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MECHCREE - V 0.0.3 - BETA

482B0
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Category:
Custom game mode

Author:
T54

Rating:
0

Version:
0.1.3

Posted:
19 days ago

Last updated:
19 days ago

Tags:
mccree mechanical mechcree escort payload beta

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This game mode is in BETA.


Some things may be broken.

McCree now has a machine gun. Complete the objective to win the game! Crouching will make you invisible and unable to shoot/use abilities.


Please leave feedback via any of the listed links.

rule("INITIALIZE NUMBER OF DOUBLE JUMPS IN (A)")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	actions
	{
		Set Player Variable(Event Player, A, 1);
	}
}

rule("ALLOW DOUBLE JUMP (B) IF YOU ARE > 0.8 ALTITUDE, NOT HOLDING JUMP BUTTON, AND HAVE DOUBLE JUMPS (A)")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Altitude Of(Event Player) > 0.800;
		Is Button Held(Event Player, Jump) == False;
		Player Variable(Event Player, A) > 0;
	}

	actions
	{
		Set Player Variable(Event Player, B, True);
	}
}

rule("DISALLOW DOUBLE JUMP (B) IF YOU ARE OUT OF JUMPS (A)")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Player Variable(Event Player, A) <= 0;
	}

	actions
	{
		Set Player Variable(Event Player, B, False);
	}
}

rule("IF YOU JUMP WHILE IN THE AIR AND DOUBLE JUMP IS ALLOWED (B), DOUBLE JUMP AND CONSUME A CHARGE (A)")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Player Variable(Event Player, B) == True;
		Is Button Held(Event Player, Jump) == True;
	}

	actions
	{
		Apply Impulse(Event Player, Up, 10, To World, Cancel Contrary Motion);
		Modify Player Variable(Event Player, A, Subtract, 1);
	}
}

rule("TOUCHING THE GROUND RESETS YOUR JUMP COUNT (A) AND DISALLOWS DOUBLE JUMP (B)")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is In Air(Event Player) != True;
	}

	actions
	{
		Set Player Variable(Event Player, A, 1);
		Set Player Variable(Event Player, B, False);
	}
}

rule("Fires Secondary if Primary fire is pressed")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Primary Fire) == True;
		Is Button Held(Event Player, Crouch) == False;
	}

	actions
	{
		Set Secondary Fire Enabled(Event Player, True);
		Press Button(Event Player, Secondary Fire);
	}
}

rule("Use Roll while held")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Ability 1) == True;
	}

	actions
	{
		Press Button(Event Player, Ability 1);
	}
}

rule("Make Player invisable if crouching")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Crouch) == True;
	}

	actions
	{
		Set Invisible(Event Player, Enemies);
		Set Primary Fire Enabled(Event Player, False);
		Set Secondary Fire Enabled(Event Player, False);
		Set Ability 1 Enabled(Event Player, False);
		Set Ability 2 Enabled(Event Player, False);
		Create Effect(Event Player, Cloud, Purple, Event Player, 100, Visible To Position and Radius);
	}
}

rule("Make player visable if not Crouching")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Crouch) == False;
	}

	actions
	{
		Set Invisible(Event Player, None);
		Set Primary Fire Enabled(Event Player, False);
		Set Secondary Fire Enabled(Event Player, True);
		Set Ability 1 Enabled(Event Player, True);
		Set Ability 2 Enabled(Event Player, True);
		Destroy All Effects;
	}
}