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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "(JRJWM)N-back Aim trainer 017 by @nakamoooooo *数字ボタンを偶数奇数で色分け"
  • Mode Name: "n back aim trainer"
  • Description: "N-back Aim trainer 015 by @nakamoooooo *ターゲット半径に0.75mを追加 *ズーム速度に6m/sと8m/sを追加"
  • }
  • lobby
  • {
  • Allow Players Who Are In Queue: Yes
  • Max Spectators: 12
  • Max Team 1 Players: 5
  • Max Team 2 Players: 0
  • }
  • modes
  • {
  • Skirmish
  • {
  • enabled maps
  • {
  • Workshop Chamber
  • }
  • }
  • General
  • {
  • Limit Roles: 2 Of Each Role Per Team
  • Respawn Time Scalar: 60%
  • }
  • }
  • heroes
  • {
  • General
  • {
  • Pharah
  • {
  • Jump Jet Acceleration Scalar: 300%
  • Jump Jet Cooldown Time: 0%
  • }
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 0: the_hog
  • 1: GameState_first
  • 2: GameState_settings
  • 3: GaneState_calc
  • 4: array_radius_circle
  • 5: array_radius_target
  • 6: radius_UI_sphere
  • 7: pos_sphere_gotoSettings
  • 8: pos_sphere_backToFirstFromSet
  • 9: pos_sphere_gotoCalc
  • 10: pos_center_spheres_around
  • 11: pos_sphere_Nback_plus
  • 12: pos_sphere_Nback_minus
  • 13: pos_current_Nback
  • 14: pos_sphere_remembered
  • 15: pos_current_circle_radius
  • 16: pos_sphere_circle_radius_modify
  • 17: pos_sphere_goChangeHero
  • 18: pos_current_target_radius
  • 19: pos_sphere_target_radius_modify
  • 20: pos_current_zoom_speed
  • 21: pos_sphere_zoom_speed_modify
  • 22: array_zoom_speed
  • player:
  • 0: currentGameState
  • 1: currentLargeRadius
  • 2: currentSmallRadius
  • 3: effects_sphere
  • 4: texts_number
  • 5: texts_character
  • 6: total_number_of_questions
  • 7: current_question_number_answer
  • 8: current_question_number_show
  • 9: questions
  • 10: i_make_questions
  • 12: i_make_effects_and_number_txt
  • 13: center_posS_of_numbered_sphere
  • 14: i_make_center_posS
  • 15: i_primary_fired_num_check
  • 16: Nback
  • 17: raycasthitpos
  • 18: current_zoom_speed
  • 25: fordebug_firednumber
  • }
  • subroutines
  • {
  • 0: deleteAllPersonalUIs
  • 1: create_mojiban_number
  • 2: set_player_pos
  • }
  • rule("Display server performance characteristics")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Server Load"), String("{0}%", Server Load)), Null, Null, Left,
  • 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Server Load Average"), String("{0}%", Server Load Average)),
  • Null, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Server Load Peak"), String("{0}%", Server Load Peak)), Null,
  • Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Server Load", Null, Null, Null), String("{0}%", Server Load,
  • Null, Null), Null), Null, Null, Left, 0, White, White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Server Load Average", Null, Null, Null), String("{0}%",
  • Server Load Average, Null, Null), Null), Null, Null, Left, 1, White, White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Server Load Peak", Null, Null, Null), String("{0}%",
  • Server Load Peak, Null, Null), Null), Null, Null, Left, 2, White, White, White, Visible To and String, Default Visibility);
  • }
  • }
  • disabled rule("debug hud")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, String("{0} - {1}", Custom String("pos"), Position Of(Event Player)), Null, Null, Left, 0, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Hero Icon String(Hero Of(Event Player)), Null, Null, Left, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, String("{0} - {1}", Custom String("pos", Null, Null, Null), Position Of(Event Player), Null), Null,
  • Null, Left, 0, White, White, White, Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Hero Icon String(Hero Of(Event Player)), Null, Null, Left, 0, White, White, White,
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("set_player_pos")
  • {
  • event
  • {
  • Subroutine;
  • set_player_pos;
  • }
  • actions
  • {
  • Set Gravity(Event Player, 100);
  • Teleport(Event Player, Vector(0, 0, 0));
  • Set Status(Event Player, Null, Rooted, 9999);
  • Wait(0.125, Ignore Condition);
  • Set Gravity(Event Player, 0);
  • Wait(0.125, Ignore Condition);
  • Teleport(Event Player, Vector(0, 16, 0));
  • Set Facing(Event Player, Vector(0, 0, 1), To World);
  • Set Status(Event Player, Null, Phased Out, 9999);
  • }
  • }
  • rule("global init")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.array_radius_target = Empty Array;
  • Set Global Variable(array_radius_target, Empty Array);
  • Modify Global Variable(array_radius_target, Append To Array, 0.500);
  • Modify Global Variable(array_radius_target, Append To Array, 0.750);
  • Modify Global Variable(array_radius_target, Append To Array, 1);
  • Modify Global Variable(array_radius_target, Append To Array, 2);
  • Modify Global Variable(array_radius_target, Append To Array, 4);
  • Global.array_radius_circle = Empty Array;
  • Set Global Variable(array_radius_circle, Empty Array);
  • Modify Global Variable(array_radius_circle, Append To Array, 5);
  • Modify Global Variable(array_radius_circle, Append To Array, 8);
  • Modify Global Variable(array_radius_circle, Append To Array, 12);
  • Modify Global Variable(array_radius_circle, Append To Array, 15);
  • Global.GameState_first = 0;
  • Global.GameState_settings = 1;
  • Global.GaneState_calc = 2;
  • Global.radius_UI_sphere = 1;
  • Global.pos_sphere_gotoSettings = Vector(0, 12, 20);
  • Global.pos_sphere_gotoCalc = Vector(0, 15, 20);
  • Global.pos_sphere_backToFirstFromSet = Vector(0, 10, 20);
  • Global.pos_center_spheres_around = Vector(0, 17.500, 20);
  • Global.pos_sphere_Nback_plus = Vector(-3, 14, 20);
  • Global.pos_sphere_Nback_minus = Vector(3, 14, 20);
  • Global.pos_current_Nback = Vector(0, 14, 20);
  • Global.pos_sphere_remembered = Vector(0, 13, 20);
  • Set Global Variable(GameState_first, 0);
  • Set Global Variable(GameState_settings, 1);
  • Set Global Variable(GaneState_calc, 2);
  • Set Global Variable(radius_UI_sphere, 1);
  • Set Global Variable(pos_sphere_gotoSettings, Vector(0, 12, 20));
  • Set Global Variable(pos_sphere_gotoCalc, Vector(0, 15, 20));
  • Set Global Variable(pos_sphere_backToFirstFromSet, Vector(0, 10, 20));
  • Set Global Variable(pos_center_spheres_around, Vector(0, 17.500, 20));
  • Set Global Variable(pos_sphere_Nback_plus, Vector(-3, 14, 20));
  • Set Global Variable(pos_sphere_Nback_minus, Vector(3, 14, 20));
  • Set Global Variable(pos_current_Nback, Vector(0, 14, 20));
  • Set Global Variable(pos_sphere_remembered, Vector(0, 13, 20));
  • Create Dummy Bot(Hero(Roadhog), Team 2, -1, Vector(0, 45, 0), Vector(0, 0, 0));
  • Global.the_hog = Last Created Entity;
  • Global.pos_current_circle_radius = Vector(0, 19, 20);
  • Global.pos_sphere_circle_radius_modify = Vector(-3, 19, 20);
  • Global.pos_sphere_goChangeHero = Vector(-6, 9, 20);
  • Global.pos_current_target_radius = Vector(0, 23, 20);
  • Global.pos_sphere_target_radius_modify = Vector(-3, 23, 20);
  • Global.array_zoom_speed = Empty Array;
  • Set Global Variable(the_hog, Last Created Entity);
  • Set Global Variable(pos_current_circle_radius, Vector(0, 19, 20));
  • Set Global Variable(pos_sphere_circle_radius_modify, Vector(-3, 19, 20));
  • Set Global Variable(pos_sphere_goChangeHero, Vector(-6, 9, 20));
  • Set Global Variable(pos_current_target_radius, Vector(0, 23, 20));
  • Set Global Variable(pos_sphere_target_radius_modify, Vector(-3, 23, 20));
  • Set Global Variable(array_zoom_speed, Empty Array);
  • Modify Global Variable(array_zoom_speed, Append To Array, 0);
  • Modify Global Variable(array_zoom_speed, Append To Array, 1);
  • Modify Global Variable(array_zoom_speed, Append To Array, 2);
  • Modify Global Variable(array_zoom_speed, Append To Array, 4);
  • Global.pos_current_zoom_speed = Vector(-8, 14, 20);
  • Global.pos_sphere_zoom_speed_modify = Vector(-11, 14, 20);
  • Set Global Variable(pos_current_zoom_speed, Vector(-8, 14, 20));
  • Set Global Variable(pos_sphere_zoom_speed_modify, Vector(-11, 14, 20));
  • Modify Global Variable(array_zoom_speed, Append To Array, 6);
  • Modify Global Variable(array_zoom_speed, Append To Array, 8);
  • }
  • }
  • rule("player init")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • }
  • actions
  • {
  • Event Player.currentGameState = Global.GameState_first;
  • Event Player.total_number_of_questions = 50;
  • Event Player.currentLargeRadius = Global.array_radius_circle[1];
  • Event Player.currentSmallRadius = Global.array_radius_target[2];
  • Event Player.Nback = 0;
  • Set Player Variable(Event Player, currentGameState, Global Variable(GameState_first));
  • Set Player Variable(Event Player, total_number_of_questions, 50);
  • Set Player Variable(Event Player, currentLargeRadius, Value In Array(Global Variable(array_radius_circle), 1));
  • Set Player Variable(Event Player, currentSmallRadius, Value In Array(Global Variable(array_radius_target), 2));
  • Set Player Variable(Event Player, Nback, 0);
  • Set Invisible(Event Player, All);
  • Event Player.current_zoom_speed = Global.array_zoom_speed[0];
  • Set Player Variable(Event Player, current_zoom_speed, Value In Array(Global Variable(array_zoom_speed), 0));
  • }
  • }
  • rule("gamestate_first")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.currentGameState == Global.GameState_first;
  • Player Variable(Event Player, currentGameState) == Global Variable(GameState_first);
  • }
  • actions
  • {
  • Call Subroutine(set_player_pos);
  • Call Subroutine(deleteAllPersonalUIs);
  • Create In-World Text(Event Player, Custom String("N-back Aim Trainer"), Vector(0, 20.500, 20), 4, Do Not Clip,
  • Visible To and String, Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("N-back Aim Trainer", Null, Null, Null), Vector(0, 20.500, 20), 4, Do Not Clip,
  • Visible To and String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("by @nakamoooooo"), Vector(0, 19, 20), 2, Do Not Clip, Visible To and String,
  • Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("by @nakamoooooo", Null, Null, Null), Vector(0, 19, 20), 2, Do Not Clip,
  • Visible To and String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("Settings"), Global.pos_sphere_gotoSettings, 3, Do Not Clip,
  • Visible To and String, Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("Settings", Null, Null, Null), Global Variable(pos_sphere_gotoSettings), 3,
  • Do Not Clip, Visible To and String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Create Effect(Event Player, Sphere, Color(White), Global.pos_sphere_gotoSettings, Global.radius_UI_sphere, Visible To);
  • Create Effect(Event Player, Sphere, White, Global Variable(pos_sphere_gotoSettings), Global Variable(radius_UI_sphere),
  • Visible To);
  • Modify Player Variable(Event Player, effects_sphere, Append To Array, Last Created Entity);
  • Create In-World Text(Event Player, Custom String("Start"), Global.pos_sphere_gotoCalc, 3, Do Not Clip, Visible To and String,
  • Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("Start", Null, Null, Null), Global Variable(pos_sphere_gotoCalc), 3, Do Not Clip,
  • Visible To and String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Create Effect(Event Player, Sphere, Color(White), Global.pos_sphere_gotoCalc, Global.radius_UI_sphere, Visible To);
  • Create Effect(Event Player, Sphere, White, Global Variable(pos_sphere_gotoCalc), Global Variable(radius_UI_sphere), Visible To);
  • Modify Player Variable(Event Player, effects_sphere, Append To Array, Last Created Entity);
  • Create In-World Text(Event Player, Custom String("Change hero"), Global.pos_sphere_goChangeHero, 2, Do Not Clip,
  • Visible To and String, Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("Change hero", Null, Null, Null), Global Variable(pos_sphere_goChangeHero), 2,
  • Do Not Clip, Visible To and String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Create Effect(Event Player, Sphere, Color(White), Global.pos_sphere_goChangeHero, Global.radius_UI_sphere, Visible To);
  • Create Effect(Event Player, Sphere, White, Global Variable(pos_sphere_goChangeHero), Global Variable(radius_UI_sphere),
  • Visible To);
  • Modify Player Variable(Event Player, effects_sphere, Append To Array, Last Created Entity);
  • }
  • }
  • rule("gamestate_first gotoSettings_gochangehero")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.currentGameState == Global.GameState_first;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Player Variable(Event Player, currentGameState) == Global Variable(GameState_first);
  • Is Button Held(Event Player, Primary Fire) == True;
  • }
  • actions
  • {
  • If(Distance Between(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + 100 * Facing Direction Of(
  • Event Player), Empty Array, Null, False), Global.pos_sphere_gotoSettings) < Global.radius_UI_sphere);
  • Event Player.currentGameState = Global.GameState_settings;
  • If(Compare(Distance Between(Ray Cast Hit Position(Eye Position(Event Player), Add(Eye Position(Event Player), Multiply(100,
  • Facing Direction Of(Event Player))), Empty Array, Null, False), Global Variable(pos_sphere_gotoSettings)), <, Global Variable(
  • radius_UI_sphere)));
  • Set Player Variable(Event Player, currentGameState, Global Variable(GameState_settings));
  • End;
  • If(Distance Between(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + 100 * Facing Direction Of(
  • Event Player), Empty Array, Null, False), Global.pos_sphere_goChangeHero) < Global.radius_UI_sphere);
  • If(Compare(Distance Between(Ray Cast Hit Position(Eye Position(Event Player), Add(Eye Position(Event Player), Multiply(100,
  • Facing Direction Of(Event Player))), Empty Array, Null, False), Global Variable(pos_sphere_goChangeHero)), <, Global Variable(
  • radius_UI_sphere)));
  • Kill(Event Player, Null);
  • End;
  • }
  • }
  • rule("gamestate_first gotoCalc")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.currentGameState == Global.GameState_first;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Player Variable(Event Player, currentGameState) == Global Variable(GameState_first);
  • Is Button Held(Event Player, Primary Fire) == True;
  • }
  • actions
  • {
  • If(Distance Between(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + 100 * Facing Direction Of(
  • Event Player), Empty Array, Null, False), Global.pos_sphere_gotoCalc) < Global.radius_UI_sphere);
  • Event Player.currentGameState = Global.GaneState_calc;
  • If(Compare(Distance Between(Ray Cast Hit Position(Eye Position(Event Player), Add(Eye Position(Event Player), Multiply(100,
  • Facing Direction Of(Event Player))), Empty Array, Null, False), Global Variable(pos_sphere_gotoCalc)), <, Global Variable(
  • radius_UI_sphere)));
  • Set Player Variable(Event Player, currentGameState, Global Variable(GaneState_calc));
  • End;
  • }
  • }
  • rule("gamestate settings")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.currentGameState == Global.GameState_settings;
  • Player Variable(Event Player, currentGameState) == Global Variable(GameState_settings);
  • }
  • actions
  • {
  • Call Subroutine(deleteAllPersonalUIs);
  • Create Effect(Event Player, Sphere, Color(White), Global.pos_sphere_backToFirstFromSet, Global.radius_UI_sphere, Visible To);
  • Create Effect(Event Player, Sphere, White, Global Variable(pos_sphere_backToFirstFromSet), Global Variable(radius_UI_sphere),
  • Visible To);
  • Modify Player Variable(Event Player, effects_sphere, Append To Array, Last Created Entity);
  • Create In-World Text(Event Player, Custom String("back"), Global.pos_sphere_backToFirstFromSet, 2, Do Not Clip,
  • Visible To and String, Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("back", Null, Null, Null), Global Variable(pos_sphere_backToFirstFromSet), 2,
  • Do Not Clip, Visible To and String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Event Player.Nback, Global.pos_current_Nback, 4, Do Not Clip, Visible To and String, Color(
  • White), Default Visibility);
  • Create In-World Text(Event Player, Player Variable(Event Player, Nback), Global Variable(pos_current_Nback), 4, Do Not Clip,
  • Visible To and String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("N-back"), Vector(0, 2, 0) + Global.pos_current_Nback, 2, Do Not Clip,
  • Visible To and String, Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("N-back", Null, Null, Null), Add(Vector(0, 2, 0), Global Variable(
  • pos_current_Nback)), 2, Do Not Clip, Visible To and String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("+"), Global.pos_sphere_Nback_plus, 2, Do Not Clip, Visible To and String, Color(
  • White), Default Visibility);
  • Create In-World Text(Event Player, Custom String(" ", Null, Null, Null), Global Variable(pos_sphere_Nback_plus), 2, Do Not Clip,
  • Visible To and String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("-"), Global.pos_sphere_Nback_minus, 2, Do Not Clip, Visible To and String, Color(
  • White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("-", Null, Null, Null), Global Variable(pos_sphere_Nback_minus), 2, Do Not Clip,
  • Visible To and String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Create Effect(Event Player, Sphere, Color(White), Global.pos_sphere_Nback_plus, Global.radius_UI_sphere, Visible To);
  • Create Effect(Event Player, Sphere, White, Global Variable(pos_sphere_Nback_plus), Global Variable(radius_UI_sphere), Visible To);
  • Modify Player Variable(Event Player, effects_sphere, Append To Array, Last Created Entity);
  • Create Effect(Event Player, Sphere, Color(White), Global.pos_sphere_Nback_minus, Global.radius_UI_sphere, Visible To);
  • Create Effect(Event Player, Sphere, White, Global Variable(pos_sphere_Nback_minus), Global Variable(radius_UI_sphere), Visible To);
  • Modify Player Variable(Event Player, effects_sphere, Append To Array, Last Created Entity);
  • Create In-World Text(Event Player, String("{0} m", Event Player.currentLargeRadius), Global.pos_current_circle_radius, 4,
  • Do Not Clip, String, Color(White), Default Visibility);
  • Create In-World Text(Event Player, String("{0} m", Player Variable(Event Player, currentLargeRadius), Null, Null), Global Variable(
  • pos_current_circle_radius), 4, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("circle radius"), Global.pos_current_circle_radius + Vector(0, 1.500, 0), 2,
  • Do Not Clip, String, Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("circle radius", Null, Null, Null), Add(Global Variable(
  • pos_current_circle_radius), Vector(0, 1.500, 0)), 2, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create Effect(Event Player, Sphere, Color(White), Global.pos_sphere_circle_radius_modify, Global.radius_UI_sphere, Visible To);
  • Create Effect(Event Player, Sphere, White, Global Variable(pos_sphere_circle_radius_modify), Global Variable(radius_UI_sphere),
  • Visible To);
  • Modify Player Variable(Event Player, effects_sphere, Append To Array, Last Created Entity);
  • Create In-World Text(Event Player, Custom String("modify"), Global.pos_sphere_circle_radius_modify, 2, Do Not Clip, String, Color(
  • White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("modify", Null, Null, Null), Global Variable(pos_sphere_circle_radius_modify), 2,
  • Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, String("{0} m", Event Player.currentSmallRadius), Global.pos_current_target_radius, 4,
  • Do Not Clip, String, Color(White), Default Visibility);
  • Create In-World Text(Event Player, String("{0} m", Player Variable(Event Player, currentSmallRadius), Null, Null), Global Variable(
  • pos_current_target_radius), 4, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("target radius"), Global.pos_current_target_radius + Vector(0, 1.500, 0), 2,
  • Do Not Clip, String, Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("target radius", Null, Null, Null), Add(Global Variable(
  • pos_current_target_radius), Vector(0, 1.500, 0)), 2, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create Effect(Event Player, Sphere, Color(White), Global.pos_sphere_target_radius_modify, Global.radius_UI_sphere, Visible To);
  • Create Effect(Event Player, Sphere, White, Global Variable(pos_sphere_target_radius_modify), Global Variable(radius_UI_sphere),
  • Visible To);
  • Modify Player Variable(Event Player, effects_sphere, Append To Array, Last Created Entity);
  • Create In-World Text(Event Player, Custom String("modify"), Global.pos_sphere_target_radius_modify, 2, Do Not Clip, String, Color(
  • White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("modify", Null, Null, Null), Global Variable(pos_sphere_target_radius_modify), 2,
  • Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, String("{0} m/s", Event Player.current_zoom_speed), Global.pos_current_zoom_speed, 3,
  • Do Not Clip, String, Color(White), Default Visibility);
  • Create In-World Text(Event Player, String("{0} m/s", Player Variable(Event Player, current_zoom_speed), Null, Null),
  • Global Variable(pos_current_zoom_speed), 3, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("zoom in/out speed"), Global.pos_current_zoom_speed + Vector(0, 1.500, 0), 2,
  • Do Not Clip, String, Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("zoom in/out speed", Null, Null, Null), Add(Global Variable(
  • pos_current_zoom_speed), Vector(0, 1.500, 0)), 2, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create Effect(Event Player, Sphere, Color(White), Global.pos_sphere_zoom_speed_modify, Global.radius_UI_sphere, Visible To);
  • Create Effect(Event Player, Sphere, White, Global Variable(pos_sphere_zoom_speed_modify), Global Variable(radius_UI_sphere),
  • Visible To);
  • Modify Player Variable(Event Player, effects_sphere, Append To Array, Last Created Entity);
  • Create In-World Text(Event Player, Custom String("modify"), Global.pos_sphere_zoom_speed_modify, 1.500, Do Not Clip, String, Color(
  • White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("modify", Null, Null, Null), Global Variable(pos_sphere_zoom_speed_modify), 1.500,
  • Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • }
  • }
  • rule("gamestate settings_back_Nback_modify")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.currentGameState == Global.GameState_settings;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Player Variable(Event Player, currentGameState) == Global Variable(GameState_settings);
  • Is Button Held(Event Player, Primary Fire) == True;
  • }
  • actions
  • {
  • Event Player.raycasthitpos = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player)
  • + 100 * Facing Direction Of(Event Player), Empty Array, Null, False);
  • If(Distance Between(Event Player.raycasthitpos, Global.pos_sphere_backToFirstFromSet) < Global.radius_UI_sphere);
  • Event Player.currentGameState = Global.GameState_first;
  • Set Player Variable(Event Player, raycasthitpos, Ray Cast Hit Position(Eye Position(Event Player), Add(Eye Position(Event Player),
  • Multiply(100, Facing Direction Of(Event Player))), Empty Array, Null, False));
  • If(Compare(Distance Between(Player Variable(Event Player, raycasthitpos), Global Variable(pos_sphere_backToFirstFromSet)), <,
  • Global Variable(radius_UI_sphere)));
  • Set Player Variable(Event Player, currentGameState, Global Variable(GameState_first));
  • End;
  • If(Distance Between(Event Player.raycasthitpos, Global.pos_sphere_Nback_plus) < Global.radius_UI_sphere);
  • If(Event Player.Nback < 7);
  • Event Player.Nback += 1;
  • If(Compare(Distance Between(Player Variable(Event Player, raycasthitpos), Global Variable(pos_sphere_Nback_plus)), <,
  • Global Variable(radius_UI_sphere)));
  • If(Compare(Player Variable(Event Player, Nback), <, 7));
  • Modify Player Variable(Event Player, Nback, Add, 1);
  • End;
  • End;
  • If(Distance Between(Event Player.raycasthitpos, Global.pos_sphere_Nback_minus) < Global.radius_UI_sphere);
  • If(Event Player.Nback > 0);
  • Event Player.Nback -= 1;
  • If(Compare(Distance Between(Player Variable(Event Player, raycasthitpos), Global Variable(pos_sphere_Nback_minus)), <,
  • Global Variable(radius_UI_sphere)));
  • If(Compare(Player Variable(Event Player, Nback), >, 0));
  • Modify Player Variable(Event Player, Nback, Subtract, 1);
  • End;
  • End;
  • If(Distance Between(Event Player.raycasthitpos, Global.pos_sphere_circle_radius_modify) < Global.radius_UI_sphere);
  • Event Player.currentLargeRadius = Global.array_radius_circle[(Index Of Array Value(Global.array_radius_circle,
  • Event Player.currentLargeRadius) + 1) % Count Of(Global.array_radius_circle)];
  • End;
  • If(Distance Between(Event Player.raycasthitpos, Global.pos_sphere_target_radius_modify) < Global.radius_UI_sphere);
  • Event Player.currentSmallRadius = Global.array_radius_target[(Index Of Array Value(Global.array_radius_target,
  • Event Player.currentSmallRadius) + 1) % Count Of(Global.array_radius_target)];
  • End;
  • If(Distance Between(Event Player.raycasthitpos, Global.pos_sphere_zoom_speed_modify) < Global.radius_UI_sphere);
  • Event Player.current_zoom_speed = Global.array_zoom_speed[(Index Of Array Value(Global.array_zoom_speed,
  • Event Player.current_zoom_speed) + 1) % Count Of(Global.array_zoom_speed)];
  • If(Compare(Distance Between(Player Variable(Event Player, raycasthitpos), Global Variable(pos_sphere_circle_radius_modify)), <,
  • Global Variable(radius_UI_sphere)));
  • Set Player Variable(Event Player, currentLargeRadius, Value In Array(Global Variable(array_radius_circle), Modulo(Add(
  • Index Of Array Value(Global Variable(array_radius_circle), Player Variable(Event Player, currentLargeRadius)), 1), Count Of(
  • Global Variable(array_radius_circle)))));
  • End;
  • If(Compare(Distance Between(Player Variable(Event Player, raycasthitpos), Global Variable(pos_sphere_target_radius_modify)), <,
  • Global Variable(radius_UI_sphere)));
  • Set Player Variable(Event Player, currentSmallRadius, Value In Array(Global Variable(array_radius_target), Modulo(Add(
  • Index Of Array Value(Global Variable(array_radius_target), Player Variable(Event Player, currentSmallRadius)), 1), Count Of(
  • Global Variable(array_radius_target)))));
  • End;
  • If(Compare(Distance Between(Player Variable(Event Player, raycasthitpos), Global Variable(pos_sphere_zoom_speed_modify)), <,
  • Global Variable(radius_UI_sphere)));
  • Set Player Variable(Event Player, current_zoom_speed, Value In Array(Global Variable(array_zoom_speed), Modulo(Add(
  • Index Of Array Value(Global Variable(array_zoom_speed), Player Variable(Event Player, current_zoom_speed)), 1), Count Of(
  • Global Variable(array_zoom_speed)))));
  • End;
  • }
  • }
  • rule("deleteAllPersonalUIs")
  • {
  • event
  • {
  • Subroutine;
  • deleteAllPersonalUIs;
  • }
  • actions
  • {
  • While(Count Of(Event Player.texts_character) >= 1);
  • Destroy In-World Text(First Of(Event Player.texts_character));
  • While(Compare(Count Of(Player Variable(Event Player, texts_character)), >=, 1));
  • Destroy In-World Text(First Of(Player Variable(Event Player, texts_character)));
  • Modify Player Variable(Event Player, texts_character, Remove From Array By Index, 0);
  • End;
  • While(Count Of(Event Player.texts_number) >= 1);
  • Destroy In-World Text(First Of(Event Player.texts_number));
  • While(Compare(Count Of(Player Variable(Event Player, texts_number)), >=, 1));
  • Destroy In-World Text(First Of(Player Variable(Event Player, texts_number)));
  • Modify Player Variable(Event Player, texts_number, Remove From Array By Index, 0);
  • End;
  • While(Count Of(Event Player.effects_sphere) >= 1);
  • Destroy Effect(First Of(Event Player.effects_sphere));
  • While(Compare(Count Of(Player Variable(Event Player, effects_sphere)), >=, 1));
  • Destroy Effect(First Of(Player Variable(Event Player, effects_sphere)));
  • Modify Player Variable(Event Player, effects_sphere, Remove From Array By Index, 0);
  • End;
  • Wait(0.250, Ignore Condition);
  • }
  • }
  • rule("gamestate calc")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.currentGameState == Global.GaneState_calc;
  • Player Variable(Event Player, currentGameState) == Global Variable(GaneState_calc);
  • }
  • actions
  • {
  • Call Subroutine(deleteAllPersonalUIs);
  • Event Player.center_posS_of_numbered_sphere = Empty Array;
  • Set Player Variable(Event Player, center_posS_of_numbered_sphere, Empty Array);
  • For Player Variable(Event Player, i_make_center_posS, 0, 10, 1);
  • Modify Player Variable(Event Player, center_posS_of_numbered_sphere, Append To Array,
  • Global.pos_center_spheres_around + Event Player.currentLargeRadius * Direction From Angles(270,
  • -90 + 36 * Event Player.i_make_center_posS));
  • End;
  • Event Player.current_question_number_show = 0;
  • Event Player.current_question_number_answer = -1 * Event Player.Nback;
  • Event Player.questions = Empty Array;
  • For Player Variable(Event Player, i_make_questions, 0, Event Player.total_number_of_questions, 1);
  • Modify Player Variable(Event Player, questions, Append To Array, Event Player.i_make_questions % 10);
  • If(Event Player.i_make_questions % 10 == 9);
  • Modify Player Variable(Event Player, center_posS_of_numbered_sphere, Append To Array, Add(Global Variable(
  • pos_center_spheres_around), Multiply(Player Variable(Event Player, currentLargeRadius), Direction From Angles(270, Add(-90,
  • Multiply(36, Player Variable(Event Player, i_make_center_posS)))))));
  • End;
  • Set Player Variable(Event Player, current_question_number_show, 0);
  • Set Player Variable(Event Player, current_question_number_answer, Multiply(-1, Player Variable(Event Player, Nback)));
  • Set Player Variable(Event Player, questions, Empty Array);
  • For Player Variable(Event Player, i_make_questions, 0, Player Variable(Event Player, total_number_of_questions), 1);
  • Modify Player Variable(Event Player, questions, Append To Array, Modulo(Player Variable(Event Player, i_make_questions), 10));
  • If(Compare(Modulo(Player Variable(Event Player, i_make_questions), 10), ==, 9));
  • Wait(0.016, Ignore Condition);
  • End;
  • End;
  • Event Player.questions = Randomized Array(Event Player.questions);
  • Set Player Variable(Event Player, questions, Randomized Array(Player Variable(Event Player, questions)));
  • For Player Variable(Event Player, i_make_effects_and_number_txt, 0, 10, 1);
  • Create Effect(Event Player, Sphere, Event Player.i_make_effects_and_number_txt % 2 == 1 ? Color(Green) : Color(White),
  • Event Player.center_posS_of_numbered_sphere[Event Player.i_make_effects_and_number_txt], Event Player.currentSmallRadius,
  • Visible To);
  • Create Effect(Event Player, Sphere, White, Value In Array(Player Variable(Event Player, center_posS_of_numbered_sphere),
  • Player Variable(Event Player, i_make_effects_and_number_txt)), Player Variable(Event Player, currentSmallRadius), Visible To);
  • Modify Player Variable(Event Player, effects_sphere, Append To Array, Last Created Entity);
  • End;
  • Create In-World Text(Filtered Array(Event Player, Event Player.current_question_number_answer < 0), Custom String("remembered!"),
  • Global.pos_sphere_remembered, 2, Do Not Clip, Visible To and String, Color(White), Default Visibility);
  • Create In-World Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, current_question_number_answer), <, 0)),
  • Custom String("remembered!", Null, Null, Null), Global Variable(pos_sphere_remembered), 2, Do Not Clip, Visible To and String,
  • White, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Create Effect(Filtered Array(Event Player, Event Player.current_question_number_answer < 0), Sphere, Color(White),
  • Global.pos_sphere_remembered, Global.radius_UI_sphere, Visible To);
  • Create Effect(Filtered Array(Event Player, Compare(Player Variable(Event Player, current_question_number_answer), <, 0)), Sphere,
  • White, Global Variable(pos_sphere_remembered), Global Variable(radius_UI_sphere), Visible To);
  • Modify Player Variable(Event Player, effects_sphere, Append To Array, Last Created Entity);
  • disabled Create In-World Text(Filtered Array(Event Player,
  • Event Player.current_question_number_show < Event Player.total_number_of_questions),
  • Event Player.questions[Event Player.current_question_number_show], Vector(0, 0, 0) + Eye Position(Event Player)
  • + 15 * Facing Direction Of(Event Player) + Vector(1 + -2 * (Event Player.current_question_number_show % 2 == 1), 0, 30), 20,
  • Do Not Clip, Visible To Position and String, Color(Aqua), Default Visibility);
  • disabled Create In-World Text(Filtered Array(Event Player,
  • Event Player.current_question_number_show < Event Player.total_number_of_questions),
  • Event Player.questions[Event Player.current_question_number_show], Eye Position(Event Player) + Direction From Angles(
  • Horizontal Facing Angle Of(Event Player), 10 + Vertical Facing Angle Of(Event Player)) * 20 + Vector(1 + -2 * (
  • Event Player.current_question_number_show % 2 == 1), 0, 0), 20, Do Not Clip, Visible To Position and String, Color(Aqua),
  • disabled Create In-World Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, current_question_number_show), <,
  • Player Variable(Event Player, total_number_of_questions))), Value In Array(Player Variable(Event Player, questions),
  • Player Variable(Event Player, current_question_number_show)), Add(Add(Vector(0, 0, 0), Add(Eye Position(Event Player),
  • Multiply(15, Facing Direction Of(Event Player)))), Vector(Add(1, Multiply(-2, Compare(Modulo(Player Variable(Event Player,
  • current_question_number_show), 2), ==, 1))), 0, 30)), 20, Do Not Clip, Visible To Position and String, Aqua,
  • Default Visibility);
  • Create In-World Text(Filtered Array(Event Player,
  • Event Player.current_question_number_show < Event Player.total_number_of_questions),
  • Event Player.questions[Event Player.current_question_number_show], Update Every Frame(Eye Position(Event Player)
  • + Direction From Angles(Horizontal Facing Angle Of(Event Player), 10 + Vertical Facing Angle Of(Event Player)) * 20 + Vector(
  • 1 + -2 * (Event Player.current_question_number_show % 2 == 1), 0, 0)), 20, Do Not Clip, Visible To Position and String, Color(
  • Aqua), Default Visibility);
  • Create In-World Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, current_question_number_show), <,
  • Player Variable(Event Player, total_number_of_questions))), Value In Array(Player Variable(Event Player, questions),
  • Player Variable(Event Player, current_question_number_show)), Add(Add(Eye Position(Event Player), Multiply(
  • Direction From Angles(Horizontal Facing Angle Of(Event Player), Add(10, Vertical Facing Angle Of(Event Player))), 20)), Vector(
  • Add(1, Multiply(-2, Compare(Modulo(Player Variable(Event Player, current_question_number_show), 2), ==, 1))), 0, 0)), 20,
  • Do Not Clip, Visible To Position and String, Aqua, Default Visibility);
  • Modify Player Variable(Event Player, texts_character, Append To Array, Last Text ID);
  • Call Subroutine(create_mojiban_number);
  • }
  • }
  • rule("gamestate calc_primary")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.currentGameState == Global.GaneState_calc;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Player Variable(Event Player, currentGameState) == Global Variable(GaneState_calc);
  • Is Button Held(Event Player, Primary Fire) == True;
  • }
  • actions
  • {
  • Event Player.raycasthitpos = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player)
  • + 100 * Facing Direction Of(Event Player), Empty Array, Null, False);
  • If(Event Player.current_question_number_answer < 0);
  • If(Distance Between(Event Player.raycasthitpos, Global.pos_sphere_remembered) < Global.radius_UI_sphere);
  • Event Player.current_question_number_answer += 1;
  • Event Player.current_question_number_show += 1;
  • Set Player Variable(Event Player, raycasthitpos, Ray Cast Hit Position(Eye Position(Event Player), Add(Eye Position(Event Player),
  • Multiply(100, Facing Direction Of(Event Player))), Empty Array, Null, False));
  • If(Compare(Player Variable(Event Player, current_question_number_answer), <, 0));
  • If(Compare(Distance Between(Player Variable(Event Player, raycasthitpos), Global Variable(pos_sphere_remembered)), <,
  • Global Variable(radius_UI_sphere)));
  • Modify Player Variable(Event Player, current_question_number_answer, Add, 1);
  • Modify Player Variable(Event Player, current_question_number_show, Add, 1);
  • End;
  • Else;
  • For Player Variable(Event Player, i_primary_fired_num_check, 0, 10, 1);
  • If(Distance Between(Event Player.raycasthitpos,
  • Event Player.center_posS_of_numbered_sphere[Event Player.i_primary_fired_num_check]) < Event Player.currentSmallRadius);
  • If(Event Player.i_primary_fired_num_check == Event Player.questions[Event Player.current_question_number_answer]);
  • Event Player.current_question_number_answer += 1;
  • Event Player.current_question_number_show += 1;
  • Damage(Global.the_hog, Event Player, 1);
  • Play Effect(Event Player, Ring Explosion, Color(Aqua), Global.pos_center_spheres_around, 15);
  • If(Compare(Distance Between(Player Variable(Event Player, raycasthitpos), Value In Array(Player Variable(Event Player,
  • center_posS_of_numbered_sphere), Player Variable(Event Player, i_primary_fired_num_check))), <, Player Variable(Event Player,
  • currentSmallRadius)));
  • If(Compare(Player Variable(Event Player, i_primary_fired_num_check), ==, Value In Array(Player Variable(Event Player, questions),
  • Player Variable(Event Player, current_question_number_answer))));
  • Modify Player Variable(Event Player, current_question_number_answer, Add, 1);
  • Modify Player Variable(Event Player, current_question_number_show, Add, 1);
  • Damage(Global Variable(the_hog), Event Player, 1);
  • Play Effect(Event Player, Ring Explosion, Aqua, Global Variable(pos_center_spheres_around), 15);
  • End;
  • disabled Event Player.fordebug_firednumber = Event Player.i_primary_fired_num_check;
  • disabled Small Message(Event Player, Event Player.fordebug_firednumber);
  • Event Player.i_primary_fired_num_check = 10;
  • disabled Set Player Variable(Event Player, fordebug_firednumber, Player Variable(Event Player, i_primary_fired_num_check));
  • disabled Small Message(Event Player, Player Variable(Event Player, fordebug_firednumber));
  • Set Player Variable(Event Player, i_primary_fired_num_check, 10);
  • End;
  • End;
  • End;
  • }
  • }
  • rule("gamestate_calc_interact")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.currentGameState == Global.GaneState_calc;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Player Variable(Event Player, currentGameState) == Global Variable(GaneState_calc);
  • Is Button Held(Event Player, Interact) == True;
  • }
  • actions
  • {
  • Event Player.currentGameState = Global.GameState_first;
  • Set Player Variable(Event Player, currentGameState, Global Variable(GameState_first));
  • }
  • }
  • rule("create_mojiban_number")
  • {
  • event
  • {
  • Subroutine;
  • create_mojiban_number;
  • }
  • actions
  • {
  • Create In-World Text(Event Player, Custom String("0"), Event Player.center_posS_of_numbered_sphere[0], 2.500, Do Not Clip, String,
  • Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("0", Null, Null, Null), Value In Array(Player Variable(Event Player,
  • center_posS_of_numbered_sphere), 0), 2.500, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("1"), Event Player.center_posS_of_numbered_sphere[1], 2.500, Do Not Clip, String,
  • Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("1", Null, Null, Null), Value In Array(Player Variable(Event Player,
  • center_posS_of_numbered_sphere), 1), 2.500, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("2"), Event Player.center_posS_of_numbered_sphere[2], 2.500, Do Not Clip, String,
  • Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("2", Null, Null, Null), Value In Array(Player Variable(Event Player,
  • center_posS_of_numbered_sphere), 2), 2.500, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("3"), Event Player.center_posS_of_numbered_sphere[3], 2.500, Do Not Clip, String,
  • Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("3", Null, Null, Null), Value In Array(Player Variable(Event Player,
  • center_posS_of_numbered_sphere), 3), 2.500, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("4"), Event Player.center_posS_of_numbered_sphere[4], 2.500, Do Not Clip, String,
  • Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("4", Null, Null, Null), Value In Array(Player Variable(Event Player,
  • center_posS_of_numbered_sphere), 4), 2.500, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("5"), Event Player.center_posS_of_numbered_sphere[5], 2.500, Do Not Clip, String,
  • Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("5", Null, Null, Null), Value In Array(Player Variable(Event Player,
  • center_posS_of_numbered_sphere), 5), 2.500, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("6"), Event Player.center_posS_of_numbered_sphere[6], 2.500, Do Not Clip, String,
  • Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("6", Null, Null, Null), Value In Array(Player Variable(Event Player,
  • center_posS_of_numbered_sphere), 6), 2.500, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("7"), Event Player.center_posS_of_numbered_sphere[7], 2.500, Do Not Clip, String,
  • Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("7", Null, Null, Null), Value In Array(Player Variable(Event Player,
  • center_posS_of_numbered_sphere), 7), 2.500, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("8"), Event Player.center_posS_of_numbered_sphere[8], 2.500, Do Not Clip, String,
  • Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("8", Null, Null, Null), Value In Array(Player Variable(Event Player,
  • center_posS_of_numbered_sphere), 8), 2.500, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • Create In-World Text(Event Player, Custom String("9"), Event Player.center_posS_of_numbered_sphere[9], 2.500, Do Not Clip, String,
  • Color(White), Default Visibility);
  • Create In-World Text(Event Player, Custom String("9", Null, Null, Null), Value In Array(Player Variable(Event Player,
  • center_posS_of_numbered_sphere), 9), 2.500, Do Not Clip, String, White, Default Visibility);
  • Modify Player Variable(Event Player, texts_number, Append To Array, Last Text ID);
  • }
  • }
  • rule("all question replied")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.currentGameState == Global.GaneState_calc;
  • Event Player.current_question_number_answer == Event Player.total_number_of_questions;
  • Event Player.current_question_number_answer > 0;
  • Player Variable(Event Player, currentGameState) == Global Variable(GaneState_calc);
  • Player Variable(Event Player, current_question_number_answer) == Player Variable(Event Player, total_number_of_questions);
  • Player Variable(Event Player, current_question_number_answer) > 0;
  • }
  • actions
  • {
  • Big Message(Event Player, Custom String("Good job!"));
  • Big Message(Event Player, Custom String("Good job!", Null, Null, Null));
  • Wait(3, Ignore Condition);
  • Big Message(Event Player, String("{0} {1} {2}", String("Interact"), String("Go"), String("Initial")));
  • Big Message(Event Player, String("{0} {1} {2}", String("Interact", Null, Null, Null), String("Go", Null, Null, Null), String(
  • "Initial", Null, Null, Null)));
  • }
  • }
  • rule("Rule 17")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Call Subroutine(set_player_pos);
  • }
  • }
  • rule("Rule 17")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Call Subroutine(set_player_pos);
  • }
  • }
  • rule("zoomInOut")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • Event Player.currentGameState == Global.GaneState_calc;
  • Event Player.current_zoom_speed != 0;
  • Player Variable(Event Player, currentGameState) == Global Variable(GaneState_calc);
  • Player Variable(Event Player, current_zoom_speed) != 0;
  • }
  • actions
  • {
  • Apply Impulse(Event Player, Forward, Event Player.current_zoom_speed, To World, Cancel Contrary Motion);
  • While(Event Player.currentGameState == Global.GaneState_calc);
  • If(Z Component Of(Position Of(Event Player)) < -10);
  • Apply Impulse(Event Player, Forward, Event Player.current_zoom_speed, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Forward, Player Variable(Event Player, current_zoom_speed), To World, Cancel Contrary Motion);
  • While(Compare(Player Variable(Event Player, currentGameState), ==, Global Variable(GaneState_calc)));
  • If(Compare(Z Component Of(Position Of(Event Player)), <, -10));
  • Apply Impulse(Event Player, Forward, Player Variable(Event Player, current_zoom_speed), To World, Cancel Contrary Motion);
  • Wait(0.500, Ignore Condition);
  • End;
  • If(Z Component Of(Position Of(Event Player)) > 10);
  • Apply Impulse(Event Player, Backward, Event Player.current_zoom_speed, To World, Cancel Contrary Motion);
  • If(Compare(Z Component Of(Position Of(Event Player)), >, 10));
  • Apply Impulse(Event Player, Backward, Player Variable(Event Player, current_zoom_speed), To World, Cancel Contrary Motion);
  • Wait(0.500, Ignore Condition);
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • }
  • }
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