POP1 MAP ARCHIVEby CrosseyedSensei

Reusable functions

Player, Team and Global Function events that other actions call by name.

8 of 126 maps with captured rules use it.

Events to build

8 versions across 8 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 · 1 map

As built in CROSSES.

  1. Event 5: Player Function (RED GUNS)

    1. Add Event · Trigger: Player Function · Name: RED GUNSThis event is a function tied to a specific player and can be called via the "Call Player Function" action.Source object: Player
    2. Selection: Player
    3. + Action Spawn Loot From List · Items: AKM, 1911, CX4, .357 Magnum, M1014, UMP, S85, MK18, Px4, DT11, MP5, P90, AWP, M60, Matadors, RFB, FAL, Uzis, Silenced MP9, Tec9, SPR, SMAW Rocket Launcher · Value: 5
  2. Event 6: Collect Item

    1. Add Event · Trigger: Collect ItemCalled when a player picks up a loot item.Source object: Collecting Player
    2. Selection: Collecting Player
    3. + Condition OR Variable Item ID (Event) Equal Gem Bars (item 73)
    4. Each condition stores its own AND/OR operator, shown on its line. The editor shows one operator button between each pair of conditions.
    5. + Action Call Player Function · Function: "RED GUNS" (Event 5)
    6. + Else Case
      1. Selection: Collecting Player
      2. + Condition Variable Item ID (Event) Equal Resources (item 37)
      3. + Action Call Player Function · Function: event id 15no Player Function event with this id

Version 2 · 1 map

As built in GHOST SHIP.

  1. Event 9: Function (SOUND boo)

    1. Add Event · Trigger: Function · Name: SOUND booThis 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 #23the editor's sound list order is not recoverable from the game files
  2. Event 11: Timer (BOO)

    1. Add Event · Trigger: Timer · Name: BOO · Interval: 60the 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: "SOUND boo" (Event 9)
    4. + Action Yield · Value: 1
    5. + Action Call Function · Function: "SOUND boo" (Event 9)
  3. 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
  4. 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
  5. 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
  6. 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

Version 3 · 1 map

As built in MIRAGE.

  1. Event 6: Player Function (RED GUNS)

    1. Add Event · Trigger: Player Function · Name: RED GUNSThis event is a function tied to a specific player and can be called via the "Call Player Function" action.Source object: Player
    2. Selection: Player
    3. + Action Spawn Loot From List · Items: AKM, 1911, CX4, .357 Magnum, M1014, UMP, S85, MK18, Px4, DT11, MP5, P90, AWP, M60, Matadors, RFB, FAL, Uzis, Silenced MP9, Tec9, SPR, SMAW Rocket Launcher · Value: 5
  2. Event 7: Player Function (PURPLE GUNS)

    1. Add Event · Trigger: Player Function · Name: PURPLE GUNSThis event is a function tied to a specific player and can be called via the "Call Player Function" action.Source object: Player
    2. Selection: Player
    3. + Action Spawn Loot From List · Items: 1911, AKM, CX4, .357 Magnum, M1014, UMP, S85, MK18, Px4, DT11, MP5, P90, AWP, M60, Matadors, RFB, FAL, Uzis, Silenced MP9, Tec9, SPR, SMAW Rocket Launcher · Value: 3
  3. Event 8: Collect Item

    1. Add Event · Trigger: Collect ItemCalled when a player picks up a loot item.Source object: Collecting Player
    2. Selection: Collecting Player
    3. + Condition OR Variable Item ID (Event) Equal Gem Bars (item 73)
    4. Each condition stores its own AND/OR operator, shown on its line. The editor shows one operator button between each pair of conditions.
    5. + Action Call Player Function · Function: "RED GUNS" (Event 6)
    6. + Else Case
      1. Selection: Collecting Player
      2. + Condition Variable Item ID (Event) Equal Resources (item 37)
      3. + Action Call Player Function · Function: "PURPLE GUNS" (Event 7)

Version 4 · 1 map

As built in POWERSTATION.

  1. Event 1: Match Setup (0: Match Setup)

    1. Add Event · Trigger: Match Setup · Name: 0: Match SetupCalled once at the start of every new match.
    2. Selection: All Players
    3. + Action Yield · Value: 7
    4. + Action Call Player Function · Function: "SET WEAPON" (Event 4)
  2. Event 2: 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. + Condition Variable Weapon Used (Event) Equal Variable Current Weapon (Killer)
    4. + Action Add Score · Value: 1
    5. + Action Call Player Function · Function: "SET WEAPON" (Event 4)
  3. Event 3: Player Joined

    1. Add Event · Trigger: Player JoinedCalled when a player joins an in-progress match. This is useful if you need to assign teams or roles to new players.Source object: Joining Player
    2. Selection: Joining Player
    3. + Action Call Player Function · Function: "SET WEAPON" (Event 4)
  4. Event 4: Player Function (SET WEAPON)

    1. Add Event · Trigger: Player Function · Name: SET WEAPONThis event is a function tied to a specific player and can be called via the "Call Player Function" action.Source object: Player
    2. Selection: Player
    3. + Action Set Weapon by Value · Items: AKM, MP5, MK18, P90, 1911, M1014, AWP, Uzis, M60, Tec9, S85, Px4, RFB, FAL, Silenced MP9, Matadors, SPR, AWP, Tec9, Cyberblade · Value: Variable Score (Selected Object)

Version 5 · 1 map

As built in RISE OF THE DRAGON - GUN GAME.

Create these first:

Buffs

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

  • X-RAY #0Duration: 5.0 s · Notify · Icon colour #FFFFFF · Background colour #000000
    • X-Ray Vision (see enemy outlines): 0.0
  1. Event 1: Match Setup (0: Match Setup)

    1. Add Event · Trigger: Match Setup · Name: 0: Match SetupCalled once at the start of every new match.
    2. Selection: All Players
    3. + Action Yield · Value: 7
    4. + Action Call Player Function · Function: "SET WEAPON" (Event 4)
  2. Event 2: 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. + Condition Variable Weapon Used (Event) Equal Variable Current Weapon (Killer)
    4. + Action Add Score · Value: 1
    5. + Action Call Player Function · Function: "SET WEAPON" (Event 4)
  3. Event 3: Player Joined

    1. Add Event · Trigger: Player JoinedCalled when a player joins an in-progress match. This is useful if you need to assign teams or roles to new players.Source object: Joining Player
    2. Selection: Joining Player
    3. + Action Call Player Function · Function: "SET WEAPON" (Event 4)
  4. Event 4: Player Function (SET WEAPON)

    1. Add Event · Trigger: Player Function · Name: SET WEAPONThis event is a function tied to a specific player and can be called via the "Call Player Function" action.Source object: Player
    2. Selection: Player
    3. + Action Set Weapon by Value · Items: 1911, .357 Magnum, Px4, Tec9, SMAW Rocket Launcher, Matadors, DT11, M1014, AKM, SMAW Rocket Launcher, CX4, UMP, MK18, MP5, SMAW Rocket Launcher, M60, RFB, Silenced MP9, P90, SMAW Rocket Launcher, FAL, S85, SPR, AWP, SMAW Rocket Launcher, Katana · Value: Variable Score (Selected Object)
  5. Event 7: Timer

    1. Add Event · Trigger: Timer · 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: All Players
    3. + Action Call Function · Function: "X-RAY" (Event 8)
  6. Event 8: Function (X-RAY)

    1. Add Event · Trigger: Function · Name: X-RAYThis event is a generic function and can be called via the "Call Global Function" action.
    2. Selection: All Players
    3. + Action Apply Buff · Value: buff "X-RAY"
    4. + Action Play Sound · Value: sound #10the editor's sound list order is not recoverable from the game files

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
  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 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
  3. 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
  4. 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
  5. 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
  6. Event 20: Player Revived

    1. Add Event · Trigger: Player RevivedCalled when a player is revived.Source object: Reviving Player · Target object: Revived Player
    2. Selection: Revived Player
    3. + Action Call Function · Function: "RESET VAR" (Event 19)
    4. + Action Call Function · Function: "RESET GLOBAL" (Event 1)
    5. + Action Remove Player Item · Items: Resources · Value: 999

Version 7 · 1 map

As built in SUNFLOWER CITY.

  1. Event 1: 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. + Condition Variable Weapon Used (Event) Equal Variable Current Weapon (Selected Object)
    4. + Action Add Score · Value: 1
    5. + Action Call Player Function · Function: "SET WEAPON" (Event 3)
  2. Event 3: Player Function (SET WEAPON)

    1. Add Event · Trigger: Player Function · Name: SET WEAPONThis event is a function tied to a specific player and can be called via the "Call Player Function" action.Source object: Player
    2. Selection: Player
    3. + Action Set Weapon by Value · Items: Px4, 1911, Tec9, .357 Magnum, UMP, Uzis, Silenced MP9, P90, CX4, AKM, MK18, MP5, M60, RFB, Matadors, M1014, DT11, FAL, SPR, AWP, S85, SMAW Rocket Launcher, Katana, Knife · Value: Variable Score (Selected Object)
  3. Event 4: Match Setup (MATCH SETUP)

    1. Add Event · Trigger: Match Setup · Name: MATCH SETUPCalled once at the start of every new match.
    2. Selection: All Players
    3. + Action Yield · Value: 7
    4. + Action Call Player Function · Function: "SET WEAPON" (Event 3)
  4. Event 5: Player Joined (PLAYER JOINED)

    1. Add Event · Trigger: Player Joined · Name: PLAYER JOINEDCalled when a player joins an in-progress match. This is useful if you need to assign teams or roles to new players.Source object: Joining Player
    2. Selection: Joining Player
    3. + Action Call Player Function · Function: "SET WEAPON" (Event 3)

Version 8 · 1 map

As built in TRAIN [RMX].

Create these first:

Buffs

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

  • GUN GAME #2 MOVEMENT SPEED 140%Permanent · Notify · Icon: E-Icon-Timer · Icon colour #008000 · Background colour #000000
    • Movement Speed Multiplier: 1.4
  1. Event 1: Match Setup (0: Match Setup)

    1. Add Event · Trigger: Match Setup · Name: 0: Match SetupCalled once at the start of every new match.
    2. Selection: All Players
    3. + Action Apply Buff · Value: buff "GUN GAME"
    4. + Action Yield · Value: 7
    5. + Action Call Player Function · Function: "SET WEAPON" (Event 4)
    6. + Action Show Toast · Value: 0 · Message: GUN GAME
    7. + Group
      1. Selection: All Players
      2. Comment: GIVE BUILDS at begining
      3. + Action Give Player Item · Items: Resources · Value: 24
  2. Event 2: 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. + Condition Variable Weapon Used (Event) Equal Variable Current Weapon (Killer)
    4. + Action Add Score · Value: 1
    5. + Action Call Player Function · Function: "SET WEAPON" (Event 4)
    6. + Action Give Player Item · Items: Resources · Value: 24
  3. Event 3: Player Joined

    1. Add Event · Trigger: Player JoinedCalled when a player joins an in-progress match. This is useful if you need to assign teams or roles to new players.Source object: Joining Player
    2. Selection: Joining Player
    3. + Action Call Player Function · Function: "SET WEAPON" (Event 4)
    4. + Action Apply Buff · Value: buff "GUN GAME"
  4. Event 4: Player Function (SET WEAPON)

    1. Add Event · Trigger: Player Function · Name: SET WEAPONThis event is a function tied to a specific player and can be called via the "Call Player Function" action.Source object: Player
    2. Selection: Player
    3. + Action Set Weapon by Value · Items: Px4, 1911, .357 Magnum, Tec9, UMP, Uzis, Silenced MP9, P90, MP5, CX4, MK18, FAL, RFB, AKM, M60, Matadors, M1014, DT11, S85, SPR, AWP, SMAW Rocket Launcher, Cyberblade, Knife · Value: Variable Score (Selected Object)

Seen in