POP1 MAP ARCHIVEby CrosseyedSensei

Fields switched on and off

Enable, Disable or Toggle Fields act on field objects whose field ID matches the value (a value below 0 affects all fields).

10 of 126 maps with captured rules use it.

Events to build

6 versions across 10 maps. The most used comes first; each is complete, with the functions, buffs, roles and variables it needs. The number in a function call matches the heading of that event in this list.

Version 1 · 4 maps

As built in BLUE, MUSHY 2, THE WHITE HOUSE, THE WITCHES.

Create these first:

Variables

NameScopeTypeDefault ValueReset Each Round
TIMERGlobalNumber0No

Buffs

Effect values are listed per stack ("Value at 1-Stack / 2-Stack ...").

  • REZ 1 #0Permanent · Icon colour #FFFFFF · Background colour #000000
    • Defib Charge Rate: 5.0
  • REZ 2 #1Permanent · Icon colour #FFFFFF · Background colour #000000
    • Defib Charge Rate: 5.0
  • REDUCE ROCKET DMG #5Permanent · Icon colour #FFFFFF · Background colour #000000
    • Damage Scale Multiplier: 0.25 · Affected Weapons: SMAW Rocket Launcher
  1. Event 1: Match Setup

    1. Add Event · Trigger: Match SetupCalled once at the start of every new match.
    2. Selection: All Players
    3. + Action Disable Fields · Value: 1
    4. + Action Disable Fields · Value: 2
    5. + Action Disable Fields · Value: 3
    6. + Action Apply Buff · Value: buff "REZ 1"
    7. + Action Apply Buff · Value: buff "REZ 2"
    8. + Action Apply Buff · Value: buff "REDUCE ROCKET DMG"
    9. + Action Give Player Item · Items: Px4 · Value: 1
  2. Event 13: Global Variable Changed (ACTION)

    1. Add Event · Trigger: Global Variable Changed · Name: ACTION · Variable: TIMERCalled when the given global variable changes. Select which variable you want to monitor using the dropdown on the right.
    2. Selection: None
    3. + Condition Variable TIMER (Global) Equal 3
    4. + Action Enable Fields · Value: 3
    5. + Action Disable Fields · Value: 1
    6. + Action Disable Fields · Value: 2
    7. + Action Set Variable · Variable: TIMER · Value: 0
    8. + Else Case
      1. Selection: None
      2. + Condition Variable TIMER (Global) Equal 1
      3. + Action Disable Fields · Value: 3
      4. + Action Enable Fields · Value: 1
      5. + Action Disable Fields · Value: 3
      6. + Else Case
        1. Selection: None
        2. + Condition Variable TIMER (Global) Equal 2
        3. + Action Disable Fields · Value: 3
        4. + Action Disable Fields · Value: 1
        5. + Action Enable Fields · Value: 2

Version 2 · 2 maps

As built in ROMULUS, SEAN0311.

Create these first:

Variables

NameScopeTypeDefault ValueReset Each Round
TIMERGlobalNumber0No

Buffs

Effect values are listed per stack ("Value at 1-Stack / 2-Stack ...").

  • REZ 1 #0Permanent · Icon colour #FFFFFF · Background colour #000000
    • Defib Charge Rate: 5.0
  • REZ 2 #1Permanent · Icon colour #FFFFFF · Background colour #000000
    • Defib Charge Rate: 5.0
  • REDUCE ROCKET DMG #5Permanent · Icon colour #FFFFFF · Background colour #000000
    • Damage Scale Multiplier: 0.1 · Affected Weapons: SMAW Rocket Launcher
  1. Event 1: Match Setup

    1. Add Event · Trigger: Match SetupCalled once at the start of every new match.
    2. Selection: All Players
    3. + Action Disable Fields · Value: 1
    4. + Action Disable Fields · Value: 2
    5. + Action Disable Fields · Value: 3
    6. + Action Apply Buff · Value: buff "REZ 1"
    7. + Action Apply Buff · Value: buff "REZ 2"
    8. + Action Apply Buff · Value: buff "REDUCE ROCKET DMG"
  2. Event 13: Global Variable Changed (ACTION)

    1. Add Event · Trigger: Global Variable Changed · Name: ACTION · Variable: TIMERCalled when the given global variable changes. Select which variable you want to monitor using the dropdown on the right.
    2. Selection: None
    3. + Condition Variable TIMER (Global) Equal 3
    4. + Action Enable Fields · Value: 3
    5. + Action Disable Fields · Value: 1
    6. + Action Disable Fields · Value: 2
    7. + Action Set Variable · Variable: TIMER · Value: 0
    8. + Else Case
      1. Selection: None
      2. + Condition Variable TIMER (Global) Equal 1
      3. + Action Disable Fields · Value: 3
      4. + Action Enable Fields · Value: 1
      5. + Action Disable Fields · Value: 3
      6. + Else Case
        1. Selection: None
        2. + Condition Variable TIMER (Global) Equal 2
        3. + Action Disable Fields · Value: 3
        4. + Action Disable Fields · Value: 1
        5. + Action Enable Fields · Value: 2

Version 3 · 1 map

As built in BACKROOMS.

  1. Event 3: Timer (TIMER MONSTER)

    1. Add Event · Trigger: Timer · Name: TIMER MONSTER · Interval: 5the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Enable Fields · Value: 1
    4. + Action Yield · Value: 1
    5. + Action Disable Fields · Value: 1
    6. + Action Enable Fields · Value: 2
    7. + Action Yield · Value: 1
    8. + Action Disable Fields · Value: 2
    9. + Action Enable Fields · Value: 3
    10. + Action Yield · Value: 1
    11. + Action Disable Fields · Value: 3
  2. Event 8: Timer (TIMER 2 big monster)

    1. Add Event · Trigger: Timer · Name: TIMER 2 big monster · Interval: 10the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Enable Fields · Value: 4
    4. + Action Yield · Value: 2
    5. + Action Disable Fields · Value: 4

Version 4 · 1 map

As built in GHOST SHIP.

  1. Event 6: Match Setup

    1. Add Event · Trigger: Match SetupCalled once at the start of every new match.
    2. Selection: None
    3. + Action Disable Fields · Value: 12
    4. + Action Disable Fields · Value: 13
    5. + Action Disable Fields · Value: 1
    6. + Action Disable Fields · Value: 2
    7. + Action Disable Fields · Value: 3
    8. + Action Disable Fields · Value: 4
    9. + Action Disable Fields · Value: 21
    10. + Action Disable Fields · Value: 22
    11. + Action Disable Fields · Value: 23
    12. + Action Disable Fields · Value: 24
    13. + Action Disable Fields · Value: 25
    14. + Action Disable Fields · Value: 6
    15. + Action Disable Fields · Value: 7
  2. Event 7: Timer (BAT ANI)

    1. Add Event · Trigger: Timer · Name: BAT ANI · Interval: 0the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Enable Fields · Value: 11
    4. + Action Disable Fields · Value: 12
    5. + Action Disable Fields · Value: 13
    6. + Action Disable Fields · Value: 14
    7. + Action Yield · Value: 0
    8. + Action Disable Fields · Value: 11
    9. + Action Enable Fields · Value: 12
    10. + Action Disable Fields · Value: 13
    11. + Action Disable Fields · Value: 14
    12. + Action Yield · Value: 0
    13. + Action Disable Fields · Value: 11
    14. + Action Disable Fields · Value: 12
    15. + Action Enable Fields · Value: 13
    16. + Action Disable Fields · Value: 14
    17. + Action Yield · Value: 0
    18. + Action Disable Fields · Value: 11
    19. + Action Disable Fields · Value: 12
    20. + Action Disable Fields · Value: 13
    21. + Action Enable Fields · Value: 14
    22. + Action Yield · Value: 0
    23. + Action Disable Fields · Value: 11
    24. + Action Disable Fields · Value: 12
    25. + Action Enable Fields · Value: 13
    26. + Action Disable Fields · Value: 14
    27. + Action Yield · Value: 0
    28. + Action Disable Fields · Value: 11
    29. + Action Enable Fields · Value: 12
    30. + Action Disable Fields · Value: 13
    31. + Action Disable Fields · Value: 14
    32. + Action Yield · Value: 0
  3. Event 10: Timer (GHOST ANI on ships)

    1. Add Event · Trigger: Timer · Name: GHOST ANI on ships · Interval: 0the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Enable Fields · Value: 1
    4. + Action Disable Fields · Value: 2
    5. + Action Yield · Value: 1
    6. + Action Disable Fields · Value: 1
    7. + Action Enable Fields · Value: 2
    8. + Action Yield · Value: 1
  4. Event 12: Timer (WAVE)

    1. Add Event · Trigger: Timer · Name: WAVE · Interval: 30the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Call Function · Function: "INCOMING WAVE" (Event 13)
    4. + Action Call Function · Function: "WARNING SOUND" (Event 14)
    5. + Action Yield · Value: 2
    6. + Action Enable Fields · Value: 21
    7. + Action Enable Fields · Value: 6
    8. + Action Call Function · Function: "WAVE SOUND" (Event 16)
    9. + Action Disable Fields · Value: 22
    10. + Action Disable Fields · Value: 23
    11. + Action Disable Fields · Value: 24
    12. + Action Disable Fields · Value: 25
    13. + Action Yield · Value: 1
    14. + Action Disable Fields · Value: 21
    15. + Action Enable Fields · Value: 22
    16. + Action Disable Fields · Value: 23
    17. + Action Disable Fields · Value: 24
    18. + Action Disable Fields · Value: 25
    19. + Action Yield · Value: 1
    20. + Action Disable Fields · Value: 21
    21. + Action Disable Fields · Value: 22
    22. + Action Enable Fields · Value: 23
    23. + Action Disable Fields · Value: 24
    24. + Action Disable Fields · Value: 25
    25. + Action Yield · Value: 1
    26. + Action Disable Fields · Value: 21
    27. + Action Disable Fields · Value: 22
    28. + Action Disable Fields · Value: 23
    29. + Action Enable Fields · Value: 24
    30. + Action Disable Fields · Value: 25
    31. + Action Yield · Value: 1
    32. + Action Disable Fields · Value: 21
    33. + Action Disable Fields · Value: 22
    34. + Action Disable Fields · Value: 23
    35. + Action Disable Fields · Value: 24
    36. + Action Enable Fields · Value: 25
    37. + Action Yield · Value: 1
    38. + Action Disable Fields · Value: 25
    39. + Action Enable Fields · Value: 7
    40. + Action Yield · Value: 5
    41. + Action Disable Fields · Value: 7
    42. + Action Yield · Value: 2
    43. + Action Disable Fields · Value: 6
  5. Event 13: Function (INCOMING WAVE)

    1. Add Event · Trigger: Function · Name: INCOMING WAVEThis event is a generic function and can be called via the "Call Global Function" action.
    2. Selection: All Players
    3. + Action Show Toast · Value: 0 · Message: INCOMING WAVE
  6. Event 14: Function (WARNING SOUND)

    1. Add Event · Trigger: Function · Name: WARNING SOUNDThis event is a generic function and can be called via the "Call Global Function" action.
    2. Selection: All Players
    3. + Action Play Sound · Value: sound #6the editor's sound list order is not recoverable from the game files
  7. Event 16: Function (WAVE SOUND)

    1. Add Event · Trigger: Function · Name: WAVE SOUNDThis event is a generic function and can be called via the "Call Global Function" action.
    2. Selection: All Players
    3. + Action Play Sound · Value: sound #15the editor's sound list order is not recoverable from the game files
  8. Event 17: Timer (GHOST ANI ON SIDES)

    1. Add Event · Trigger: Timer · Name: GHOST ANI ON SIDES · Interval: 0the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Enable Fields · Value: 3
    4. + Action Disable Fields · Value: 4
    5. + Action Yield · Value: 1
    6. + Action Disable Fields · Value: 3
    7. + Action Enable Fields · Value: 4
    8. + Action Yield · Value: 1

Version 5 · 1 map

As built in RISE OF THE DRAGON - GUN GAME.

  1. Event 5: Timer

    1. Add Event · Trigger: Timer · Interval: 0the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Enable Fields · Value: 1
    4. + Action Disable Fields · Value: 2
    5. + Action Disable Fields · Value: 3
    6. + Action Yield · Value: 1
    7. + Action Disable Fields · Value: 1
    8. + Action Enable Fields · Value: 2
    9. + Action Disable Fields · Value: 3
    10. + Action Yield · Value: 1
    11. + Action Enable Fields · Value: 3
    12. + Action Disable Fields · Value: 1
    13. + Action Disable Fields · Value: 2
    14. + Action Yield · Value: 1
  2. Event 6: Match Setup

    1. Add Event · Trigger: Match SetupCalled once at the start of every new match.
    2. Selection: None
    3. + Action Disable Fields · Value: 1
    4. + Action Disable Fields · Value: 2
    5. + Action Disable Fields · Value: 3
    6. + Action Disable Fields · Value: 9
  3. Event 9: Trigger Function

    1. Add Event · Trigger: Trigger FunctionFunction that can be called by a trigger object, such as a flight ring. The source object refers the player who initiated the interaction.Source object: Triggering Player
    2. Selection: Triggering Player
    3. + Action Disable Fields · Value: 10
    4. + Action Enable Fields · Value: 9
    5. + Action Enable Fields · Value: 8
    6. + Action Yield · Value: 1
    7. + Action Disable Fields · Value: 8
    8. + Action Disable Fields · Value: 9
    9. + Action Yield · Value: 10
    10. + Action Enable Fields · Value: 8

Version 6 · 1 map

As built in SHOWDOWN.

Create these first:

Variables

NameScopeTypeDefault ValueReset Each Round
PLAYER 1GlobalObject (Player)0No
PLAYER 2GlobalObject (Player)0No
TGR CD TIMERGlobalNumber-1No
TGR CD TIMER SWGlobalNumber0No
DB SWGlobalNumber0No
GIVE BUFF SWGlobalNumber0No
RM XRAY PLYRGlobalNumber0No
RM BUFF STARTGlobalNumber0No
START SWGlobalNumber0No
PLYR 1 swGlobalNumber0No
PLYR 2 swGlobalNumber0No

Buffs

Effect values are listed per stack ("Value at 1-Stack / 2-Stack ...").

  • XRAY #1Permanent · Icon colour #FFFFFF · Background colour #000000
    • X-Ray Vision (see enemy outlines): 0.0
    • Add Additional Buff Effect · Silence (mute footsteps and flight audio): 0.0
  1. Event 1: Function (RESET GLOBAL)

    1. Add Event · Trigger: Function · Name: RESET GLOBALThis event is a generic function and can be called via the "Call Global Function" action.
    2. Selection: None
    3. + Action Set Variable · Variable: TGR CD TIMER SW · Value: 0
    4. + Action Set Variable · Variable: PLAYER 1 · Value: Variable Null (Global)
    5. + Action Set Variable · Variable: PLAYER 2 · Value: Variable Null (Global)
    6. + Action Set Variable · Variable: DB SW · Value: 1
    7. + Action Set Variable · Variable: GIVE BUFF SW · Value: 0
    8. + Action Set Variable · Variable: RM XRAY PLYR · Value: 0
    9. + Action Set Variable · Variable: RM BUFF START · Value: 0
    10. + Action Set Variable · Variable: TGR CD TIMER · Value: -1
  2. Event 3: Trigger Function (PLYR 1 TRIGGER)

    1. Add Event · Trigger: Trigger Function · Name: PLYR 1 TRIGGERFunction that can be called by a trigger object, such as a flight ring. The source object refers the player who initiated the interaction.Source object: Triggering Player
    2. Selection: Triggering Player
    3. + Condition Variable PLAYER 1.Object (Global) Equals Variable Null (Global)
    4. + Action Set Variable · Variable: PLAYER 1 · Value: Variable Object (Selected Object)
    5. + Action Remove Buff · Value: buff "XRAY"
    6. + Action Enable Fields · Value: 1
    7. + Action Set Variable · Variable: PLYR 1 sw · Value: 1
    8. + Action Give Player Item · Items: Resources · Value: 6
    9. + Else Case
      1. Selection: Triggering Player
      2. + Condition Variable Object (Triggering Player) Not Equal Variable PLAYER 1.Object (Global)
      3. + Action Teleport Player · Value: 1
  3. Event 4: Trigger Function (PLYR 2 TRIGGER)

    1. Add Event · Trigger: Trigger Function · Name: PLYR 2 TRIGGERFunction that can be called by a trigger object, such as a flight ring. The source object refers the player who initiated the interaction.Source object: Triggering Player
    2. Selection: Triggering Player
    3. + Condition Variable PLAYER 2.Object (Global) Equals Variable Null (Global)
    4. + Action Set Variable · Variable: PLAYER 2 · Value: Variable Object (Selected Object)
    5. + Action Remove Buff · Value: buff "XRAY"
    6. + Action Enable Fields · Value: 2
    7. + Action Set Variable · Variable: PLYR 2 sw · Value: 1
    8. + Action Give Player Item · Items: Resources · Value: 6
    9. + Else Case
      1. Selection: Triggering Player
      2. + Condition Variable Object (Triggering Player) Not Equal Variable PLAYER 2.Object (Global)
      3. + Action Teleport Player · Value: 2
  4. Event 6: Match Setup

    1. Add Event · Trigger: Match SetupCalled once at the start of every new match.
    2. Selection: None
    3. + Action Set Variable · Variable: PLAYER 1 · Value: Variable Null (Global)
    4. + Action Set Variable · Variable: PLAYER 2 · Value: Variable Null (Global)
    5. + Action Disable Fields · Value: 25
    6. + Action Call Function · Function: "RESET GLOBAL" (Event 1)
    7. + Action Call Function · Function: "RESET VAR" (Event 19)
    8. + Action Disable Fields · Value: 1
    9. + Action Disable Fields · Value: 2
  5. Event 8: Kill Enemy

    1. Add Event · Trigger: Kill EnemyCalled when a player kills an enemy player.Source object: Killer · Target object: Victim
    2. Selection: All Players
    3. + Action Remove Buff · Value: buff "XRAY"
    4. + Action Enable Fields · Value: 3
    5. + Action Disable Fields · Value: 1
    6. + Action Disable Fields · Value: 2
    7. + Action Set Variable · Variable: START SW · Value: 0
    8. + Action Remove Player Item · Items: Resources · Value: 9999
  6. Event 9: Trigger Function (STARTTRIGGER)

    1. Add Event · Trigger: Trigger Function · Name: STARTTRIGGERFunction that can be called by a trigger object, such as a flight ring. The source object refers the player who initiated the interaction.Source object: Triggering Player
    2. Selection: Triggering Player
    3. + Condition Variable PLAYER 1.Object (Global) Not Equal Variable Null (Global)
    4. + Condition AND Variable PLAYER 2.Object (Global) Not Equal Variable Null (Global)
    5. + Action Disable Fields · Value: 3
    6. + Action Set Variable · Variable: START SW · Value: 1
  7. Event 10: Global Variable Changed (BEGIN)

    1. Add Event · Trigger: Global Variable Changed · Name: BEGIN · Variable: START SWCalled when the given global variable changes. Select which variable you want to monitor using the dropdown on the right.
    2. Selection: None
    3. + Condition Variable START SW (Global) Equal 1
    4. + Action Enable Fields · Value: 1
    5. + Action Enable Fields · Value: 2
    6. + Action Disable Fields · Value: 3
    7. + Else Case
      1. Selection: None
      2. + Condition Variable START SW (Global) Equal 0
      3. + Action Enable Fields · Value: 3
      4. + Action Disable Fields · Value: 1
      5. + Action Disable Fields · Value: 2
  8. Event 17: Trigger Function (RESER TRIG)

    1. Add Event · Trigger: Trigger Function · Name: RESER TRIGFunction that can be called by a trigger object, such as a flight ring. The source object refers the player who initiated the interaction.Source object: Triggering Player
    2. Selection: Triggering Player
    3. + Action Set Variable · Variable: PLAYER 1 · Value: Variable Null (Global)
    4. + Action Set Variable · Variable: PLAYER 2 · Value: Variable Null (Global)
    5. + Action Call Function · Function: "RESET VAR" (Event 19)
    6. + Action Call Player Function · Function: "RESET plyr" (Event 18)
    7. + Action Call Function · Function: "RESET GLOBAL" (Event 1)
    8. + Action Disable Fields · Value: 1
    9. + Action Disable Fields · Value: 2
    10. + Action Enable Fields · Value: 3
  9. Event 18: Player Function (RESET plyr)

    1. Add Event · Trigger: Player Function · Name: RESET plyr · Variable: PlayerScoreThis event is a function tied to a specific player and can be called via the "Call Player Function" action.Source object: Player
    2. Selection: All Players
    3. + Action Respawn Player
    4. + Action Remove Player Item · Items: Resources · Value: 99999
  10. Event 19: Function (RESET VAR)

    1. Add Event · Trigger: Function · Name: RESET VAR · Variable: PLAYER 1This event is a generic function and can be called via the "Call Global Function" action.
    2. Selection: None
    3. + Action Set Variable · Variable: TGR CD TIMER SW · Value: 0
    4. + Action Set Variable · Variable: TGR CD TIMER · Value: -1
    5. + Action Set Variable · Variable: GIVE BUFF SW · Value: 0
  11. Event 21: Kill Enemy

    1. Add Event · Trigger: Kill EnemyCalled when a player kills an enemy player.Source object: Killer · Target object: Victim
    2. Selection: Killer
    3. + Action Add Score · Value: 1
    4. + Action Respawn Player
    5. + Action Enable Fields · Value: 3
    6. + Action Disable Fields · Value: 1
    7. + Action Disable Fields · Value: 2
    8. + Action Set Variable · Variable: START SW · Value: 0

Seen in