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- variables
- {
- player:
- 1: d_Cam
- }
- rule("Initialize dome radius (A), shrink it to zero over time, and loop")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
- Global.A = 200;
- Chase Global Variable Over Time(A, 0, 600, Destination and Duration);
Wait(105, Ignore Condition);
- Wait(60, Ignore Condition);
- }
- }
- rule("Create the dome visual effect and update its radius (A)")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
- Create Effect(All Players(All Teams), Sphere, Color(Red), Objective Position(Objective Index), Global.A,
- Visible To Position and Radius);
- }
- }
- rule("Create the dome sound effect and position it on the dome near the player")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
- Create Effect(Event Player, Beacon Sound, Color(White), Objective Position(Objective Index) + Direction Towards(Objective Position(
- Objective Index), Event Player) * Global.A, 100, Position and Radius);
- }
- }
- rule("If a player steps out of the radius (A), apply burning and damage and disallow healing")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Distance Between(Event Player, Objective Position(Objective Index)) >= Global.A;
- }
- actions
- {
- Set Status(Event Player, Null, Burning, 9999);
- Start Damage Over Time(Event Player, Null, 9999, 35);
- Set Healing Received(Event Player, 0);
- }
- }
- rule("If a player steps back in the radius (A), disable burning and damage and reallow healing")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Distance Between(Event Player, Objective Position(Objective Index)) < Global.A;
- }
- actions
- {
- Clear Status(Event Player, Burning);
- Stop All Damage Over Time(Event Player);
- Set Healing Received(Event Player, 100);
- }
- }
- rule("No respawn")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
- Set Respawn Max Time(Event Player, 9999);
- }
- }
- rule("sprint")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Is Button Held(Event Player, Button(Ability 1)) == True;
- }
- actions
- {
- Set Move Speed(Event Player, 150);
- }
- }
- rule("sprint 2")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Is Button Held(Event Player, Button(Ability 1)) == False;
- }
- actions
- {
- Set Move Speed(Event Player, 100);
- }
- }
- rule("3rd person camera on")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Is Button Held(Event Player, Button(Reload)) == True;
- }
- actions
- {
- If(Event Player.d_Cam == True);
- Event Player.d_Cam = False;
- Stop Camera(Event Player);
- Disallow Button(Event Player, Button(Interact));
- Wait(0.250, Ignore Condition);
- Allow Button(Event Player, Button(Interact));
- Else If(Event Player.d_Cam != True);
- Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(0, 3, -3),
- Event Player, Rotation And Translation), All Players(All Teams), Event Player, True)), Update Every Frame(
- Ray Cast Hit Position(Update Every Frame(Eye Position(Event Player)), Update Every Frame(Eye Position(Event Player)
- + Facing Direction Of(Event Player) * 1000), All Players(All Teams), Event Player, True)), 17);
- Event Player.d_Cam = True;
- Disallow Button(Event Player, Button(Reload));
- Wait(0.250, Ignore Condition);
- Allow Button(Event Player, Button(Reload));
- End;
- }
- }
- rule("End game")
- {
- event
- {
Ongoing - Global;
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Number Of Living Players(All Teams) == 1;
- Is Game In Progress == True;
- }
- actions
- {
- Wait(7, Ignore Condition);
Declare Player Victory(All Living Players(All Teams));
- Declare Player Victory(Event Player);
- }
- }
- rule("join abusing prevention")
- {
- event
- {
- Player Joined Match;
- All;
- All;
- }
- conditions
- {
- Is Game In Progress == True;
- }
- actions
- {
- Kill(Event Player, Null);
- }
- }