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Comparing difference between and

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  • 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);
  • }
  • }
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