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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "Andy's Bumpercars beta release V1 - code: AND2Y | www.workshop.codes/bumpercars | @andygmb1 on twitter |"
  • }
  • lobby
  • {
  • Allow Players Who Are In Queue: Yes
  • Max FFA Players: 10
  • Match Voice Chat: Enabled
  • Max Spectators: 12
  • Return To Lobby: Never
  • }
  • modes
  • {
  • Deathmatch
  • {
  • Game Length In Minutes: 15
  • Score To Win: 100
  • Self Initiated Respawn: Off
  • enabled maps
  • {
  • Workshop Island Night
  • }
  • }
  • General
  • {
  • Allow Hero Switching: Off
  • Game Mode Start: Immediately
  • Hero Limit: Off
  • Respawn As Random Hero: On
  • Respawn Time Scalar: 10%
  • }
  • }
  • heroes
  • {
  • General
  • {
  • Wrecking Ball
  • {
  • Ammunition Clip Size Scalar: 25%
  • Grappling Claw: Off
  • Health: 10%
  • Piledriver: Off
  • Primary Fire: Off
  • Ultimate Duration: 70%
  • Ultimate Generation - Combat Minefield: 500%
  • Ultimate Generation - Passive Minefield: 0%
  • Ultimate Generation Minefield: 10%
  • }
  • enabled heroes
  • {
  • Wrecking Ball
  • }
  • }
  • }
  • extensions
  • {
  • Spawn More Dummy Bots
  • }
  • }
  • variables
  • {
  • global:
  • 2: wall_bounce_multiplier
  • 3: bouncy_walls_enabled
  • 4: speedboost_cooldown
  • 5: speedboost_amount
  • 6: bots_enabled
  • 7: ring_sizes_animated
  • 8: ring_sizes_static
  • 9: bot_usernames
  • 10: colors
  • 11: rings_iter
  • 12: iter
  • 7: bot_amount
  • 8: ring_sizes_animated
  • 9: ring_sizes_static
  • 10: bot_usernames
  • 11: colors
  • 12: rings_iter
  • 13: iter
  • player:
  • 1: camera_pos
  • 2: car_pos
  • 3: hit_car
  • 4: last_hit_car
  • 5: hit_wall
  • 6: boost_available
  • 7: player_effects_array
  • 8: car_size
  • 9: ring_colors
  • 10: colortype
  • 11: dummy_bot_facing
  • 12: animation_type
  • 13: ring_color_index
  • }
  • subroutines
  • {
  • 0: new_ring_effect_array
  • }
  • rule("Initial Global")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.wall_bounce_multiplier = 1;
  • Global.bouncy_walls_enabled = False;
  • Global.speedboost_cooldown = 1.500;
  • Global.speedboost_amount = 35;
  • Global.bots_enabled = True;
  • Global.bots_enabled = Workshop Setting Toggle(Custom String("Custom Settings"), Custom String("Enable Bots"), True, 0);
  • Global.bot_amount = Workshop Setting Integer(Custom String("Custom Settings"), Custom String("number of bots"), 14, 0, 24, 0);
  • Global.ring_sizes_animated = Array(0.300, 0.400, 0.500, 0.600, 0.700, 0.800, 0.900);
  • Global.ring_sizes_static = Array(0.700, 0.800, 0.900, 1, 1.100, 1.200, 1.300);
  • Global.bot_usernames = Array(Custom String("Darwin"), Custom String("alplay"), Custom String("andygmb"), Custom String("andy"),
  • Custom String("Connlocks"), Custom String("Frosty"), Custom String("iruk4nj1"), Custom String("Jay"), Custom String("Mitsiee"),
  • Custom String("Neal"), Custom String("Robertface"), Custom String("Steffan"), Custom String("hanafuda"), Custom String(
  • "Hatti"), Custom String("kalrirr"), Custom String("Liam"), Custom String("MitchMan"), Custom String("MrMarmite"),
  • Custom String("NEXZ"), Custom String("Ropesy"), Custom String("SKIPAH"), Custom String("Soapwood"), Custom String("Teapot06"),
  • Custom String("TFez"), Custom String("tigole bitties"), Custom String("jeffrey kaplan"), Custom String("Geoff Goodman"),
  • Custom String("Zach Metcalf"), Custom String("Dan Reed"), Custom String("Keith Miron"), Custom String("Derek Mulder"),
  • Custom String("Liam Neeson"), Custom String("Michael D. Higgins"), Custom String("Oscar Wilde"), Custom String(
  • "Sonia O’Sullivan"), Custom String("Graham Norton"), Custom String("Enya"), Custom String("Michael Fassbender"), Custom String(
  • "Dolores O’Riordan"), Custom String("Pierce Brosnan"), Custom String("Dara O’Briain"));
  • Global.colors = Array(Color(Aqua), Color(Black), Color(Blue), Color(Green), Color(Lime Green), Color(Orange), Color(Purple), Color(
  • Red), Color(Rose), Color(Sky Blue), Color(Turquoise), Color(Violet), Color(White), Color(Yellow));
  • }
  • }
  • rule("Initial Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.camera_pos = Vector(Empty Array, 3.500, -2.500);
  • Event Player.car_pos = Vector(Empty Array, 6, -0.300);
  • Event Player.hit_wall = False;
  • Event Player.boost_available = False;
  • Event Player.car_size = 1.500;
  • Event Player.ring_colors = Array(Color(Red), Color(Orange), Color(Yellow), Color(Green), Color(Blue), Color(Purple), Color(Rose));
  • Event Player.colortype = Random Integer(-2, Count Of(Global.colors) + 1);
  • Event Player.animation_type = Custom String("static");
  • }
  • }
  • rule("Setup lava")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Cloud, Color(Orange), Vector(25, -15, Empty Array), 200, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Cloud, Color(Red), Vector(-25, -15, Empty Array), 200, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Sphere, Color(Red), Vector(-20, -199.800, 20), 200, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Sphere, Color(Red), Vector(-20, -199.800, -20), 200, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Sphere, Color(Red), Vector(20, -199.800, 20), 200, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Sphere, Color(Red), Vector(20, -199.800, -20), 200, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Sphere, Color(Red), Vector(Empty Array, -25, Empty Array), 50,
  • Visible To Position and Radius);
  • }
  • }
  • rule("new_ring_effect_array subroutine")
  • {
  • event
  • {
  • Subroutine;
  • new_ring_effect_array;
  • }
  • actions
  • {
  • While(Count Of(Event Player.player_effects_array) > 0);
  • Destroy Effect(Event Player.player_effects_array[0]);
  • Modify Player Variable(Event Player, player_effects_array, Remove From Array By Index, 0);
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.player_effects_array = Empty Array;
  • Global.rings_iter = 0;
  • While(Global.rings_iter < Count Of(Event Player.ring_colors));
  • If(Event Player.animation_type == Custom String("animated"));
  • Create Effect(Is Dead(Event Player) ? False : All Players(All Teams), Ring, Event Player.ring_colors[Evaluate Once(
  • Global.rings_iter)], Event Player, Global.ring_sizes_animated[Evaluate Once(Global.rings_iter)],
  • Visible To Position and Radius);
  • Visible To Position Radius and Color);
  • End;
  • If(Event Player.animation_type == Custom String("static"));
  • Create Effect(Is Dead(Event Player) ? False : All Players(All Teams), Ring, Event Player.ring_colors[Evaluate Once(
  • Global.rings_iter)], Event Player, Global.ring_sizes_static[Evaluate Once(Global.rings_iter)], Visible To Position and Radius);
  • Global.rings_iter)], Event Player, Global.ring_sizes_static[Evaluate Once(Global.rings_iter)],
  • Visible To Position Radius and Color);
  • End;
  • Modify Player Variable(Event Player, player_effects_array, Append To Array, Last Created Entity);
  • Global.rings_iter += 1;
  • End;
  • }
  • }
  • rule("Setup Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Disallow Button(Event Player, Button(Ability 1));
  • Wait(Random Real(0, 1), Ignore Condition);
  • If(Event Player.colortype > 0);
  • Event Player.ring_color_index = 0;
  • While(Event Player.ring_color_index < Count Of(Event Player.ring_colors));
  • Event Player.ring_colors[Event Player.ring_color_index] = Global.colors[Event Player.colortype];
  • Event Player.ring_color_index += 1;
  • End;
  • End;
  • If(Event Player.colortype == -1);
  • Event Player.ring_colors = Array(Color(Sky Blue), Color(Rose), Color(White), Color(White), Color(Rose), Color(Sky Blue), Color(
  • Sky Blue));
  • End;
  • If(Event Player.colortype == -2);
  • Event Player.ring_colors = Array(Color(Orange), Color(Orange), Color(White), Color(White), Color(Green), Color(Green), Color(
  • Green));
  • End;
  • Call Subroutine(new_ring_effect_array);
  • }
  • }
  • rule("Game in progress, enable boost")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Event Player.boost_available = True;
  • }
  • }
  • rule("Create Dummy bots if less than 24 players")
  • rule("Create Dummy bots if less than <bot_amount> of players")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.bots_enabled == True;
  • (Count Of(All Players(All Teams)) < 23 && Global.bots_enabled == True) == True;
  • (Count Of(All Players(All Teams)) < Global.bot_amount && Global.bots_enabled == True) == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Wrecking Ball), All Teams, -1, Left - Left, Left - Left);
  • Start Forcing Dummy Bot Name(Last Created Entity, Random Value In Array(Global.bot_usernames));
  • Wait(0.064, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Animate ring effects")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.iter = 0;
  • While(Global.iter < Count Of(Global.ring_sizes_animated));
  • If(Global.ring_sizes_animated[Global.iter] <= 1);
  • Global.ring_sizes_animated[Global.iter] = Global.ring_sizes_animated[Global.iter] + 0.050;
  • Else;
  • Global.ring_sizes_animated[Global.iter] = 0;
  • End;
  • Global.iter += 1;
  • End;
  • Wait(0.048, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("Player spawned and is ingame, setup camera and such")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Wrecking Ball);
  • Is Alive(Event Player) == True;
  • Is Dead(Event Player) == False;
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Start Camera(Event Player, World Vector Of(Event Player.camera_pos, Event Player, Rotation And Translation), World Vector Of(
  • Event Player.camera_pos, Event Player, Rotation And Translation) + Facing Direction Of(Event Player) * 800, 90);
  • Disable Movement Collision With Players(Event Player);
  • Disable Movement Collision With Environment(Event Player, True);
  • Disallow Button(Event Player, Button(Secondary Fire));
  • Start Scaling Player(Event Player, Event Player.car_size, True);
  • Teleport(Event Player, Vector(Random Integer(-17, 17), -2.234, Random Integer(-17, 17)));
  • Set Gravity(Event Player, 0);
  • Apply Impulse(Event Player, Up, 0.001, To Player, Cancel Contrary Motion);
  • If(Is Dummy Bot(Event Player));
  • Event Player.dummy_bot_facing = Direction Towards(Position Of(Event Player) * Vector(1, Empty Array, 1), Vector(Random Integer(-17,
  • 17), Empty Array, Random Integer(-17, 17)));
  • Start Facing(Event Player, Event Player.dummy_bot_facing, 360, To World, Direction and Turn Rate);
  • End;
  • Remove All Health Pools From Player(Event Player);
  • Set Max Health(Event Player, 1);
  • Add Health Pool To Player(Event Player, Shields, 5, True, True);
  • Add Health Pool To Player(Event Player, Armor, 4, True, True);
  • Add Health Pool To Player(Event Player, Health, 5, False, True);
  • Add Health Pool To Player(Event Player, Shields, 5, False, True);
  • Add Health Pool To Player(Event Player, Armor, 5, False, True);
  • }
  • }
  • rule("Wall detection and bouncing back")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.bouncy_walls_enabled == True;
  • (X Component Of(Position Of(Event Player) + Normalize(Velocity Of(Event Player)) * 0.500) >= 18.500 || X Component Of(Position Of(
  • Event Player) + Normalize(Velocity Of(Event Player)) * 0.500) <= -18.500 || Z Component Of(Position Of(Event Player)
  • + Normalize(Velocity Of(Event Player)) * 0.500) >= 18.500 || Z Component Of(Position Of(Event Player) + Normalize(Velocity Of(
  • Event Player)) * 0.500) <= -18.500) == True;
  • }
  • actions
  • {
  • If(X Component Of(Position Of(Event Player) + Normalize(Velocity Of(Event Player)) * 0.500) >= 18.500);
  • Apply Impulse(Event Player, Right, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, (Normalize(Velocity Of(Event Player)) - 2 * Dot Product(Normalize(Velocity Of(Event Player)), Right)
  • * Right) * Vector(1, Empty Array, 1), Speed Of(Event Player) * Global.wall_bounce_multiplier, To World,
  • Cancel Contrary Motion);
  • End;
  • If(X Component Of(Position Of(Event Player) + Normalize(Velocity Of(Event Player)) * 0.500) <= -18.500);
  • Apply Impulse(Event Player, Left, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, (Normalize(Velocity Of(Event Player)) - 2 * Dot Product(Normalize(Velocity Of(Event Player)), Left)
  • * Left) * Vector(1, Empty Array, 1), Speed Of(Event Player) * Global.wall_bounce_multiplier, To World, Cancel Contrary Motion);
  • End;
  • If(Z Component Of(Position Of(Event Player) + Normalize(Velocity Of(Event Player)) * 0.500) >= 18.500);
  • Apply Impulse(Event Player, Backward, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, (Normalize(Velocity Of(Event Player)) - 2 * Dot Product(Normalize(Velocity Of(Event Player)), Backward)
  • * Backward) * Vector(1, Empty Array, 1), Speed Of(Event Player) * Global.wall_bounce_multiplier, To World,
  • Cancel Contrary Motion);
  • End;
  • If(Z Component Of(Position Of(Event Player) + Normalize(Velocity Of(Event Player)) * 0.500) <= -18.500);
  • Apply Impulse(Event Player, Forward, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, (Normalize(Velocity Of(Event Player)) - 2 * Dot Product(Normalize(Velocity Of(Event Player)), Forward)
  • * Forward) * Vector(1, Empty Array, 1), Speed Of(Event Player) * Global.wall_bounce_multiplier, To World,
  • Cancel Contrary Motion);
  • End;
  • If(!Event Player.hit_wall);
  • Play Effect(Event Player, Debuff Impact Sound, Color(White), Event Player, 100);
  • Event Player.hit_wall = True;
  • End;
  • Wait(0.016, Ignore Condition);
  • Loop If Condition Is True;
  • Event Player.hit_wall = False;
  • }
  • }
  • rule("Lava detection")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.bouncy_walls_enabled == False;
  • (X Component Of(Position Of(Event Player) + Normalize(Velocity Of(Event Player)) * 0.500) >= 20.500 || X Component Of(Position Of(
  • Event Player) + Normalize(Velocity Of(Event Player)) * 0.500) <= -20.500 || Z Component Of(Position Of(Event Player)
  • + Normalize(Velocity Of(Event Player)) * 0.500) >= 20.500 || Z Component Of(Position Of(Event Player) + Normalize(Velocity Of(
  • Event Player)) * 0.500) <= -20.500) == True;
  • }
  • actions
  • {
  • Kill(Event Player, Event Player.hit_car);
  • }
  • }
  • rule("Bouncy Wall visuals")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.bouncy_walls_enabled == True;
  • }
  • actions
  • {
  • Create Beam Effect(All Players(All Teams), Good Beam, Vector(-20, 0.500, 20), Vector(20, 0.500, 20), Color(Sky Blue), Visible To);
  • Create Beam Effect(All Players(All Teams), Good Beam, Vector(-20, 0.500, -20), Vector(20, 0.500, -20), Color(Sky Blue),
  • Visible To);
  • Create Beam Effect(All Players(All Teams), Good Beam, Vector(-20, 0.500, -20), Vector(-20, 0.500, 20), Color(Sky Blue),
  • Visible To);
  • Create Beam Effect(All Players(All Teams), Good Beam, Vector(20, 0.500, 20), Vector(20, 0.500, -20), Color(Sky Blue), Visible To);
  • }
  • }
  • rule("Dummy bots go brrr")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Start Throttle In Direction(Event Player, Facing Direction Of(Event Player), 1, To World, Add to existing throttle,
  • Direction and Magnitude);
  • While(True);
  • Event Player.dummy_bot_facing = Vector(Random Integer(-1, 1), Empty Array, Random Integer(-1, 1));
  • Wait(Random Integer(0, 0.500), Ignore Condition);
  • End;
  • }
  • }
  • rule("Dummy bots aim back to the center if they move out of 17 radius")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Array Contains(Players Within Radius(Vector(Empty Array, -4, Empty Array), 15, All Teams, Off), Event Player) == False;
  • }
  • actions
  • {
  • Event Player.dummy_bot_facing = Direction Towards(Position Of(Event Player) * Vector(1, Empty Array, 1), Vector(Random Integer(-17,
  • 17), Empty Array, Random Integer(-17, 17)));
  • If(Random Integer(0, 1) == 0);
  • Wait(0.500, Ignore Condition);
  • Press Button(Event Player, Button(Ability 1));
  • End;
  • Wait(0.250, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • disabled rule("If somehow you got into ball mode, get out")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Wrecking Ball);
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Set Ability 1 Enabled(Event Player, True);
  • Press Button(Event Player, Button(Ability 1));
  • Set Ability 1 Enabled(Event Player, False);
  • }
  • }
  • rule("Player Hit Detection")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • Is True For Any(Remove From Array(All Living Players(All Teams), Event Player), Distance Between(Event Player,
  • Current Array Element) <= 1.500) == True;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Ring Explosion, First Of(Event Player.ring_colors), Position Of(Event Player) * Vector(1,
  • Empty Array, 1), Speed Of(Event Player) / 5);
  • Event Player.hit_car = Sorted Array(Filtered Array(Remove From Array(All Living Players(All Teams), 0),
  • Current Array Element != Event Player && Distance Between(Event Player, Current Array Element) <= 1.500), Distance Between(
  • Event Player, Current Array Element));
  • If(Event Player.hit_car != Event Player.last_hit_car);
  • Apply Impulse(Event Player, Direction Towards(Position Of(Event Player.hit_car), Position Of(Event Player)) * Vector(1,
  • Empty Array, 1), Speed Of In Direction(Event Player, Direction Towards(Event Player, Event Player.hit_car))
  • + Speed Of In Direction(Event Player.hit_car, Direction Towards(Event Player.hit_car, Event Player)) * 2.500, To World,
  • Incorporate Contrary Motion);
  • Play Effect(Event Player, Buff Impact Sound, Color(White), Event Player, 100);
  • End;
  • Event Player.last_hit_car = Event Player.hit_car;
  • Wait(0.300, Ignore Condition);
  • Event Player.last_hit_car = Null;
  • }
  • }
  • rule("Boost pressed while cooldown free")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Ability 1)) == True;
  • Event Player.boost_available == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.boost_available = False;
  • Apply Impulse(Event Player, Normalize(Facing Direction Of(Event Player)) * Vector(1, Empty Array, 1), Global.speedboost_amount,
  • To World, Incorporate Contrary Motion);
  • Play Effect(Event Player, Bad Pickup Effect, Color(Lime Green), Event Player, 0.200);
  • Play Effect(Event Player, Buff Impact Sound, Color(White), Position Of(Event Player) * Vector(1, Empty Array, 1), 100);
  • Wait(Global.speedboost_cooldown, Ignore Condition);
  • Event Player.boost_available = True;
  • }
  • }
  • rule("Boost pressed while cooldown not available")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Ability 1)) == True;
  • !Event Player.boost_available == True;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("{0} {1} {2} ", Ability Icon String(Hero(Soldier: 76), Button(Ability 1)), String("On"),
  • String("Cooldown")));
  • Play Effect(Event Player, Debuff Impact Sound, Color(White), Event Player, 10);
  • Wait(0.300, Ignore Condition);
  • }
  • }
  • rule("using ult, scale down for a second so bombs glitch into floor")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Wait(0.050, Ignore Condition);
  • Event Player.car_size = 1;
  • Wait(0.200, Ignore Condition);
  • Event Player.car_size = 1.500;
  • }
  • }
  • rule("Hud Text for code")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(All Players(All Teams), Custom String("Andy's Hammond Bumper cars \n Code: AND2Y "), Null,
  • Null, Top, 0, Custom Color(127.500 * (True + Cosine From Degrees(180 * Sine From Radians(Total Time Elapsed))), 127.500 * (
  • Null, Top, 1, Custom Color(127.500 * (True + Cosine From Degrees(180 * Sine From Radians(Total Time Elapsed))), 127.500 * (
  • True + Cosine From Degrees(180 * Sine From Radians(2.094 + Total Time Elapsed))), 127.500 * (True + Cosine From Degrees(
  • 180 * Sine From Radians(1.050 + Total Time Elapsed))), 254), Color(Black), Color(Black),
  • Visible To Sort Order String and Color, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("join the discord: www.workshop.codes/discord"), Top, 2, Color(
  • White), Color(White), Color(White), Visible To Sort Order String and Color, Default Visibility);
  • }
  • }
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