Post by MrOzymandias on May 10, 2019 18:43:51 GMT 1
Team Box
A box lacking any input or output orbs. Only one may exist in a single project.
Main settings menu:
• Default combat setting: Toggle whether or not players can directly kill each other with weaponry when there are no teams in the game. Default: True.
• Default color: White, red, blue, green, or yellow. This sets the nametag color for players when there are no teams. Default: White.
• Starting team: None, red, blue, green, yellow. When "force balance" is disabled, this will force joining players into a specified team. However, "force balance" will always take priority over the "starting team" if "force balance" is enabled. When "team swap" is enabled, players can still manually swap teams after entering the game -- but they still are sent to the starting team upon joining. Default: None -- let the player choose a team upon entering the game.
• Team swap: Toggle whether or not players may manually switch teams after they join one. Default: True.
• Force balance: Toggle whether or not to force a player into a team once they join. This is based off the number of players in each team, favoring teams with the least number of players. When member counts are equal, the system selects the team of the lowest "value" (blue=0, red=1, green=2, yellow=3). Force balance always takes precedence over the "starting team" when enabled. Default: False.
• Alliances: Choose other teams to ally with the team in question. Members of allied teams cannot kill each other when friendly fire is disabled. Default: No alliances.
• Death team: Choose a single team to force a team member into upon death. Suicide (pressing K) doesn't count. Options are Blue, Red, Green, Yellow, and "Killer's Team." If set to "Killer's Team," members of the team will be sent to their killers' teams upon death. Default: Same as current team.
Clone & delete options affecting the entire blueprint are available.
• Construction: Toggle whether or not players may make use of cubeguns while inside the field. Those affected must keep their cubeguns holstered. Default: False (no building).
• Invincibility: Toggle whether or not all players are (nigh-) invincible while inside the field. This doesn't prevent suffocation within cubes or death by falling out of the world. This doesn't affect exempt teams. Default: False (not invincible).
• Exempt Team(s): Select teams of players that are exempt from all of the special rules established by this particular field. Default: None.
A box lacking any input or output orbs. Only one may exist in a single project.
There's a settings menu. There are five tabs along the left side of the menu--they're used to switch between different "sub-menus." They are named "Main," "Blue," "Red," "Yellow," and "Green."
• Default combat setting: Toggle whether or not players can directly kill each other with weaponry when there are no teams in the game. Default: True.
• Default color: White, red, blue, green, or yellow. This sets the nametag color for players when there are no teams. Default: White.
• Starting team: None, red, blue, green, yellow. When "force balance" is disabled, this will force joining players into a specified team. However, "force balance" will always take priority over the "starting team" if "force balance" is enabled. When "team swap" is enabled, players can still manually swap teams after entering the game -- but they still are sent to the starting team upon joining. Default: None -- let the player choose a team upon entering the game.
• Team swap: Toggle whether or not players may manually switch teams after they join one. Default: True.
• Force balance: Toggle whether or not to force a player into a team once they join. This is based off the number of players in each team, favoring teams with the least number of players. When member counts are equal, the system selects the team of the lowest "value" (blue=0, red=1, green=2, yellow=3). Force balance always takes precedence over the "starting team" when enabled. Default: False.
Color-coded settings menus (Blue, Red, Green, Yellow):
• Friendly fire: Toggle whether or not players on the team in question can directly kill team mates or allies. Default: False.• Alliances: Choose other teams to ally with the team in question. Members of allied teams cannot kill each other when friendly fire is disabled. Default: No alliances.
• Death team: Choose a single team to force a team member into upon death. Suicide (pressing K) doesn't count. Options are Blue, Red, Green, Yellow, and "Killer's Team." If set to "Killer's Team," members of the team will be sent to their killers' teams upon death. Default: Same as current team.
All settings revert to their defaults upon the logic box's deletion.
Uses:
• Alliances allow sub-divisions of the same teams. For example, Blue and Green teams can be the ground support and air support for the same side.
• The default combat setting can eliminate PvP in a game without the use of a second "dummy" team.
• The death team setting allows for humans vs. zombies type games.
• The friendly fire setting allows for teams to be varied: the Blue Knights are loyal and won't kill each other, whereas relationships among Green Goblins are shaky at best. Hahaha.
• Force balance can be used for enforce a bit of fairness in team rosters.
• Team swap can be used to prevent players from jumping from team to team. Force balance and death team can be used to help fill up different teams without swapping. If starting team is disabled, a player can choose a team upon joining -- s/he's just forced to remain loyal for a while.
Safety Field / Permissions Field
A blueprint consisting of four cubes--each one being movable. Dotted lines connect the points to one another. Every point in the blueprint is highlighted when you click a single point. Each point may be right-clicked to open the same settings menu.Clone & delete options affecting the entire blueprint are available.
Settings:
• Combat: Toggle whether or not players may directly kill each other while inside the field. Affected players are forced to keep their weapons holstered. This takes priority over PvP rules established by a team box; however, even when combat within the field is enabled, players cannot kill those protected by friendly fire rules. Default: False (no combat).• Construction: Toggle whether or not players may make use of cubeguns while inside the field. Those affected must keep their cubeguns holstered. Default: False (no building).
• Invincibility: Toggle whether or not all players are (nigh-) invincible while inside the field. This doesn't prevent suffocation within cubes or death by falling out of the world. This doesn't affect exempt teams. Default: False (not invincible).
• Exempt Team(s): Select teams of players that are exempt from all of the special rules established by this particular field. Default: None.
Uses:
• This could be made to create zones where players cannot build (thus preventing construction in lobbies).
• You could create safe zones around spawnpoints (no spawn-killing). Within such safe zones, the team that owns the spawnpoint may be made exempt, allowing them to kill invaders.