add more events sent & upload record on the good map

This commit is contained in:
Beu 2021-12-27 19:00:14 +01:00
parent d078435931
commit 4b4ba52e10

View File

@ -2,8 +2,8 @@
#Extends "Modes/TM2020-Gamemodes/PhysicsController.Script.txt"
#Setting S_CoolDownBeforeReset 3
#Setting S_CoolDownForEffects 7
#Setting S_CoolDownBeforeReset 4
#Setting S_CoolDownForEffects 180
#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"
#Struct K_PlayerInfo {
@ -22,6 +22,32 @@
***
declare Integer[Text] ApplyResetAtRespawn_Queue for This;
ApplyResetAtRespawn_Queue = [];
if (Map.MapInfo.MapUid == "3tMeImoOvcb0hnryDZ9nbw9YVY6") { // Only upload record on the right map
Race::SetupRecord(
MenuConsts::C_ScopeType_Season,
MenuConsts::C_ScopeType_PersonalBest,
MenuConsts::C_GameMode_TimeAttack,
"",
True, //C_UploadRecord
False, //C_DisplayRecordGhost
False, //C_DisplayRecordMedal
False, //C_CelebrateRecordGhost
False //C_CelebrateRecordMedal
);
} else {
Race::SetupRecord(
MenuConsts::C_ScopeType_Season,
MenuConsts::C_ScopeType_PersonalBest,
MenuConsts::C_GameMode_TimeAttack,
"",
False, //C_UploadRecord
False, //C_DisplayRecordGhost
False, //C_DisplayRecordMedal
False, //C_CelebrateRecordGhost
False //C_CelebrateRecordMedal
);
}
***
// force a reset at respawn to prevent abuse
@ -72,9 +98,17 @@ if (_EventName == "Reset") {
***PhysicsController_BeforeAddApplyPhysicsEffect***
***
ApplyPhysics_Queue[Player.User.WebServicesUserId] = [];
ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics("Reset", "", Now + (S_CoolDownBeforeReset * 1000) - 50));
ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics("Reset", "", Now + (S_CoolDownBeforeReset * 1000) + 50));
ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics("Reset", "", Now + (S_CoolDownBeforeReset * 1000) + 100));
ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics("Reset", "", Now + (S_CoolDownBeforeReset * 1000) + 200));
ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics("Reset", "", Now + (S_CoolDownBeforeReset * 1000) + 500));
ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics("Reset", "", Now + (S_CoolDownBeforeReset * 1000) + 1000));
ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics(EventName, Value, Now + 50));
ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics(EventName, Value, Now + 100));
ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics(EventName, Value, Now + 200));
ApplyPhysics_Queue[Player.User.WebServicesUserId].add(GetPhysics(EventName, Value, Now + 500));
***
***Match_InitMap***