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Abort Abort If Abort If Condition Is False Abort If Condition Is True Add Health Pool To Player Allow Button Apply Impulse Attach Players Big Message Break Call Subroutine Cancel Primary Action Chase Global Variable At Rate Chase Global Variable Over Time Chase Player Variable At Rate Chase Player Variable Over Time Clear Status Communicate Continue Create Beam Effect Create Dummy Bot Create Effect Create HUD Text Create Homing Projectile Create Icon Create In-World Text Create Progress Bar HUD Text Create Progress Bar In-World Text Create Projectile Create Projectile Effect Damage Declare Match Draw Declare Player Victory Declare Round Draw Declare Round Victory Declare Team Victory Destroy All Dummy Bots Destroy All Effects Destroy All HUD Text Destroy All Icons Destroy All In-World Text Destroy All Progress Bar HUD Text Destroy All Progress Bar In-World Text Destroy Dummy Bot Destroy Effect Destroy HUD Text Destroy Icon Destroy In-World Text Destroy Progress Bar HUD Text Destroy Progress Bar In-World Text Detach Players Disable Built-In Game Mode Announcer Disable Built-In Game Mode Completion Disable Built-In Game Mode Music Disable Built-In Game Mode Respawning Disable Built-In Game Mode Scoring Disable Death Spectate All Players Disable Death Spectate Target HUD Disable Game Mode HUD Disable Game Mode In-World UI Disable Hero HUD Disable Inspector Recording Disable Kill Feed Disable Messages Disable Movement Collision With Environment Disable Movement Collision With Players Disable Nameplates Disable Scoreboard Disable Text Chat Disable Voice Chat Disallow Button Else Else If Enable Built-In Game Mode Announcer Enable Built-In Game Mode Completion Enable Built-In Game Mode Music Enable Built-In Game Mode Respawning Enable Built-In Game Mode Scoring Enable Death Spectate All Players Enable Death Spectate Target HUD Enable Game Mode HUD Enable Game Mode In-World UI Enable Hero HUD Enable Inspector Recording Enable Kill Feed Enable Messages Enable Movement Collision With Environment Enable Movement Collision With Players Enable Nameplates Enable Scoreboard Enable Text Chat Enable Voice Chat End For Global Variable For Player Variable Go To Assemble Heroes Heal If Kill Log To Inspector Loop Loop If Loop If Condition Is False Loop If Condition Is True Modify Global Variable Modify Global Variable At Index Modify Player Score Modify Player Variable Modify Player Variable At Index Modify Team Score Move Player To Team Pause Match Time Play Effect Preload Hero Press Button Remove All Health Pools From Player Remove Health Pool From Player Remove Player Reset Player Hero Availability Respawn Restart Match Resurrect Return To Lobby Set Ability 1 Enabled Set Ability 2 Enabled Set Ability Charge Set Ability Cooldown Set Ability Resource Set Aim Speed Set Ammo Set Crouch Enabled Set Damage Dealt Set Damage Received Set Environment Credit Player Set Facing Set Global Variable Set Global Variable At Index Set Gravity Set Healing Dealt Set Healing Received Set Invisible Set Jump Enabled Set Jump Vertical Speed Set Knockback Dealt Set Knockback Received Set Match Time Set Max Ammo Set Max Health Set Melee Enabled Set Move Speed Set Objective Description Set Player Allowed Heroes Set Player Health Set Player Score Set Player Variable Set Player Variable At Index Set Primary Fire Enabled Set Projectile Gravity Set Projectile Speed Set Reload Enabled Set Respawn Max Time Set Secondary Fire Enabled Set Slow Motion Set Status Set Team Score Set Ultimate Ability Enabled Set Ultimate Charge Set Weapon Skip Skip If Small Message Start Accelerating Start Assist Start Camera Start Damage Modification Start Damage Over Time Start Facing Start Forcing Dummy Bot Name Start Forcing Player Outlines Start Forcing Player Position Start Forcing Player To Be Hero Start Forcing Spawn Room Start Forcing Throttle Start Game Mode Start Heal Over Time Start Healing Modification Start Holding Button Start Modifying Hero Voice Lines Start Rule Start Scaling Barriers Start Scaling Player Start Throttle In Direction Start Transforming Throttle Stop Accelerating Stop All Assists Stop All Damage Modifications Stop All Damage Over Time Stop All Heal Over Time Stop All Healing Modifications Stop Assist Stop Camera Stop Chasing Global Variable Stop Chasing Player Variable Stop Damage Modification Stop Damage Over Time Stop Facing Stop Forcing Dummy Bot Name Stop Forcing Player Outlines Stop Forcing Player Position Stop Forcing Player To Be Hero Stop Forcing Spawn Room Stop Forcing Throttle Stop Heal Over Time Stop Healing Modification Stop Holding Button Stop Modifying Hero Voice Lines Stop Scaling Barriers Stop Scaling Player Stop Throttle In Direction Stop Transforming Throttle Teleport Unpause Match Time Wait Wait Until While
Ability Charge Ability Cooldown Ability Icon String Ability Resource Absolute Value Add All Damage Heroes All Dead Players All Heroes All Living Players All Players All Players Not On Objective All Players On Objective All Support Heroes All Tank Heroes Allowed Heroes Altitude Of Ammo And Angle Between Vectors Angle Difference Append To Array Arccosine In Degrees Arccosine In Radians Arcsine In Degrees Arcsine In Radians Arctangent In Degrees Arctangent In Radians Array Array Contains Array Slice Assist Count Attacker Backward Button Char In String Closest Player To Color Compare Control Mode Scoring Percentage Control Mode Scoring Team Cosine From Degrees Cosine From Radians Count Of Cross Product Current Array Element Current Array Index Current Game Mode Current Map Custom Color Custom String Damage Modification Count Damage Over Time Count Direction From Angles Direction Towards Distance Between Divide Dot Product Down Empty Array Entity Count Entity Exists Evaluate Once Event Ability Event Damage Event Direction Event Healing Event Player Event Was Critical Hit Event Was Environment Event Was Health Pack Eye Position Facing Direction Of False Farthest Player From Filtered Array First Of Flag Position Forward Game Mode Global Global Variable Has Spawned Has Status Heal Over Time Count Healee Healer Healing Modification Count Health Health Of Type Hero Hero Being Duplicated Hero Icon String Hero Of Horizontal Angle From Direction Horizontal Angle Towards Horizontal Facing Angle Of Horizontal Speed Of Host Player Icon String If-Then-Else Index Of Array Value Index Of String Char Input Binding String Is Alive Is Assembling Heroes Is Between Rounds Is Button Held Is CTF Mode In Sudden Death Is Communicating Is Communicating Any Is Communicating Any Emote Is Communicating Any Spray Is Communicating Any Voice line Is Control Mode Point Locked Is Crouching Is Dead Is Dummy Bot Is Duplicating Is Firing Primary Is Firing Secondary Is Flag At Base Is Flag Being Carried Is Game In Progress Is Hero Being Played Is In Air Is In Alternate Form Is In Line of Sight Is In Setup Is In Spawn Room Is In View Angle Is Jumping Is Match Complete Is Meleeing Is Moving Is Objective Complete Is On Ground Is On Objective Is On Wall Is Portrait On Fire Is Reloading Is Standing Is Team On Defense Is Team On Offense Is True For All Is True For Any Is Using Ability 1 Is Using Ability 2 Is Using Ultimate Is Waiting For Players Last Assist ID Last Created Entity Last Created Health Pool Last Damage Modification ID Last Damage Over Time ID Last Heal Over Time ID Last Healing Modification ID Last Of Last Text ID Left Local Player Local Vector Of Magnitude Of Map Mapped Array Match Round Match Time Max Max Ammo Max Health Max Health of Type Min Modulo Multiply Nearest Walkable Position Normalize Normalized Health Not Null Number of Dead Players Number of Deaths Number of Eliminations Number of Final Blows Number of Heroes Number of Living Players Number of Players Number of Players On Objective Number of Slots Objective Index Objective Position Opposite Team Of Or Payload Position Payload Progress Percentage Player Carrying Flag Player Closest To Reticle Player Hero Stat Player Stat Player Variable Players In Slot Players On Hero Players Within Radius Players in View Angle Point Capture Percentage Position Of Raise To Power Random Integer Random Real Random Value In Array Randomized Array Ray Cast Hit Normal Ray Cast Hit Player Ray Cast Hit Position Remove From Array Right Round To Integer Score Of Server Load Server Load Average Server Load Peak Sine From Degrees Sine From Radians Slot Of Sorted Array Spawn Points Speed Of Speed Of In Direction Square Root String String Contains String Length String Replace String Slice String Split Subtract Tangent From Degrees Tangent From Radians Team Of Team Score Text Count Throttle Of Total Time Elapsed True Ultimate Charge Percent Up Update Every Frame Value In Array Vector Vector Towards Velocity Of Vertical Angle From Direction Vertical Angle Towards Vertical Facing Angle Of Vertical Speed Of Victim Weapon Workshop Setting Combo Workshop Setting Hero Workshop Setting Integer Workshop Setting Real Workshop Setting Toggle World Vector Of X Component Of Y Component Of Z Component Of

Create and destroy multiple effects Last updated November 26, 2024

For this tutorial we will set up a simple scenario; A player presses Interact and spawns a bunch of effects at their feet. After 3 seconds these effects need to disappear. For the sake of simplicity, let's keep it to 1 rule.

Setting up the rule

We will create a rule set to the Ongoing - Each Player event so we can track if they press a button.
In this rule we add 1 condition that check if the player holds the Interact button.

  Is Button Held(Event Player, Interact) == True;

Next up we will need 1 variable, which we will use to store our effects in. We will be using a Player Variable for this. Name one of your variables something sensible so we can easily remember which one to use. In my case I will name it "Effects".

We will create 1 action in the rule we just created. We will set our variable to an empty array using Set Player Variable set to Empty Array.

    Event Player.Effects = Empty Array;

In essence an array is a list of values we define. We will use this array to store our effects so we can reference them again later. We set the variable to an Empty Array at first so we can properly add values to this list later on.

Creating the effects

We start off by creating a simple effect using the Create Effect action. The effect can be whatever you want. For this demo we can leave everything at it's default settings.

  Create Effect(All Players(All Teams), Cloud, White, Event Player, 1, None);

Now that we have created the effect we want to store it in our array. For this we will use Append To Array, which adds something to the end of an array. We could also use Set Player Variable At Index, but that is far less versatile and more difficult to maintain when you have a large number of effects you want to store.

We can't just use Append To Array, we first need to use Set Player Variable. Append To Array creates a new list, independent from the first. It doesn't just append a value. So instead we set our value to the new list.

    Event Player.Effects = Append To Array(Event Player.Effects, Last Created Entity);

From this point on we can copy paste our last 2 actions (Create Effect and Storing the effect in the array) to create a bunch more effects. In my case I went with 3 different effects, clouds, sparkles, and a ring. Since we used Append To Array instead of Set Player Variable At Index we don't need to edit this action, as simple copy pasting it is enough.

At this point here's what we got:

Destroying the effects

Let's start off with adding a Wait of 3 seconds to our rule. This is so we wait with destroying our effects. Your use case will likely be different.

We could destroy the effects in multiple ways. Destroy All Effects would certainly do the trick and be super easy, but what if you have other effects you don't want removed? We could create an action for every effect we created in the array and individually target them, but that would suck if we have a large number of effects.
We want our code to be versatile and easy to maintain.

This is why we have our effect ids stored in an array. As of some fairly recent update, we can simply call Destroy Effect(Event Player.Effects), which will destroy all effects stored in our array. And now that this array of effects are all destroyed, we don't need to keep track of them anymore. So we can again call Event Player.Effects = Empty Array.

To put the finishing touches on this we can add another condition to this rule that makes sure we can only press the button again when the effects have been removed.

    Count Of(Event Player.Effects) == 0;

Final result

variables
{
    player:
        0: Effects
}

rule("Create effect")
{
    event
    {
        Ongoing - Each Player;
        All;
        All;
    }

    conditions
    {
        Is Button Held(Event Player, Interact) == True;
        Count Of(Event Player.Effects) == 0;
    }

    actions
    {
        Event Player.Effects = Empty Array;
        Create Effect(All Players(All Teams), Cloud, White, Event Player, 1, Visible To Position and Radius);
        Event Player.Effects = Append To Array(Event Player.Effects, Last Created Entity);
        Create Effect(All Players(All Teams), Sparkles, White, Event Player, 1, Visible To Position and Radius);
        Event Player.Effects = Append To Array(Event Player.Effects, Last Created Entity);
        Create Effect(All Players(All Teams), Ring, White, Event Player, 1, Visible To Position and Radius);
        Event Player.Effects = Append To Array(Event Player.Effects, Last Created Entity);
        Wait(3, Ignore Condition);
        Destroy Effect(Event Player.Effects);
        Event Player.Effects = Empty Array;
    }
}
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