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AbandonedCashew

Retail
Team-Based Kill Barriers

1 post in this topic

I have been asked enough if it's possible to create team-based kill zones, so I decided to just write it up really fast so that if anyone needs, it's right here and ready to implement.

 

Put this in the string table:

      <String name="team_kill">        <String>team_kill</String>      </String>

Put this in Object Filters:

    <ObjectFilters>      <Filter labelIndex="team_kill" name="team_kill" />    </ObjectFilters>

...and put this trigger, well, in the triggers:

      <Trigger execMode="OnObjectFilter" objectFilter="team_kill">        <Elements>          <E type="Action" name="VariableOperation">            <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />            <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="NONE" />            <Param type="OperationType">Set</Param>          </E>          <E type="Action" name="ActivateTrigger">            <Param type="TriggerReference">              <T type="Trigger" trigType="Subroutine" execMode="OnEachPlayer">                <Elements>                  <E type="Condition" name="Comparison">                    <Param type="VarReference" varRefKind="Team" varRefType="Player.OwnerTeam" dataType="Iterator.Player" />                    <Param type="VarReference" varRefKind="Team" varRefType="Object.OwnerTeam" dataType="Iterator.Object" />                    <Param type="ComparisonType">NotEqual</Param>                  </E>                  <E type="Condition" name="ObjectIsInBoundary">                    <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="Iterator.Player" />                    <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" />                  </E>                  <E type="Action" name="VariableOperation">                    <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                    <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                    <Param type="OperationType">Set</Param>                  </E>                </Elements>              </T>            </Param>          </E>          <E type="Condition" name="Comparison">            <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />            <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="NONE" />            <Param type="ComparisonType">NotEqual</Param>          </E>          <E type="Action" name="ObjectKillInstantly">            <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="PlayerScratch0" />            <Param type="Bool">False</Param>          </E>        </Elements>      </Trigger>

This is untested so tell me if it doesn't work. It certainly should.

How it should work is it will kill anyone who isn't on the same team as it, and is in the boundary.

Pfeuff likes this

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