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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)));
- }
- }