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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ Rock ▒ ▒ ▒ ▒ ▒ ▒ Paper ▒ ▒ ▒ ▒ ▒ Scissors ▒ ▒ ▒ ▒▒ ▒▒ ▒▒ ▒▒"
  • }
  • lobby
  • {
  • Map Rotation: After A Game
  • Max Spectators: 12
  • Max Team 1 Players: 1
  • Max Team 2 Players: 1
  • Return To Lobby: Never
  • Swap Teams After Match: No
  • }
  • modes
  • {
  • Team Deathmatch
  • {
  • Game Length In Minutes: 15
  • Mercy Resurrect Counteracts Kills: Off
  • Score To Win: 200
  • Self Initiated Respawn: Off
  • enabled maps
  • {
  • Workshop Island
  • }
  • }
  • General
  • {
  • Allow Hero Switching: Off
  • Enemy Health Bars: Off
  • Game Mode Start: Immediately
  • Kill Cam: Off
  • Kill Feed: Off
  • Limit Roles: 2 Of Each Role Per Team
  • Spawn Health Packs: Disabled
  • }
  • }
  • heroes
  • {
  • General
  • {
  • enabled heroes
  • {
  • Soldier: 76
  • }
  • }
  • }
  • workshop
  • {
  • Score to win: 10
  • }
  • }
  • variables
  • {
  • global:
  • 0: Mode_Active
  • 1: Effects_Vectors
  • 2: Player1_Team1
  • 3: PLayer2_Team2
  • 4: Players_In_Places
  • 5: Player_Choosing
  • 6: Player_Choose_Done
  • 7: Winner_Of_Round
  • 8: Max_Score
  • 9: Winner_Of_Game
  • 10: Game_End
  • 11: Winner_Text
  • 12: Player_Left
  • 13: Mech_1_Done
  • 14: Mech_2_Done
  • 15: New_Round
  • 17: playernames
  • player:
  • 0: Choose_Role_Highlite
  • 1: Player_Role
  • 2: Player_Score
  • 3: Player_Chose
  • }
  • subroutines
  • {
  • 0: Start_New_Round
  • 1: Start_New_Game
  • }
  • rule("Setup")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Global.Player1_Team1.Choose_Role_Highlite = Custom String("*($^% SKDnfe845t");
  • Set Team Score(All Teams, 0);
  • Global.PLayer2_Team2.Choose_Role_Highlite = Custom String("*($^% SKDnfe845t");
  • Set Match Time(100000000);
  • Set Objective Description(All Players(All Teams), Custom String("By DarkShadow#24346"), Visible To and String);
  • disabled Set Match Time(100000000);
  • Set Objective Description(All Players(All Teams), Custom String("By DarkShadow#24346 | credit: DevX19, Luci#12516"),
  • Visible To and String);
  • Global.Max_Score = Workshop Setting Integer(Custom String("Settings"), Custom String("Score to win"), 3, 1, 100, 0);
  • Disable Built-In Game Mode Announcer;
  • Disable Built-In Game Mode Completion;
  • Disable Built-In Game Mode Scoring;
  • Set Status(Event Player, Null, Rooted, 9999);
  • Disallow Button(All Players(All Teams), Button(Primary Fire));
  • Disallow Button(All Players(All Teams), Button(Ability 1));
  • Disallow Button(All Players(All Teams), Button(Ability 2));
  • Disallow Button(All Players(All Teams), Button(Ultimate));
  • Disallow Button(All Players(All Teams), Button(Melee));
  • Disallow Button(All Players(All Teams), Button(Reload));
  • Disallow Button(All Players(All Teams), Button(Secondary Fire));
  • }
  • }
  • rule("Create-Effect's-Vectors {array}")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Mode_Active == True;
  • }
  • actions
  • {
  • "Player#1-Cricle"
  • Global.Effects_Vectors[0] = Vector(-0.017, 0, 6.200);
  • "Player#2-Cricle"
  • Global.Effects_Vectors[1] = Vector(0.029, 0, -6);
  • "Player#1 - Paper"
  • Global.Effects_Vectors[2] = Vector(-0.017, 1.551, 15.083);
  • "Player#1 - Rock"
  • Global.Effects_Vectors[3] = Vector(3.950, 1.549, 15.083);
  • "Player#1 - Scissors"
  • Global.Effects_Vectors[4] = Vector(-4.060, 1.550, 15.083);
  • "Player#2 - Rock"
  • Global.Effects_Vectors[5] = Vector(-4.029, 1.550, -15.008);
  • "Player#2 - Paper"
  • Global.Effects_Vectors[6] = Vector(-0.016, 1.550, -14.967);
  • "Player#2 - Scissors"
  • Global.Effects_Vectors[7] = Vector(3.968, 1.549, -14.922);
  • Create HUD Text(Filtered Array(All Players(All Teams), Global.Player_Choosing == True), Custom String(
  • "PRESS \"A\" OR \"D\" TO NAVIGATE And \"space\" to choose"), Null, Null, Top, 0, Color(Aqua), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("Check-If-Can-Activate-Mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Number Of Players(All Teams) == 2;
  • Has Spawned(All Players(All Teams)) == True;
  • }
  • actions
  • {
  • Global.Mode_Active = True;
  • }
  • }
  • rule("Shorten-Assembling-Time")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • Is Game In Progress == False;
  • }
  • actions
  • {
  • Set Player Score(Event Player, 0);
  • Set Match Time(1);
  • }
  • }
  • disabled rule("De-Bug")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Global.Mode_Active = True;
  • }
  • }
  • rule("Set-Players-To-Vars")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Mode_Active == True;
  • }
  • actions
  • {
  • disabled Wait(0.400, Ignore Condition);
  • Global.Player1_Team1 = Players In Slot(0, Team 1);
  • Global.PLayer2_Team2 = Players In Slot(0, Team 2);
  • Global.Player1_Team1.Choose_Role_Highlite = Custom String("*($^% SKDnfe845t");
  • Global.PLayer2_Team2.Choose_Role_Highlite = Custom String("*($^% SKDnfe845t");
  • Teleport(Global.Player1_Team1, Global.Effects_Vectors[0]);
  • Teleport(Global.PLayer2_Team2, Global.Effects_Vectors[1]);
  • }
  • }
  • rule("Create-Effects")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Players_In_Places == True;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Position Of(Event Player), Null, Null, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Destroy All HUD Text;
  • Create Effect(Filtered Array(All Players(All Teams), Global.Mode_Active == True), Ring, Color(Orange), Global.Effects_Vectors[0],
  • 2, Visible To Position and Radius);
  • Create Effect(Filtered Array(All Players(All Teams), Global.Mode_Active == True), Ring, Color(Orange), Global.Effects_Vectors[1],
  • 2, Visible To Position and Radius);
  • "Player#1"
  • Create In-World Text(Filtered Array(All Players(All Teams), Global.Player_Choosing == True), Custom String("Rock"),
  • Global.Effects_Vectors[3], 1, Clip Against Surfaces, Visible To Position and String, Color(White), Default Visibility);
  • Create In-World Text(Filtered Array(All Players(All Teams), Global.Player_Choosing == True), Custom String("Paper"),
  • Global.Effects_Vectors[2], 1, Clip Against Surfaces, Visible To Position and String, Color(White), Default Visibility);
  • Create In-World Text(Filtered Array(All Players(All Teams), Global.Player_Choosing == True), Custom String("Scissors"),
  • Global.Effects_Vectors[4], 1, Clip Against Surfaces, Visible To Position and String, Color(White), Default Visibility);
  • Create Effect(Filtered Array(All Players(All Teams), Global.Player1_Team1.Choose_Role_Highlite == 1), Light Shaft, Color(Aqua),
  • Global.Effects_Vectors[2], 1, Visible To Position and Radius);
  • Create Effect(Filtered Array(All Players(All Teams), Global.Player1_Team1.Choose_Role_Highlite == 0), Light Shaft, Color(Aqua),
  • Global.Effects_Vectors[3], 1, Visible To Position and Radius);
  • Create Effect(Filtered Array(All Players(All Teams), Global.Player1_Team1.Choose_Role_Highlite == 2), Light Shaft, Color(Aqua),
  • Global.Effects_Vectors[4], 1, Visible To Position and Radius);
  • "Player#2"
  • Create In-World Text(Filtered Array(All Players(All Teams), Global.Player_Choosing == True), Custom String("Rock"),
  • Global.Effects_Vectors[5], 1, Clip Against Surfaces, Visible To Position and String, Color(White), Default Visibility);
  • Create In-World Text(Filtered Array(All Players(All Teams), Global.Player_Choosing == True), Custom String("Paper"),
  • Global.Effects_Vectors[6], 1, Clip Against Surfaces, Visible To Position and String, Color(White), Default Visibility);
  • Create In-World Text(Filtered Array(All Players(All Teams), Global.Player_Choosing == True), Custom String("Scissors"),
  • Global.Effects_Vectors[7], 1, Clip Against Surfaces, Visible To Position and String, Color(White), Default Visibility);
  • Create Effect(Filtered Array(All Players(All Teams), Global.PLayer2_Team2.Choose_Role_Highlite == 1), Light Shaft, Color(Aqua),
  • Global.Effects_Vectors[6], 1, Visible To Position and Radius);
  • Create Effect(Filtered Array(All Players(All Teams), Global.PLayer2_Team2.Choose_Role_Highlite == 0), Light Shaft, Color(Aqua),
  • Global.Effects_Vectors[5], 1, Visible To Position and Radius);
  • Create Effect(Filtered Array(All Players(All Teams), Global.PLayer2_Team2.Choose_Role_Highlite == 2), Light Shaft, Color(Aqua),
  • Global.Effects_Vectors[7], 1, Visible To Position and Radius);
  • Create HUD Text(Filtered Array(All Players(All Teams), Global.Player_Choosing == True), Custom String(
  • "PRESS \"A\" OR \"D\" TO NAVIGATE"), Null, Null, Top, 0, Color(Aqua), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Custom String("PRESS \"A\" and \"D\" to navigate and press \"{0}\"", Input Binding String(
  • Button(Jump))), Null, Null, Top, 0, Color(Aqua), Color(White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Check-If-Both-Chose")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Player1_Team1.Player_Chose == True;
  • Global.PLayer2_Team2.Player_Chose == True;
  • }
  • actions
  • {
  • Global.Player_Choose_Done = True;
  • Global.Player_Choosing = False;
  • }
  • }
  • rule("Teleport-Players-To-Their-Places | SetUp-For-Choosing")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Mode_Active == True;
  • disabled Global.Player1_Team1 == Players In Slot(0, All Teams);
  • Global.Player1_Team1 != Null;
  • Global.Player1_Team1 != 0;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Wait(0.250, Ignore Condition);
  • Teleport(Global.Player1_Team1, Global.Effects_Vectors[0]);
  • Wait(0.250, Ignore Condition);
  • Teleport(Global.PLayer2_Team2, Global.Effects_Vectors[1]);
  • Set Move Speed(All Players(All Teams), 0);
  • Global.Players_In_Places = True;
  • Set Jump Enabled(All Players(All Teams), False);
  • Set Move Speed(All Players(All Teams), 0);
  • }
  • }
  • rule("Player#1-Game-Mechanics")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Player_Choose_Done == True;
  • Global.Mech_1_Done == False;
  • Global.Mech_2_Done == False;
  • Global.Mech_1_Done != True;
  • Global.Mech_2_Done != True;
  • }
  • actions
  • {
  • If(Global.Player1_Team1.Player_Role == Custom String("rock") && Global.PLayer2_Team2.Player_Role == Custom String("scissors"));
  • Global.Player1_Team1.Player_Score += 1;
  • Global.Winner_Of_Round = Global.Player1_Team1;
  • Global.Mech_1_Done = True;
  • Global.Mech_2_Done = True;
  • End;
  • If(Global.Player1_Team1.Player_Role == Custom String("paper") && Global.PLayer2_Team2.Player_Role == Custom String("rock"));
  • Global.Player1_Team1.Player_Score += 1;
  • Global.Winner_Of_Round = Global.Player1_Team1;
  • Global.Mech_2_Done = True;
  • Global.Mech_1_Done = True;
  • End;
  • If(Global.Player1_Team1.Player_Role == Custom String("scissors") && Global.PLayer2_Team2.Player_Role == Custom String("paper"));
  • Global.Mech_2_Done = True;
  • Global.Player1_Team1.Player_Score += 1;
  • Global.Winner_Of_Round = Global.Player1_Team1;
  • Global.Mech_1_Done = True;
  • End;
  • "Tie"
  • If(Global.Player1_Team1.Player_Role == Global.PLayer2_Team2.Player_Role);
  • Global.Player1_Team1.Player_Score += 0;
  • disabled Global.Player1_Team1.Player_Score += 0;
  • disabled Global.Player_Choose_Done = False;
  • disabled Global.Player_Choosing = True;
  • disabled Small Message(All Players(All Teams), Custom String("Its a tie! you both chose {0}", Global.Player1_Team1.Player_Role));
  • disabled Global.Player1_Team1.Player_Chose = False;
  • disabled Global.Player1_Team1.Player_Chose = False;
  • Global.Mech_2_Done = True;
  • Global.Winner_Of_Round = Custom String("TIE");
  • Global.Mech_1_Done = True;
  • End;
  • Global.Mech_1_Done = True;
  • }
  • }
  • rule("Player#2-Game-Mechanics")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Player_Choose_Done == True;
  • Global.Mech_1_Done == False;
  • Global.Mech_2_Done == False;
  • Global.Mech_1_Done != True;
  • Global.Mech_2_Done != True;
  • }
  • actions
  • {
  • If(Global.PLayer2_Team2.Player_Role == Custom String("rock") && Global.Player1_Team1.Player_Role == Custom String("scissors"));
  • Global.PLayer2_Team2.Player_Score += 1;
  • Global.Winner_Of_Round = Global.PLayer2_Team2;
  • Global.Mech_2_Done = True;
  • End;
  • If(Global.PLayer2_Team2.Player_Role == Custom String("paper") && Global.Player1_Team1.Player_Role == Custom String("rock"));
  • Global.PLayer2_Team2.Player_Score += 1;
  • Global.Winner_Of_Round = Global.PLayer2_Team2;
  • Global.Mech_2_Done = True;
  • End;
  • If(Global.PLayer2_Team2.Player_Role == Custom String("scissors") && Global.Player1_Team1.Player_Role == Custom String("paper"));
  • Global.PLayer2_Team2.Player_Score += 1;
  • Global.Winner_Of_Round = Global.PLayer2_Team2;
  • Global.Mech_2_Done = True;
  • End;
  • "Tie"
  • If(Global.Player1_Team1.Player_Role == Global.PLayer2_Team2.Player_Role);
  • Global.Player1_Team1.Player_Score += 0;
  • End;
  • Global.Mech_2_Done = True;
  • disabled If(Global.Player1_Team1.Player_Role == Global.PLayer2_Team2.Player_Role);
  • disabled Global.Player1_Team1.Player_Score += 0;
  • disabled End;
  • Global.Mech_1_Done = True;
  • }
  • }
  • rule("Check-If-Both-Players-Chose-Role")
  • rule("Check-If-Both-Players-Chose-Role | declare winner")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Winner_Of_Round != Null;
  • Global.Winner_Of_Round != 0;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("{0} chose {1}", Global.Player1_Team1, Global.Player1_Team1.Player_Role));
  • Big Message(All Players(All Teams), Custom String("{0} chose {1}", Global.PLayer2_Team2, Global.PLayer2_Team2.Player_Role));
  • Big Message(All Players(All Teams), Custom String("{0} Won the round!", Global.Winner_Of_Round));
  • Stop Facing(All Players(All Teams));
  • Start Facing(Global.Player1_Team1, Direction Towards(Eye Position(Global.Player1_Team1), Eye Position(Global.PLayer2_Team2)),
  • 10000, To Player, None);
  • Start Facing(Global.PLayer2_Team2, Direction Towards(Eye Position(Global.PLayer2_Team2), Eye Position(Global.Player1_Team1)),
  • 10000, To Player, None);
  • Small Message(All Players(All Teams), Custom String("{0} chose {1}", Global.Player1_Team1, Global.Player1_Team1.Player_Role));
  • Small Message(All Players(All Teams), Custom String("{0} chose {1}", Global.PLayer2_Team2, Global.PLayer2_Team2.Player_Role));
  • Small Message(All Players(All Teams), Custom String("{0}", Global.Winner_Of_Round == Custom String("TIE") ? Custom String(
  • "Its a tie! you both chose {0}", Global.Player1_Team1.Player_Role) : Custom String("{0} won the round",
  • Global.Winner_Of_Round)));
  • disabled Big Message(All Players(All Teams), Custom String("{0} chose {1}", Global.Player1_Team1, Global.Player1_Team1.Player_Role));
  • disabled Global.Winner_Of_Round.Player_Score -= 1;
  • disabled Big Message(All Players(All Teams), Custom String("{0} chose {1}", Global.PLayer2_Team2, Global.PLayer2_Team2.Player_Role));
  • disabled Big Message(All Players(All Teams), Custom String("{0} Won the round!", Global.Winner_Of_Round));
  • Set Team Score(Team Of(Global.Winner_Of_Round), Global.Winner_Of_Round.Player_Score);
  • Global.Winner_Of_Round.Player_Score -= 1;
  • Set Team Score(Team Of(Global.Winner_Of_Round), Global.Winner_Of_Round.Player_Score);
  • disabled Global.Winner_Of_Round.Player_Score += 1;
  • If(Global.Player1_Team1.Player_Score >= Global.Max_Score);
  • Global.Winner_Text = Custom String("{0} won", Global.Winner_Of_Game);
  • Global.Winner_Of_Game = Global.Player1_Team1;
  • Global.Game_End = True;
  • disabled Global.Winner_Text = Custom String("{0} won", Global.Winner_Of_Game);
  • Big Message(All Players(All Teams), Custom String("{0} won the game! starting a new one...", Global.Player1_Team1));
  • Wait(1, Ignore Condition);
  • Call Subroutine(Start_New_Game);
  • End;
  • If(Global.PLayer2_Team2.Player_Score >= Global.Max_Score);
  • Global.Game_End = True;
  • Global.Winner_Of_Game = Global.PLayer2_Team2;
  • Global.Winner_Text = Custom String("{0} won", Global.Winner_Of_Game);
  • disabled Global.Winner_Text = Custom String("{0} won", Global.Winner_Of_Game);
  • Big Message(All Players(All Teams), Custom String("{0} won the game! starting a new one...", Global.PLayer2_Team2));
  • Wait(1, Ignore Condition);
  • Call Subroutine(Start_New_Game);
  • End;
  • Stop Facing(All Players(All Teams));
  • Start Facing(Global.Player1_Team1, Eye Position(Global.PLayer2_Team2), 10000, To Player, Direction and Turn Rate);
  • Start Facing(Global.PLayer2_Team2, Eye Position(Global.Player1_Team1), 10000, To Player, Direction and Turn Rate);
  • All Players(All Teams).Player_Chose = True;
  • disabled Global.Game_End = True;
  • Global.New_Round = True;
  • Wait(3, Ignore Condition);
  • Call Subroutine(Start_New_Round);
  • All Players(All Teams).Player_Role = 0;
  • }
  • }
  • rule("Choose-Rock/Paper/Scissors")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Players_In_Places == True;
  • }
  • actions
  • {
  • Global.Player_Choosing = True;
  • Start Facing(Global.Player1_Team1, Global.Effects_Vectors[0] + Vector(0, 0, -2), 10000, To World, Direction and Turn Rate);
  • Global.Player1_Team1.Choose_Role_Highlite = 0;
  • Start Facing(Global.PLayer2_Team2, Global.Effects_Vectors[1] + Vector(0, 0, 2), 10000, To World, Direction and Turn Rate);
  • Global.PLayer2_Team2.Choose_Role_Highlite = 0;
  • }
  • }
  • rule("Choosing")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Players_In_Places == True;
  • Global.Player_Choosing == True;
  • Global.Mech_1_Done == False;
  • Global.Mech_2_Done == False;
  • Global.Mech_1_Done != True;
  • Global.Mech_2_Done != True;
  • (Global.Player1_Team1.Player_Chose != True || Global.PLayer2_Team2.Player_Chose != True) == True;
  • }
  • actions
  • {
  • Teleport(Global.Player1_Team1, Global.Effects_Vectors[0]);
  • Teleport(Global.PLayer2_Team2, Global.Effects_Vectors[1]);
  • "Player#1"
  • If(X Component Of(Throttle Of(Global.Player1_Team1)) == 1);
  • If(Global.Player1_Team1.Choose_Role_Highlite > 0);
  • Global.Player1_Team1.Choose_Role_Highlite -= 1;
  • End;
  • End;
  • If(X Component Of(Throttle Of(Global.Player1_Team1)) == -1);
  • If(Global.Player1_Team1.Choose_Role_Highlite < 2);
  • Global.Player1_Team1.Choose_Role_Highlite += 1;
  • End;
  • End;
  • "Player#2"
  • If(X Component Of(Throttle Of(Global.PLayer2_Team2)) == 1);
  • If(Global.PLayer2_Team2.Choose_Role_Highlite > 0);
  • Global.PLayer2_Team2.Choose_Role_Highlite -= 1;
  • End;
  • End;
  • If(X Component Of(Throttle Of(Global.PLayer2_Team2)) == -1);
  • If(Global.PLayer2_Team2.Choose_Role_Highlite < 2);
  • Global.PLayer2_Team2.Choose_Role_Highlite += 1;
  • End;
  • End;
  • Set Team Score(Team Of(Global.Player1_Team1), Global.Player1_Team1.Player_Score);
  • Set Team Score(Team Of(Global.PLayer2_Team2), Global.PLayer2_Team2.Player_Score);
  • Wait(0.200, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Choose")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Player_Choosing == True;
  • Is Button Held(Event Player, Button(Jump)) == True;
  • Global.Player_Choose_Done == False;
  • Event Player.Player_Chose != True;
  • Global.Winner_Of_Round == Null;
  • }
  • actions
  • {
  • If(Event Player.Choose_Role_Highlite == 0);
  • Event Player.Player_Role = Custom String("rock");
  • End;
  • If(Event Player.Choose_Role_Highlite == 1);
  • Event Player.Player_Role = Custom String("paper");
  • End;
  • If(Event Player.Choose_Role_Highlite == 2);
  • Event Player.Player_Role = Custom String("scissors");
  • End;
  • Event Player.Player_Chose = True;
  • Small Message(Event Player, Custom String("You chose {0} wait until the other player choose", Event Player.Player_Role));
  • }
  • }
  • rule("Start-A-New-Game")
  • rule("Player-Leave")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • disabled (Global.Player1_Team1.Player_Score >= Global.Max_Score || Global.PLayer2_Team2.Player_Score >= Global.Max_Score) == True;
  • Global.Game_End == True;
  • Player Left Match;
  • All;
  • All;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("{0} the game! starting a new one...", Global.Winner_Of_Game == (
  • Global.Player1_Team1 || Global.PLayer2_Team2) ? Global.Winner_Text : Custom String("{0} left", Global.Player_Left)));
  • Destroy All Effects;
  • Global.Mode_Active = False;
  • Global.Player1_Team1 = Null;
  • Global.PLayer2_Team2 = Null;
  • Global.Players_In_Places = False;
  • Global.Player_Choosing = False;
  • Global.Player_Choose_Done = False;
  • Global.Winner_Of_Round = Null;
  • All Players(All Teams).Player_Role = Null;
  • All Players(All Teams).Player_Score = 0;
  • All Players(All Teams).Player_Chose = False;
  • Global.Winner_Of_Game = Null;
  • Global.Game_End = False;
  • Global.Player1_Team1.Choose_Role_Highlite = Custom String("*($^% SKDnfe845t");
  • Global.PLayer2_Team2.Choose_Role_Highlite = Custom String("*($^% SKDnfe845t");
  • disabled Global.Game_End = True;
  • Global.Player_Left = Event Player;
  • Big Message(All Players(All Teams), Custom String("{0} left the game. starting a new one...", Global.Player_Left));
  • Wait(1, Ignore Condition);
  • Call Subroutine(Start_New_Game);
  • }
  • }
  • rule("Player-Leave")
  • rule("Start-A-New-Game")
  • {
  • event
  • {
  • Player Left Match;
  • All;
  • All;
  • Subroutine;
  • Start_New_Game;
  • }
  • actions
  • {
  • Global.Player_Left = Event Player;
  • Global.Game_End = True;
  • Declare Team Victory(Team Of(Global.Winner_Of_Game));
  • }
  • }
  • rule("Start-New-Round")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.New_Round == True;
  • Subroutine;
  • Start_New_Round;
  • }
  • actions
  • {
  • Global.Player_Choosing = True;
  • Global.Player_Choose_Done = False;
  • Global.Winner_Of_Round = Null;
  • Global.Mech_1_Done = False;
  • Global.Mech_2_Done = False;
  • Global.New_Round = False;
  • Start Facing(Global.Player1_Team1, Global.Effects_Vectors[0] + Vector(0, 0, -2), 10000, To World, Direction and Turn Rate);
  • disabled Stop Facing(All Players(All Teams));
  • disabled Start Facing(Global.Player1_Team1, Direction Towards(Eye Position(Global.Player1_Team1), Eye Position(Global.PLayer2_Team2)),
  • 10000, To Player, Direction and Turn Rate);
  • Global.Player1_Team1.Choose_Role_Highlite = 0;
  • Start Facing(Global.PLayer2_Team2, Global.Effects_Vectors[1] + Vector(0, 0, 2), 10000, To World, Direction and Turn Rate);
  • disabled Start Facing(Global.PLayer2_Team2, Direction Towards(Eye Position(Global.PLayer2_Team2), Eye Position(Global.Player1_Team1)),
  • 10000, To Player, Direction and Turn Rate);
  • Global.PLayer2_Team2.Choose_Role_Highlite = 0;
  • Global.Players_In_Places = True;
  • All Players(All Teams).Player_Chose = False;
  • Global.Player_Choosing = True;
  • Wait(2, Ignore Condition);
  • Stop Facing(All Players(All Teams));
  • Start Facing(Global.Player1_Team1, Global.Effects_Vectors[0] + Vector(0, 0, -2), 10000, To World, Direction and Turn Rate);
  • Start Facing(Global.PLayer2_Team2, Global.Effects_Vectors[1] + Vector(0, 0, 2), 10000, To World, Direction and Turn Rate);
  • }
  • }
  • rule("Cancel-Emots")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Communicating Any Emote(Event Player) == True;
  • }
  • actions
  • {
  • Disable Messages(Event Player);
  • Set Status(Event Player, Null, Asleep, 0.100);
  • Small Message(Event Player, Custom String("Dont use any emots!"));
  • Set Status(Event Player, Null, Asleep, 0.001);
  • Small Message(Event Player, Custom String("You can't use any emots!"));
  • Enable Messages(Event Player);
  • }
  • }
  • disabled rule("Player-name-array")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Entity Exists(Players In Slot(0, Team 1)) == True;
  • Entity Exists(Players In Slot(0, Team 2)) == True;
  • }
  • actions
  • {
  • Global.playernames = Array(Custom String("{0}", Players In Slot(0, Team 1)), Custom String("{0}", Players In Slot(0, Team 2)));
  • }
  • }
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