule("Block#12425 - Team 2 Captain Spawns")
{
event
{
Player Died;
Team 2;
All;
}
conditions
{
Team Score(Team 2) <= 1;
Global.isTeam2CaptainChosen == False;
Is Game In Progress == True;
}
actions
{
Global.isTeam2CaptainChosen = True;
Global.team2Captain = Event Player;
Set Max Health(Global.team2Captain, 300);
Set Healing Received(Global.team2Captain, 50);
}
}
rule("Block#12425 - Team 1 Captain Spawns")
{
event
{
Player Died;
Team 1;
All;
}
conditions
{
Team Score(Team 1) <= 1;
Global.isTeam1CaptainChosen == False;
Is Game In Progress == True;
}
actions
{
Global.isTeam1CaptainChosen = True;
Global.team1Captain = Event Player;
Set Max Health(Global.team1Captain, 300);
Set Healing Received(Global.team1Captain, 50);
}
}
rule("Block#12425 - Phase 2 for Team 1 Begins")
{
event
{
Ongoing - Global;
}
conditions
{
Has Spawned(Global.team1Captain) == True;
Is Alive(Global.team1Captain) == True;
Global.isTeam1CaptainChosen == True;
Is Game In Progress == True;
}
actions
{
Global.isTeam1CaptainSpawned = True;
Set Max Health(Global.team1Captain, 300);
Wait(2, Ignore Condition);
Heal(Global.team1Captain, Null, 10000);
Big Message(Global.team1Captain, Global.stringYouCaptain);
Big Message(Filtered Array(All Players(Team 1), Current Array Element != Global.team1Captain), String("{0} {1}",
Global.stringProtect, Global.team1Captain));
Big Message(All Players(Team 2), String("{0} {1}", Global.stringKill, Global.team1Captain));
}
}
rule("Block#12425 - Phase 2 for Team 2 Begins")
{
event
{
Ongoing - Global;
}
conditions
{
Has Spawned(Global.team2Captain) == True;
Is Alive(Global.team2Captain) == True;
Global.isTeam2CaptainChosen == True;
Is Game In Progress == True;
}
actions
{
Global.isTeam2CaptainSpawned = True;
Set Max Health(Global.team2Captain, 300);
Wait(2, Ignore Condition);
Heal(Global.team2Captain, Null, 10000);
Big Message(Global.team2Captain, Global.stringYouCaptain);
Big Message(Filtered Array(All Players(Team 2), Current Array Element != Global.team2Captain), String("{0} {1}",
Global.stringProtect, Global.team2Captain));
Big Message(All Players(Team 1), String("{0} {1}", Global.stringKill, Global.team2Captain));
}
}
rule("Block#12425 - Team 1 Captain Dies. Team 2 Wins")
{
event
{
Player Died;
Team 1;
All;
}
conditions
{
(Event Player == Global.team1Captain) == True;
Global.isTeam1CaptainSpawned == True;
Is Game In Progress == True;
}
actions
{
Call Subroutine(team2Victory);
}
}
rule("Block#12425 - Team 2 Captain Dies. Team 1 Wins")
{
event
{
Player Died;
Team 2;
All;
}
conditions
{
(Event Player == Global.team2Captain) == True;
Global.isTeam2CaptainSpawned == True;
Is Game In Progress == True;
}
actions
{
Call Subroutine(team1Victory);
}
}
rule("Block#12425 - Team 1 Captain Disconnects. Team 2 Wins")
{
event
{
Player Left Match;
All;
All;
}
conditions
{
Global.isTeam1CaptainSpawned == True;
Entity Exists(Global.team1Captain) == False;
Is Game In Progress == True;
}
actions
{
Call Subroutine(team2Victory);
}
}
rule("Block#12425 - Team 2 Leader Disconnects. Team 1 Wins")
{
event
{
Player Left Match;
All;
All;
}
conditions
{
Global.isTeam2CaptainSpawned == True;
Entity Exists(Global.team2Captain) == False;
Is Game In Progress == True;
}
actions
{
Call Subroutine(team1Victory);
}
}
disabled rule("======================================= Objective Description =======================================")
{
event
{
Ongoing - Global;
}
}
rule("Block#12425 - Objective Description Set Phase 1 for both teams")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Spawned(Event Player) == True;
Is Game In Progress == True;
Is Alive(Event Player) == True;
Global.isTeam1CaptainSpawned != True;
Global.isTeam2CaptainSpawned != True;
}
actions
{
Set Objective Description(Event Player, Global.stringKillEnemies, Visible To and String);
}
}
rule("Block#12425 - Objective Description Set Phase 1 for Enemy and Phase 2 for Ally (Team 1)")
{
event
{
Ongoing - Each Player;
Team 1;
All;
}
conditions
{
Has Spawned(Event Player) == True;
Is Game In Progress == True;
Is Alive(Event Player) == True;
Global.isTeam1CaptainSpawned == True;
Global.isTeam2CaptainSpawned != True;
}
actions
{
Set Objective Description(Event Player, String("{0} and {1}", Global.stringKillEnemies, String("{0} {1}", Global.stringProtect,
Global.team1Captain)), Visible To and String);
}
}
rule("Block#12425 - Objective Description Set Phase 2 for both teams (Both)")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Spawned(Event Player) == True;
Is Game In Progress == True;
Is Alive(Event Player) == True;
Global.isTeam1CaptainSpawned == True;
Global.isTeam2CaptainSpawned == True;
}
actions
{
If(Team Of(Event Player) == Team 1);
Set Objective Description(Event Player, String("{0} and {1}", String("{0} {1}", Global.stringKill, Global.team2Captain), String(
"{0} {1}", Global.stringProtect, Global.team1Captain)), Visible To and String);
Else;
Set Objective Description(Event Player, String("{0} and {1}", String("{0} {1}", Global.stringKill, Global.team1Captain), String(
"{0} {1}", Global.stringProtect, Global.team2Captain)), Visible To and String);
}
}
rule("Block#12425 - Objective Description Set Phase 1 for Ally and Phase 2 for Enemy (Team 1)")
{
event
{
Ongoing - Each Player;
Team 1;
All;
}
conditions
{
Has Spawned(Event Player) == True;
Is Game In Progress == True;
Is Alive(Event Player) == True;
Global.isTeam1CaptainSpawned != True;
Global.isTeam2CaptainSpawned == True;
}
actions
{
Set Objective Description(Event Player, String("{0} {1}", Global.stringKill, Global.team2Captain), Visible To and String);
}
}
rule("Block#12425 - Objective Description Set Phase 1 for Enemy and Phase 2 for Ally (Team 2)")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}
conditions
{
Has Spawned(Event Player) == True;
Is Game In Progress == True;
Is Alive(Event Player) == True;
Global.isTeam1CaptainSpawned != True;
Global.isTeam2CaptainSpawned == True;
}
actions
{
Set Objective Description(Event Player, String("{0} and {1}", Global.stringKillEnemies, String("{0} {1}", Global.stringProtect,
Global.team2Captain)), Visible To and String);
}
}
disabled rule("Block#12425 - Objective Description Set Phase 2 for both teams (Team 2)")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}
conditions
{
Has Spawned(Event Player) == True;
Is Game In Progress == True;
Is Alive(Event Player) == True;
Global.isTeam1CaptainSpawned == True;
Global.isTeam2CaptainSpawned == True;
}
actions
{
Set Objective Description(Event Player, String("{0} and {1}", String("{0} {1}", Global.stringKill, Global.team1Captain), String(
"{0} {1}", Global.stringProtect, Global.team2Captain)), Visible To and String);
}
}
rule("Block#12425 - Objective Description Set Phase 1 for Ally and Phase 2 for Enemy (Team 2)")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}
conditions
{
Has Spawned(Event Player) == True;
Is Game In Progress == True;
Is Alive(Event Player) == True;
Global.isTeam1CaptainSpawned == True;
Global.isTeam2CaptainSpawned != True;
}
actions
{
Set Objective Description(Event Player, String("{0} {1}", Global.stringKill, Global.team1Captain), Visible To and String);
}
}
disabled rule("======================================= Mercy Revive =======================================")
{
event
{
Ongoing - Global;
}
}
rule("Block#12425 - Mercy Started Revive (Team 1)")
{
event
{
Ongoing - Each Player;
Team 1;
All;
}
conditions
{
Hero Of(Event Player) == Hero(Mercy);
Is Using Ability 2(Event Player) == True;
Is Game In Progress == True;
Global.isTeam1CaptainChosen != True;
}
actions
{
Event Player.playerBeingRevived = Filtered Array(All Dead Players(Team Of(Event Player)), Player Closest To Reticle(Event Player,
Team Of(Event Player)) == Current Array Element);
Event Player.playerBeingRevived.isBeingRevived = True;
}
}
rule("Block#12424 - Mercy Revive Successful (Team 1)")
{
event
{
Ongoing - Each Player;
Team 1;
All;
}
conditions
{
Has Spawned(Event Player) == True;
Is Alive(Event Player) == True;
Event Player.isBeingRevived == True;
Global.isTeam1CaptainChosen != True;
}
actions
{
Call Subroutine(mercyRevive);
}
}
rule("Block#12425 - Mercy Revive Failed (Team 1)")
{
event
{
Ongoing - Each Player;
Team 1;
All;
}
conditions
{
Hero Of(Event Player) == Hero(Mercy);
Is Using Ability 2(Event Player) == False;
Is Game In Progress == True;
Event Player.playerBeingRevived.isBeingRevived == True;
Global.isTeam1CaptainChosen != True;
}
actions
{
Call Subroutine(mercyFailed);
}
}
rule("Block#12425 - Mercy Started Revive (Team 2)")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}
conditions
{
Hero Of(Event Player) == Hero(Mercy);
Is Using Ability 2(Event Player) == True;
Is Game In Progress == True;
Global.isTeam2CaptainChosen != True;
}
actions
{
Event Player.playerBeingRevived = Filtered Array(All Dead Players(Team Of(Event Player)), Player Closest To Reticle(Event Player,
Team Of(Event Player)) == Current Array Element);
Event Player.playerBeingRevived.isBeingRevived = True;
}
}
rule("Block#12424 - Mercy Revive Successful (Team 2)")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}
conditions
{
Has Spawned(Event Player) == True;
Is Alive(Event Player) == True;
Event Player.isBeingRevived == True;
Global.isTeam2CaptainChosen != True;
}
actions
{
Call Subroutine(mercyRevive);
}
}
rule("Block#12425 - Mercy Revive Failed (Team 2)")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}
conditions
{
Hero Of(Event Player) == Hero(Mercy);
Is Using Ability 2(Event Player) == False;
Is Game In Progress == True;
Event Player.playerBeingRevived.isBeingRevived == True;
Global.isTeam2CaptainChosen != True;
}
actions
{
Call Subroutine(mercyFailed);
}
}
rule("Block#12425 - Mercy Successful Revive Subroutine")
{
event
{
Subroutine;
mercyRevive;
}
actions
{
Wait(0.200, Ignore Condition);
Event Player.isBeingRevived = False;
Modify Team Score(Team Of(Event Player), 1);
}
}
rule("Block#12425 - Mercy Revive Failed Subroutine")
{
event
{
Subroutine;
mercyFailed;
}
actions
{
Wait(0.100, Ignore Condition);
Event Player.playerBeingRevived.isBeingRevived = False;
}
}
disabled rule("======================================= Victory =======================================")
{
event
{
Ongoing - Global;
}
}
rule("Block#12425 - Prevent Draw (Team 1)")
{
event
{
Ongoing - Global;
}
conditions
{
Is Game In Progress == True;
Match Time <= 0;
Team Score(Team 1) > Team Score(Team 2);
}
actions
{
Call Subroutine(team1Victory);
}
}
rule("Block#12425 - Prevent Draw (Team 2)")
{
event
{
Ongoing - Global;
}
conditions
{
Is Game In Progress == True;
Match Time <= 0;
Team Score(Team 2) > Team Score(Team 1);
}
actions
{
Call Subroutine(team2Victory);
}
}
rule("Block#12425 - Declare Team 1 Victory Subroutine")
{
event
{
Subroutine;
team1Victory;
}
actions
{
Declare Team Victory(Team 1);
}
}
rule("Block#12425 - Declare Team 2 Victory Subroutine")
{
event
{
Subroutine;
team2Victory;
}
actions
{
Declare Team Victory(Team 2);
}
}