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- settings
- {
- modes
- {
- Assault
- {
- Limit Roles: 2 Of Each Role Per Team
- enabled maps
- {
- }
- }
- Control
- {
- Limit Roles: 2 Of Each Role Per Team
- enabled maps
- {
- }
- }
- Escort
- {
- Limit Roles: 2 Of Each Role Per Team
- enabled maps
- {
- }
- }
- Hybrid
- {
- Limit Roles: 2 Of Each Role Per Team
- enabled maps
- {
- Blizzard World
- }
- }
- }
- heroes
- {
- General
- {
- Ability Cooldown Time: 0%
- }
- }
- }
- variables
- {
- global:
- 0: Effect_Pos
- 1: Sphere_Rad
- 2: Sphere_Color
- player:
- 0: Last_Pos
1: Animated_Pos
- 1: Position
- }
rule("Global")
- rule("Global | Made By DarkShadow#24346")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
Global.Effect_Pos = Vector(-54.285, 0.856, 109.680);
Global.Sphere_Rad = 2;
- Global.Effect_Pos = Vector(-67.333, 2.398, 122.085);
- Global.Sphere_Rad = 10;
- Global.Sphere_Color = Color(Orange);
- Event Player.Last_Pos = Vector(11, 11, 11);
- }
- }
rule("Effects")
- rule("Effects | Made By DarkShadow#24346")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
- Create Effect(All Players(All Teams), Sphere, Global.Sphere_Color, Global.Effect_Pos, Global.Sphere_Rad,
- Visible To Position and Radius);
Create HUD Text(All Players(All Teams), Custom String("Created By | DarkShadow#24346"), Null, Null, Left, 0, Color(White), Color(
- "PLS DONT DELETE"
- Create HUD Text(All Players(All Teams), Custom String("Made By | DarkShadow#24346"), Null, Null, Left, 0, Color(Aqua), Color(
- White), Color(White), Visible To and String, Default Visibility);
"De-Bug"
disabled Create HUD Text(Host Player, Custom String("Pos: {0} Last_Pos: {1}", Position Of(Event Player), Event Player.Last_Pos), Null, Null,
Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
- Create HUD Text(All Players(All Teams), Custom String("{0}", Server Load), Null, Null, Left, 0, Color(White), Color(White), Color(
- White), Visible To and String, Default Visibility);
- }
- }
rule("Basic-Mechanics")
- rule("Basic-Mechanics | Made By DarkShadow#24346")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Players Within Radius(Global.Effect_Pos, Global.Sphere_Rad + 0.700, All Teams, Off) == True;
Players Within Radius(Global.Effect_Pos, Global.Sphere_Rad - 0.100, All Teams, Off) == False;
- }
- actions
- {
If(Is Jumping(Event Player) == True);
Apply Impulse(Event Player, Down, 10, To Player, Cancel Contrary Motion);
End;
If(Is Crouching(Event Player) == True);
Apply Impulse(Event Player, Up, 10, To Player, Cancel Contrary Motion);
End;
If(Z Component Of(Throttle Of(Event Player)) == 1);
Apply Impulse(Event Player, Backward, 10, To Player, Cancel Contrary Motion);
End;
If(Z Component Of(Throttle Of(Event Player)) == -1);
Apply Impulse(Event Player, Forward, 10, To Player, Cancel Contrary Motion);
End;
If(X Component Of(Throttle Of(Event Player)) == -1);
Apply Impulse(Event Player, Left, 10, To Player, Cancel Contrary Motion);
End;
If(X Component Of(Throttle Of(Event Player)) == 1);
Apply Impulse(Event Player, Right, 10, To Player, Cancel Contrary Motion);
End;
Wait(0.016, Ignore Condition);
- Apply Impulse(Event Player, Direction Towards(Global.Effect_Pos, Event Player.Last_Pos), Distance Between(Position Of(
- Event Player), Event Player.Last_Pos) * 5, To World, Cancel Contrary Motion);
- Apply Impulse(Event Player, Velocity Of(Event Player) * -1, Distance Between(Position Of(Event Player), Event Player.Last_Pos) * 3,
- To World, Incorporate Contrary Motion);
- Wait(0.010, Ignore Condition);
- Loop If Condition Is True;
- }
- }
rule("Set-Last-Player-Pos")
- rule("Set-Last-Player-Pos | Made By DarkShadow#24346")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Players Within Radius(Global.Effect_Pos, Global.Sphere_Rad + 7, All Teams, Off) == True;
- }
- actions
- {
If(Players Within Radius(Global.Effect_Pos, Global.Sphere_Rad + 1.500, All Teams, Off) == False);
Event Player.Last_Pos = Position Of(Event Player);
- Disable Messages(Event Player);
- If(Players Within Radius(Global.Effect_Pos, Global.Sphere_Rad + 2, All Teams, Off) == True);
- If(Players Within Radius(Global.Effect_Pos, Global.Sphere_Rad + 0.700, All Teams, Off) == False);
- Event Player.Last_Pos = Position Of(Event Player);
- End;
- End;
- If(Event Player.Last_Pos == Position Of(Event Player));
- Clear Status(Event Player, Rooted);
- Wait(0.500, Ignore Condition);
- Allow Button(Event Player, Button(Ability 1));
- Allow Button(Event Player, Button(Secondary Fire));
- Allow Button(Event Player, Button(Ability 2));
- Allow Button(Event Player, Button(Jump));
- Allow Button(Event Player, Button(Crouch));
- Allow Button(Event Player, Button(Secondary Fire));
- End;
- If(Players Within Radius(Global.Effect_Pos, Global.Sphere_Rad, All Teams, Off) == True);
- Set Status(Event Player, Null, Rooted, 9999);
- Disallow Button(Event Player, Button(Ability 1));
- Disallow Button(Event Player, Button(Ability 2));
- Disallow Button(Event Player, Button(Jump));
- Disallow Button(Event Player, Button(Crouch));
- Disallow Button(Event Player, Button(Secondary Fire));
- End;
- Enable Messages(Event Player);
- If(Players Within Radius(Global.Sphere_Rad, Global.Sphere_Rad + 2.100, All Teams, Off) == False);
- Clear Status(Event Player, Rooted);
- Allow Button(Event Player, Button(Ability 1));
- Allow Button(Event Player, Button(Secondary Fire));
- Allow Button(Event Player, Button(Ability 2));
- Allow Button(Event Player, Button(Jump));
- Allow Button(Event Player, Button(Crouch));
- Allow Button(Event Player, Button(Secondary Fire));
- End;
- Wait(0.100, Ignore Condition);
Loop;
- Loop If Condition Is True;
- }
- }
rule("The-Last-Check-And-Action-If-Player-Is-In-Sphere")
- rule("Teleport-Out-If-Stuck | Made By DarkShadow#24346")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Players Within Radius(Global.Effect_Pos, Global.Sphere_Rad, All Teams, Off) == True;
Position Of(Event Player) != Event Player.Last_Pos;
- Players Within Radius(Global.Effect_Pos, Global.Sphere_Rad - 0.500, All Teams, Off) == True;
- }
- actions
- {
While(Event Player.Last_Pos != Position Of(Event Player));
Event Player.Animated_Pos = Position Of(Event Player);
Chase Player Variable Over Time(Event Player, Animated_Pos, Event Player.Last_Pos, 0.200, Destination and Duration);
Start Forcing Player Position(Event Player, Event Player.Animated_Pos, True);
Wait(0.050, Ignore Condition);
Stop Forcing Player Position(Event Player);
End;
- disabled Wait Until(Event Player.Position == Position Of(Event Player), 99999);
- Wait(2, Abort When False);
- Teleport(Event Player, Event Player.Last_Pos);
- Clear Status(Event Player, Rooted);
- Allow Button(Event Player, Button(Ability 1));
- Allow Button(Event Player, Button(Secondary Fire));
- Allow Button(Event Player, Button(Ability 2));
- Allow Button(Event Player, Button(Jump));
- Allow Button(Event Player, Button(Crouch));
- Allow Button(Event Player, Button(Secondary Fire));
- Wait(0.250, Ignore Condition);
- Loop If Condition Is True;
- }
- }