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Comparing difference between and

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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);
  • }
  • }
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