Return to post
- settings
- {
- main
- {
Description: "................................ | Input overlay | ´´´´´´´´´´´´´´´´ By Lotto"
- Description: "................................ | Input Overlay | ´´´´´´´´´´´´´´´´ By Lotto"
- }
- modes
- {
- Assault
- {
- Limit Roles: 2 Of Each Role Per Team
- }
- Control
- {
- Limit Roles: 2 Of Each Role Per Team
- }
- Escort
- {
- Limit Roles: 2 Of Each Role Per Team
- }
- Hybrid
General
- {
- Limit Roles: 2 Of Each Role Per Team
- }
- }
- workshop
- {
- Y-position: -1.400
- }
- }
- variables
- {
- global:
96: xPos
97: yPos
98: scale
99: textX
100: textY
101: text
102: textX_0
103: textY_0
104: text_0
105: textSize
106: but
- 98: xPos
- 99: yPos
- 100: textX
- 101: textY
- 102: scale
- 103: layout
- 104: button
- 105: text
- 106: textSize
- }
- subroutines
- {
124: CreateOverlayButton
- 122: CreateOverlayButton
- 123: CreateOtherConsoleButton
- 124: CreateRoundConsoleButton
- }
- rule("Initial Global")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
- Global.xPos = Workshop Setting Real(Custom String("Overlay position"), Custom String("X-position"), 1, -3, 3, 0);
- Global.yPos = Workshop Setting Real(Custom String("Overlay position"), Custom String("Y-position"), -1.400, -2, 2, 0);
- Global.scale = Workshop Setting Real(Custom String("Settings"), Custom String("Scale"), 0.720, 0.300, 1, 1);
- Global.layout = Workshop Setting Combo(Custom String("Settings"), Custom String("Layout"), 0, Array(Custom String(
- "Classic keyboard"), Custom String("Controller")), 0);
- }
- }
rule("[SUB] Overlay buttons")
- rule("Create Overlay - Classic keyboard layout")
- {
- event
- {
Subroutine;
CreateOverlayButton;
}
actions
{
Create In-World Text(Local Player, Evaluate Once(Global.text_0 == Custom String("Shift") ? Custom String("▒▒") : (
Global.text_0 == Custom String("Space") ? Custom String("▒▒▒▒▒▒") : Custom String("▒"))), Update Every Frame(Eye Position(
Local Player) + 500 * ((Global.xPos + Evaluate Once(Global.textX_0)) * World Vector Of(Right, Local Player, Rotation) + (
Global.yPos + Evaluate Once(Global.textY_0) - 0.200) * Direction From Angles(Horizontal Angle From Direction(
Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90)
+ 3 * Facing Direction Of(Local Player))), 4 * Global.scale, Do Not Clip, Visible To Position String and Color, Color(Black),
Visible Never);
Wait(0.016, Ignore Condition);
Create In-World Text(Local Player, Evaluate Once(Global.text_0), Update Every Frame(Eye Position(Local Player) + 500 * ((
Global.xPos + Evaluate Once(Global.textX_0)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(
Global.textY_0) - 0.200) * Direction From Angles(Horizontal Angle From Direction(Facing Direction Of(Local Player)),
Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90) + 3 * Facing Direction Of(Local Player))),
Evaluate Once(Global.textSize * Global.scale), Do Not Clip, Visible To Position String and Color, Is Button Held(Local Player,
Evaluate Once(Global.but)) ? Color(White) : Custom Color(33, 33, 33, 255), Visible Never);
- Ongoing - Global;
- }
}
rule("Create Overlay")
{
event
- conditions
- {
Ongoing - Global;
- Global.layout == 0;
- }
- actions
- {
"Made by Lotto"
Global.textX = -0.353 * Global.scale;
Global.textY = 0.712 * Global.scale;
Global.text = Custom String("Q");
Global.textX_0 = Global.textX;
Global.textY_0 = Global.textY;
Global.text_0 = Global.text;
- Global.textSize = 3.600;
Global.but = Button(Ultimate);
- Global.textX = -0.353;
- Global.textY = 0.712;
- Global.text = Custom String("Q");
- Global.button = Button(Ultimate);
- Call Subroutine(CreateOverlayButton);
- Global.text = Custom String("W");
Global.textX += 0.269 * Global.scale;
Create In-World Text(Local Player, Evaluate Once(Custom String("▒")), Update Every Frame(Eye Position(Local Player) + 500 * ((
Global.xPos + Evaluate Once(Global.textX)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(
Global.textY) - 0.200) * Direction From Angles(Horizontal Angle From Direction(Facing Direction Of(Local Player)),
Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90) + 3 * Facing Direction Of(Local Player))),
4 * Global.scale, Do Not Clip, Visible To Position String and Color, Color(Black), Visible Never);
- Global.textX += 0.269;
- Create In-World Text(Local Player, Evaluate Once(Custom String("▒")), Update Every Frame(Eye Position(Local Player) + 400 * ((
- Global.xPos + Evaluate Once(Global.textX * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (
- Global.yPos + Evaluate Once(Global.textY * Global.scale) - 0.200) * Direction From Angles(Horizontal Angle From Direction(
- Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90)
- + 3 * Facing Direction Of(Local Player))), 4 * Global.scale, Do Not Clip, Visible To Position String and Color, Color(Black),
- Visible Never);
- Wait(0.016, Ignore Condition);
Create In-World Text(Local Player, Evaluate Once(Global.text), Update Every Frame(Eye Position(Local Player) + 500 * ((
Global.xPos + Evaluate Once(Global.textX)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(
Global.textY) - 0.200) * Direction From Angles(Horizontal Angle From Direction(Facing Direction Of(Local Player)),
Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90) + 3 * Facing Direction Of(Local Player))),
3.700 * Global.scale, Do Not Clip, Visible To Position String and Color, Z Component Of(Throttle Of(Local Player))
> 0.100 ? Color(White) : Custom Color(33, 33, 33, 255), Visible Never);
- Create In-World Text(Local Player, Evaluate Once(Global.text), Update Every Frame(Eye Position(Local Player) + 400 * ((
- Global.xPos + Evaluate Once(Global.textX * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (
- Global.yPos + Evaluate Once(Global.textY * Global.scale) - 0.200) * Direction From Angles(Horizontal Angle From Direction(
- Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90)
- + 3 * Facing Direction Of(Local Player))), 3.700 * Global.scale, Do Not Clip, Visible To Position String and Color,
- Z Component Of(Throttle Of(Local Player)) > 0.100 ? Color(White) : Custom Color(33, 33, 33, 255), Visible Never);
- Global.text = Custom String("E");
Global.textX += 0.269 * Global.scale;
Global.textX_0 = Global.textX;
Global.textY_0 = Global.textY;
Global.text_0 = Global.text;
Global.textSize = 3.600;
Global.but = Button(Ability 2);
- Global.textX += 0.269;
- Global.button = Button(Ability 2);
- Call Subroutine(CreateOverlayButton);
- Global.text = Custom String("R");
Global.textX += 0.269 * Global.scale;
Global.textX_0 = Global.textX;
Global.textY_0 = Global.textY;
Global.text_0 = Global.text;
Global.textSize = 3.600;
Global.but = Button(Reload);
- Global.textX += 0.269;
- Global.button = Button(Reload);
- Call Subroutine(CreateOverlayButton);
Global.textX += 0.538 * Global.scale;
- Global.textX += 0.538;
- Create In-World Text(Local Player, Is Button Held(Local Player, Button(Primary Fire)) ? Input Binding String(Button(Primary Fire))
: Custom String(""), Update Every Frame(Eye Position(Local Player) + 500 * ((Global.xPos + Evaluate Once(Global.textX))
* World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(Global.textY) - 0.200 - 0.040 * Global.scale)
* Direction From Angles(Horizontal Angle From Direction(Facing Direction Of(Local Player)), Vertical Angle From Direction(
Facing Direction Of(Local Player)) - 90) + 3 * Facing Direction Of(Local Player))), 3.200 * Global.scale, Do Not Clip,
Visible To Position String and Color, Color(White), Visible Never);
Global.textX += 0.269 * Global.scale;
- : Custom String(""), Update Every Frame(Eye Position(Local Player) + 400 * ((Global.xPos + Evaluate Once(
- Global.textX * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(
- Global.textY * Global.scale) - 0.200 - 0.040 * Global.scale) * Direction From Angles(Horizontal Angle From Direction(
- Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90)
- + 3 * Facing Direction Of(Local Player))), 3.200 * Global.scale, Do Not Clip, Visible To Position String and Color, Color(
- White), Visible Never);
- Global.textX += 0.269;
- Create In-World Text(Local Player, Is Button Held(Local Player, Button(Secondary Fire)) ? Input Binding String(Button(
Secondary Fire)) : Custom String(""), Update Every Frame(Eye Position(Local Player) + 500 * ((Global.xPos + Evaluate Once(
Global.textX)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(Global.textY)
- 0.200 - 0.040 * Global.scale) * Direction From Angles(Horizontal Angle From Direction(Facing Direction Of(Local Player)),
Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90) + 3 * Facing Direction Of(Local Player))),
3.200 * Global.scale, Do Not Clip, Visible To Position String and Color, Color(White), Visible Never);
- Secondary Fire)) : Custom String(""), Update Every Frame(Eye Position(Local Player) + 400 * ((Global.xPos + Evaluate Once(
- Global.textX * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(
- Global.textY * Global.scale) - 0.200 - 0.040 * Global.scale) * Direction From Angles(Horizontal Angle From Direction(
- Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90)
- + 3 * Facing Direction Of(Local Player))), 3.200 * Global.scale, Do Not Clip, Visible To Position String and Color, Color(
- White), Visible Never);
- "Row 2"
Global.textY -= 0.253 * Global.scale;
- Global.textY -= 0.253;
- Global.text = Custom String("A");
Global.textX = -0.229 * Global.scale;
Create In-World Text(Local Player, Evaluate Once(Custom String("▒")), Update Every Frame(Eye Position(Local Player) + 500 * ((
Global.xPos + Evaluate Once(Global.textX)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(
Global.textY) - 0.200) * Direction From Angles(Horizontal Angle From Direction(Facing Direction Of(Local Player)),
Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90) + 3 * Facing Direction Of(Local Player))),
4 * Global.scale, Do Not Clip, Visible To Position String and Color, Color(Black), Visible Never);
- Global.textX = -0.229;
- Create In-World Text(Local Player, Evaluate Once(Custom String("▒")), Update Every Frame(Eye Position(Local Player) + 400 * ((
- Global.xPos + Evaluate Once(Global.textX * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (
- Global.yPos + Evaluate Once(Global.textY * Global.scale) - 0.200) * Direction From Angles(Horizontal Angle From Direction(
- Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90)
- + 3 * Facing Direction Of(Local Player))), 4 * Global.scale, Do Not Clip, Visible To Position String and Color, Color(Black),
- Visible Never);
- Wait(0.016, Ignore Condition);
Create In-World Text(Local Player, Evaluate Once(Global.text), Update Every Frame(Eye Position(Local Player) + 500 * ((
Global.xPos + Evaluate Once(Global.textX)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(
Global.textY) - 0.200) * Direction From Angles(Horizontal Angle From Direction(Facing Direction Of(Local Player)),
Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90) + 3 * Facing Direction Of(Local Player))),
3.700 * Global.scale, Do Not Clip, Visible To Position String and Color, X Component Of(Throttle Of(Local Player))
> 0.100 ? Color(White) : Custom Color(33, 33, 33, 255), Visible Never);
- Create In-World Text(Local Player, Evaluate Once(Global.text), Update Every Frame(Eye Position(Local Player) + 400 * ((
- Global.xPos + Evaluate Once(Global.textX * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (
- Global.yPos + Evaluate Once(Global.textY * Global.scale) - 0.200) * Direction From Angles(Horizontal Angle From Direction(
- Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90)
- + 3 * Facing Direction Of(Local Player))), 3.700 * Global.scale, Do Not Clip, Visible To Position String and Color,
- X Component Of(Throttle Of(Local Player)) > 0.100 ? Color(White) : Custom Color(33, 33, 33, 255), Visible Never);
- Global.text = Custom String("S");
Global.textX += 0.269 * Global.scale;
Create In-World Text(Local Player, Evaluate Once(Custom String("▒")), Update Every Frame(Eye Position(Local Player) + 500 * ((
Global.xPos + Evaluate Once(Global.textX)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(
Global.textY) - 0.200) * Direction From Angles(Horizontal Angle From Direction(Facing Direction Of(Local Player)),
Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90) + 3 * Facing Direction Of(Local Player))),
4 * Global.scale, Do Not Clip, Visible To Position String and Color, Color(Black), Visible Never);
- Global.textX += 0.269;
- Create In-World Text(Local Player, Evaluate Once(Custom String("▒")), Update Every Frame(Eye Position(Local Player) + 400 * ((
- Global.xPos + Evaluate Once(Global.textX * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (
- Global.yPos + Evaluate Once(Global.textY * Global.scale) - 0.200) * Direction From Angles(Horizontal Angle From Direction(
- Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90)
- + 3 * Facing Direction Of(Local Player))), 4 * Global.scale, Do Not Clip, Visible To Position String and Color, Color(Black),
- Visible Never);
- Wait(0.016, Ignore Condition);
Create In-World Text(Local Player, Evaluate Once(Global.text), Update Every Frame(Eye Position(Local Player) + 500 * ((
Global.xPos + Evaluate Once(Global.textX)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(
Global.textY) - 0.200) * Direction From Angles(Horizontal Angle From Direction(Facing Direction Of(Local Player)),
Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90) + 3 * Facing Direction Of(Local Player))),
3.700 * Global.scale, Do Not Clip, Visible To Position String and Color, Z Component Of(Throttle Of(Local Player))
< -0.100 ? Color(White) : Custom Color(33, 33, 33, 255), Visible Never);
- Create In-World Text(Local Player, Evaluate Once(Global.text), Update Every Frame(Eye Position(Local Player) + 400 * ((
- Global.xPos + Evaluate Once(Global.textX * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (
- Global.yPos + Evaluate Once(Global.textY * Global.scale) - 0.200) * Direction From Angles(Horizontal Angle From Direction(
- Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90)
- + 3 * Facing Direction Of(Local Player))), 3.700 * Global.scale, Do Not Clip, Visible To Position String and Color,
- Z Component Of(Throttle Of(Local Player)) < -0.100 ? Color(White) : Custom Color(33, 33, 33, 255), Visible Never);
- Global.text = Custom String("D");
Global.textX += 0.269 * Global.scale;
Create In-World Text(Local Player, Evaluate Once(Custom String("▒")), Update Every Frame(Eye Position(Local Player) + 500 * ((
Global.xPos + Evaluate Once(Global.textX)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(
Global.textY) - 0.200) * Direction From Angles(Horizontal Angle From Direction(Facing Direction Of(Local Player)),
Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90) + 3 * Facing Direction Of(Local Player))),
4 * Global.scale, Do Not Clip, Visible To Position String and Color, Color(Black), Visible Never);
- Global.textX += 0.269;
- Create In-World Text(Local Player, Evaluate Once(Custom String("▒")), Update Every Frame(Eye Position(Local Player) + 400 * ((
- Global.xPos + Evaluate Once(Global.textX * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (
- Global.yPos + Evaluate Once(Global.textY * Global.scale) - 0.200) * Direction From Angles(Horizontal Angle From Direction(
- Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90)
- + 3 * Facing Direction Of(Local Player))), 4 * Global.scale, Do Not Clip, Visible To Position String and Color, Color(Black),
- Visible Never);
- Wait(0.016, Ignore Condition);
Create In-World Text(Local Player, Evaluate Once(Global.text), Update Every Frame(Eye Position(Local Player) + 500 * ((
Global.xPos + Evaluate Once(Global.textX)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(
Global.textY) - 0.200) * Direction From Angles(Horizontal Angle From Direction(Facing Direction Of(Local Player)),
Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90) + 3 * Facing Direction Of(Local Player))),
3.700 * Global.scale, Do Not Clip, Visible To Position String and Color, X Component Of(Throttle Of(Local Player))
< -0.100 ? Color(White) : Custom Color(33, 33, 33, 255), Visible Never);
- Create In-World Text(Local Player, Evaluate Once(Global.text), Update Every Frame(Eye Position(Local Player) + 400 * ((
- Global.xPos + Evaluate Once(Global.textX * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (
- Global.yPos + Evaluate Once(Global.textY * Global.scale) - 0.200) * Direction From Angles(Horizontal Angle From Direction(
- Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90)
- + 3 * Facing Direction Of(Local Player))), 3.700 * Global.scale, Do Not Clip, Visible To Position String and Color,
- X Component Of(Throttle Of(Local Player)) < -0.100 ? Color(White) : Custom Color(33, 33, 33, 255), Visible Never);
- Global.text = Custom String("F");
Global.textX += 0.269 * Global.scale;
Global.textX_0 = Global.textX;
Global.textY_0 = Global.textY;
Global.text_0 = Global.text;
Global.textSize = 3.600;
Global.but = Button(Interact);
- Global.textX += 0.269;
- Global.button = Button(Interact);
- Call Subroutine(CreateOverlayButton);
- "Row 3"
Global.textY -= 0.253 * Global.scale;
Global.text = Custom String("Shift");
Global.textX = -0.478 * Global.scale;
Global.textX_0 = Global.textX;
Global.textY_0 = Global.textY;
Global.text_0 = Global.text;
- Global.textSize = 3;
Global.but = Button(Ability 1);
- Global.textY -= 0.253;
- Global.text = Custom String("Shift");
- Global.textX = -0.478;
- Global.button = Button(Ability 1);
- Call Subroutine(CreateOverlayButton);
- Global.text = Custom String("V");
Global.textX = 0.975 * Global.scale;
Global.textX_0 = Global.textX;
Global.textY_0 = Global.textY;
Global.text_0 = Global.text;
- Global.textX = 0.975;
- Global.button = Button(Melee);
- Global.textSize = 3.600;
Global.but = Button(Melee);
- Call Subroutine(CreateOverlayButton);
- "Row 4"
Global.textY -= 0.253 * Global.scale;
- Global.textY -= 0.253;
- Global.text = Custom String("Ctrl");
Global.textX = -0.584 * Global.scale;
Global.textX_0 = Global.textX;
Global.textY_0 = Global.textY;
Global.text_0 = Global.text;
- Global.textX = -0.584;
- Global.button = Button(Crouch);
- Global.textSize = 2;
Global.but = Button(Crouch);
- Call Subroutine(CreateOverlayButton);
- Global.text = Custom String("Space");
Global.textX = 0.446 * Global.scale;
Global.textX_0 = Global.textX;
Global.textY_0 = Global.textY;
Global.text_0 = Global.text;
- Global.textX = 0.446;
- Global.button = Button(Jump);
- Global.textSize = 3;
Global.but = Button(Jump);
- Call Subroutine(CreateOverlayButton);
- }
- }
rule("Global init")
- rule("Create Overlay - Controller layout")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
- Global.layout == 1;
- }
- actions
- {
Pause Match Time;
- Global.textX = -0.350;
- Global.textY = -0.200;
- "Joystick"
- Create In-World Text(Local Player, Custom String(" ︵\n( )\n ︶"), Update Every Frame(Eye Position(Local Player) + 400 * ((
- Global.xPos + Evaluate Once(Global.textX * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (
- Global.yPos + Evaluate Once(Global.textY * Global.scale) - 0.128 * Global.scale - 0.249) * Direction From Angles(
- Horizontal Angle From Direction(Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(
- Local Player)) - 90) + 3 * Facing Direction Of(Local Player))), Evaluate Once(4 * Global.scale), Do Not Clip,
- Visible To Position String and Color, Custom Color(255, 255, 255, 200), Visible Never);
- Create In-World Text(Local Player, Custom String("●"), Update Every Frame(Eye Position(Local Player) + 400 * ((
- Global.xPos - X Component Of(Distance Between(Throttle Of(Local Player), Left - Left) >= 1 ? Normalize(Throttle Of(
- Local Player)) : Throttle Of(Local Player)) * 0.200 * Global.scale + Evaluate Once(Global.textX * Global.scale))
- * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Z Component Of(Distance Between(Throttle Of(Local Player),
- Left - Left) >= 1 ? Normalize(Throttle Of(Local Player)) : Throttle Of(Local Player)) * 0.200 * Global.scale + Evaluate Once(
- Global.textY * Global.scale) - 0.200) * Direction From Angles(Horizontal Angle From Direction(Facing Direction Of(
- Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90) + 3 * Facing Direction Of(
- Local Player))), Evaluate Once(4 * Global.scale), Do Not Clip, Visible To Position String and Color, Color(White),
- Visible Never);
- Global.textY = 0.300;
- Global.textX = 0;
- Global.button = Button(Secondary Fire);
- Call Subroutine(CreateOtherConsoleButton);
- Global.textX += 0.800;
- Global.button = Button(Primary Fire);
- Call Subroutine(CreateOtherConsoleButton);
- Global.textY = 0.100;
- Global.button = Button(Ability 2);
- Call Subroutine(CreateOtherConsoleButton);
- Global.textX -= 0.800;
- Global.button = Button(Ability 1);
- Call Subroutine(CreateOtherConsoleButton);
- Global.textY = -0.600;
- Global.button = Button(Interact);
- Call Subroutine(CreateOtherConsoleButton);
- Global.textX += 0.800;
- Global.button = Button(Melee);
- Call Subroutine(CreateOtherConsoleButton);
- Global.textY = 0;
- Global.textX -= 0.400;
- Global.button = Button(Ultimate);
- Call Subroutine(CreateRoundConsoleButton);
- Global.textY -= 0.400;
- Global.button = Button(Jump);
- Call Subroutine(CreateRoundConsoleButton);
- Global.textY += 0.200;
- Global.textX -= 0.200;
- Global.button = Button(Reload);
- Call Subroutine(CreateRoundConsoleButton);
- Global.textX += 0.400;
- Global.button = Button(Crouch);
- Call Subroutine(CreateRoundConsoleButton);
- }
- }
rule("Player init")
- rule("[SUB] Keyboard buttons")
- {
- event
- {
Ongoing - Each Player;
All;
All;
- Subroutine;
- CreateOverlayButton;
- }
conditions
- actions
- {
Has Spawned(Event Player) == True;
- Create In-World Text(Local Player, Evaluate Once(Global.text == Custom String("Shift") ? Custom String("▒▒") : (
- Global.text == Custom String("Space") ? Custom String("▒▒▒▒▒▒") : Custom String("▒"))), Update Every Frame(Eye Position(
- Local Player) + 400 * ((Global.xPos + Evaluate Once(Global.textX * Global.scale)) * World Vector Of(Right, Local Player,
- Rotation) + (Global.yPos + Evaluate Once(Global.textY * Global.scale) - 0.200) * Direction From Angles(
- Horizontal Angle From Direction(Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(
- Local Player)) - 90) + 3 * Facing Direction Of(Local Player))), 4 * Global.scale, Do Not Clip,
- Visible To Position String and Color, Color(Black), Visible Never);
- Wait(0.016, Ignore Condition);
- Create In-World Text(Local Player, Evaluate Once(Global.text), Update Every Frame(Eye Position(Local Player) + 400 * ((
- Global.xPos + Evaluate Once(Global.textX * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (
- Global.yPos + Evaluate Once(Global.textY * Global.scale) - 0.200) * Direction From Angles(Horizontal Angle From Direction(
- Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90)
- + 3 * Facing Direction Of(Local Player))), Evaluate Once(Global.textSize * Global.scale), Do Not Clip,
- Visible To Position String and Color, Is Button Held(Local Player, Evaluate Once(Global.button)) ? Color(White) : Custom Color(
- 33, 33, 33, 255), Visible Never);
- }
- }
- rule("[SUB] Other console buttons")
- {
- event
- {
- Subroutine;
- CreateOtherConsoleButton;
- }
- actions
- {
Disable Game Mode HUD(Event Player);
- Create In-World Text(Local Player, Is Button Held(Local Player, Evaluate Once(Global.button)) ? Input Binding String(Evaluate Once(
- Global.button)) : Custom String(""), Update Every Frame(Eye Position(Local Player) + 400 * ((Global.xPos + Evaluate Once(
- Global.textX * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once(
- Global.textY * Global.scale) - 0.200 - 0.040 * Global.scale) * Direction From Angles(Horizontal Angle From Direction(
- Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90)
- + 3 * Facing Direction Of(Local Player))), 3 * Global.scale, Do Not Clip, Visible To Position String and Color, Color(White),
- Visible Never);
- }
- }
- rule("[SUB] Round console buttons")
- {
- event
- {
- Subroutine;
- CreateRoundConsoleButton;
- }
- actions
- {
- Create In-World Text(Local Player, Input Binding String(Evaluate Once(Global.button)), Update Every Frame(Eye Position(
- Local Player) + 400 * ((Global.xPos + Evaluate Once(Global.textX * Global.scale)) * World Vector Of(Right, Local Player,
- Rotation) + (Global.yPos + Evaluate Once(Global.textY * Global.scale) - 0.200 - 0.040 * Global.scale) * Direction From Angles(
- Horizontal Angle From Direction(Facing Direction Of(Local Player)), Vertical Angle From Direction(Facing Direction Of(
- Local Player)) - 90) + 3 * Facing Direction Of(Local Player))), 2.500 * Global.scale, Do Not Clip,
- Visible To Position String and Color, Color(White), Visible Never);
- Create In-World Text(Local Player, Is Button Held(Local Player, Evaluate Once(Global.button)) ? Custom String("") : Custom String(
- "●"), Update Every Frame(Eye Position(Local Player) + 400 * ((Global.xPos + Evaluate Once((Global.textX + 0.010)
- * Global.scale)) * World Vector Of(Right, Local Player, Rotation) + (Global.yPos + Evaluate Once((Global.textY - 0.030)
- * Global.scale) - 0.200) * Direction From Angles(Horizontal Angle From Direction(Facing Direction Of(Local Player)),
- Vertical Angle From Direction(Facing Direction Of(Local Player)) - 90) + 3 * Facing Direction Of(Local Player))),
- 4.800 * Global.scale, Do Not Clip, Visible To Position String and Color, Custom Color(0, 0, 0, 190), Visible Never);
- }
- }