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Comparing difference between and

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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: Position
  • }
  • subroutines
  • {
  • 0: Last_Pos
  • }
  • rule("Global")
  • rule("Global | Made By DarkShadow#24346")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • 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;
  • disabled Players Within Radius(Global.Effect_Pos, Global.Sphere_Rad - 0.100, All Teams, Off) == False;
  • }
  • actions
  • {
  • disabled Apply Impulse(Event Player, Direction Towards(Global.Effect_Pos, Position Of(Event Player) + World Vector Of(Vector(0, 0, -1),
  • Event Player, Rotation)), Distance Between(Position Of(Event Player), Event Player.Last_Pos), To World,
  • Cancel Contrary Motion);
  • Apply Impulse(Event Player, Direction Towards(Global.Effect_Pos, Event Player.Last_Pos), Distance Between(Global.Effect_Pos,
  • Position Of(Event Player)) <= Global.Sphere_Rad - 1 ? Distance Between(Position Of(Event Player), Global.Effect_Pos)
  • * 100000000 : Distance Between(Position Of(Event Player), Global.Effect_Pos), To World, Cancel Contrary Motion);
  • disabled Call Subroutine(Last_Pos);
  • disabled Apply Impulse(Event Player, Direction Towards(Global.Effect_Pos, Position Of(Event Player) + World Vector Of(Vector(0, 0, -1),
  • Event Player, Rotation)), 1, To Player, Incorporate Contrary Motion);
  • 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 + 0.900, All Teams, Off) == False);
  • Event Player.Last_Pos = Position Of(Event Player);
  • Else If(Players Within Radius(Global.Effect_Pos, Global.Sphere_Rad + 0.701, All Teams, Off) == True);
  • 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);
  • Else If(Players Within Radius(Global.Effect_Pos, Global.Sphere_Rad + 0.700, All Teams, Off) == True);
  • 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 If Condition Is True;
  • }
  • }
  • 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 - 0.500, All Teams, Off) == True;
  • }
  • actions
  • {
  • 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;
  • Loop If Condition Is True;
  • }
  • }
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