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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);
  • }
  • }
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