add more events sent & upload record on the good map
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@ -2,8 +2,8 @@
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#Extends "Modes/TM2020-Gamemodes/PhysicsController.Script.txt"
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#Setting S_CoolDownBeforeReset 3
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#Setting S_CoolDownForEffects 7
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#Setting S_CoolDownBeforeReset 4
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#Setting S_CoolDownForEffects 180
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#Setting S_FloorsInfo "136,256,384,512,648,768,904,1040,1168,1296,1432" as "comma separated floor height" // Default is floors of the map "Bennett Foddy ate my CPs"
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#Struct K_PlayerInfo {
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@ -22,6 +22,32 @@
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***
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declare Integer[Text] ApplyResetAtRespawn_Queue for This;
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ApplyResetAtRespawn_Queue = [];
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if (Map.MapInfo.MapUid == "3tMeImoOvcb0hnryDZ9nbw9YVY6") { // Only upload record on the right map
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Race::SetupRecord(
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MenuConsts::C_ScopeType_Season,
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MenuConsts::C_ScopeType_PersonalBest,
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MenuConsts::C_GameMode_TimeAttack,
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"",
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True, //C_UploadRecord
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False, //C_DisplayRecordGhost
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False, //C_DisplayRecordMedal
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False, //C_CelebrateRecordGhost
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False //C_CelebrateRecordMedal
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);
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} else {
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Race::SetupRecord(
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MenuConsts::C_ScopeType_Season,
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MenuConsts::C_ScopeType_PersonalBest,
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MenuConsts::C_GameMode_TimeAttack,
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"",
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False, //C_UploadRecord
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False, //C_DisplayRecordGhost
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False, //C_DisplayRecordMedal
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False, //C_CelebrateRecordGhost
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False //C_CelebrateRecordMedal
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);
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}
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***
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// force a reset at respawn to prevent abuse
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@ -72,9 +98,17 @@ if (_EventName == "Reset") {
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***PhysicsController_BeforeAddApplyPhysicsEffect***
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***
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ApplyPhysics_Queue[Player.User.WebServicesUserId] = [];
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ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics("Reset", "", Now + (S_CoolDownBeforeReset * 1000) - 50));
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ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics("Reset", "", Now + (S_CoolDownBeforeReset * 1000) + 50));
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ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics("Reset", "", Now + (S_CoolDownBeforeReset * 1000) + 100));
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ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics("Reset", "", Now + (S_CoolDownBeforeReset * 1000) + 200));
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ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics("Reset", "", Now + (S_CoolDownBeforeReset * 1000) + 500));
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ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics("Reset", "", Now + (S_CoolDownBeforeReset * 1000) + 1000));
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ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics(EventName, Value, Now + 50));
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ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics(EventName, Value, Now + 100));
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ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics(EventName, Value, Now + 200));
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ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics(EventName, Value, Now + 500));
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***
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***Match_InitMap***
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