POP1 MAP ARCHIVEby CrosseyedSensei

Rewards for kills

A kill gives the killer something beyond score: items, buffs, a role or a counter.

13 of 126 maps with captured rules use it.

Events to build

12 versions across 13 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 · 2 maps

As built in CROSSES, MIRAGE.

  1. Event 2: Kill Enemy

    1. Add Event · Trigger: Kill EnemyCalled when a player kills an enemy player.Source object: Killer · Target object: VictimStored event value 1 (no editor field found for it).
    2. Selection: Killer
    3. + Action Give Player Item · Items: Gem Bars, Resources · Value: 25

Version 2 · 1 map

As built in 5 LEVELS.

Create these first:

Variables

NameScopeTypeDefault ValueReset Each Round
KSIndividualNumber0No
KS RECORDIndividualNumber0No

Buffs

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

  • 3 KILLSTREAK #0 YOU HAVE ACHIEVED A KILLSTREAK OF 3Permanent · Notify · Remove On Death · Icon: E-Icon-Health · Icon colour #FFFFFF · Background colour #000000
    • Health Regeneration (per second): 3.0
    • Add Additional Buff Effect · Shield Regeneration (per second): 3.0
  • 5 KILLSTREAK #1 YOU HAVE ACHIEVED A KILLSTREAK OF 10Permanent · Notify · Remove On Death · Icon: E-Icon-Health · Icon colour #FFFFFF · Background colour #000000
    • Health Regeneration (per second): 5.0
    • Add Additional Buff Effect · Shield Regeneration (per second): 5.0
  1. Event 4: Kill Enemy (KILLSTREAK)

    1. Add Event · Trigger: Kill Enemy · Name: KILLSTREAKCalled when a player kills an enemy player.Source object: Killer · Target object: Victim
    2. Selection: Killer
    3. + Action Add Variable · Variable: KS · Value: 1
    4. + Group
      1. Selection: Killer
      2. Comment: 3 KS
      3. + Condition Variable KS (Killer) Equal 3
      4. + Action Play Sound · Value: sound #6the editor's sound list order is not recoverable from the game files
      5. + Action Apply Buff · Value: buff "3 KILLSTREAK"
    5. + Group
      1. Selection: Killer
      2. Comment: 5 KS
      3. + Condition Variable KS (Killer) Equal 5
      4. + Action Play Sound · Value: sound #6the editor's sound list order is not recoverable from the game files
      5. + Action Remove Buff · Value: buff "3 KILLSTREAK"
      6. + Action Apply Buff · Value: buff "5 KILLSTREAK"
    6. + Group
      1. Selection: Killer
      2. Comment: RECORD
      3. + Condition Variable KS (Killer) Greater Than Variable KS RECORD (Killer)
      4. + Action Set Variable · Variable: KS RECORD · Value: Variable KS (Killer)

Version 3 · 1 map

As built in CHAOS OITC MAGNUM.

Create these first:

Variables

NameScopeTypeDefault ValueReset Each Round
AMMOIndividualNumber0No

Roles

  • 1 round #1000Max Health 100 · Max Armor 100 · Starting Armor % 100 · Speed Mod % 100 · Fling Mod % 100Gear: .357 Magnum x1; Cyberblade x0; Frag Grenade x0Perks: DisableGrabLoot
  • 2 round #1001Max Health 100 · Max Armor 100 · Starting Armor % 100 · Speed Mod % 100 · Fling Mod % 100Gear: .357 Magnum x2; Cyberblade x0; Frag Grenade x0Perks: DisableGrabLoot
  • 3 round #1002Max Health 100 · Max Armor 100 · Starting Armor % 100 · Speed Mod % 100 · Fling Mod % 100Gear: .357 Magnum x3; Cyberblade x0; Frag Grenade x0Perks: DisableGrabLoot
  • 4 round #1003Max Health 100 · Max Armor 100 · Starting Armor % 100 · Speed Mod % 100 · Fling Mod % 100Gear: .357 Magnum x4; Cyberblade x0; Frag Grenade x0Perks: DisableGrabLoot
  • 5 round #1004Max Health 100 · Max Armor 100 · Starting Armor % 100 · Speed Mod % 100 · Fling Mod % 100Gear: .357 Magnum x5; Cyberblade x0; Frag Grenade x0
  • 6 round #1005Max Health 100 · Max Armor 100 · Starting Armor % 0 · Speed Mod % 100 · Fling Mod % 100Gear: .357 Magnum x6; Cyberblade x0; Frag Grenade x0
  • ROUND 7 #1006Max Health 100 · Max Armor 100 · Starting Armor % 0 · Speed Mod % 170 · Fling Mod % 100Gear: .357 Magnum x7; Cyberblade x0; Frag Grenade x0
  1. 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. + Action Add Score · Value: 1
    4. + Action Add Variable · Variable: AMMO · Value: 1
    5. + Group
      1. Selection: Selected Object
      2. Comment: 1 ammo
      3. + Condition Variable AMMO (Selected Object) Equal 1
      4. + Action Set Role · Value: role "1 round"
    6. + Group
      1. Selection: Selected Object
      2. Comment: 2 ammo
      3. + Condition Variable AMMO (Selected Object) Equal 2
      4. + Action Set Role · Value: role "2 round"
    7. + Group
      1. Selection: Selected Object
      2. Comment: 3 round
      3. + Condition Variable AMMO (Selected Object) Equal 3
      4. + Action Set Role · Value: role "3 round"
    8. + Group
      1. Selection: Selected Object
      2. Comment: 4 round
      3. + Condition Variable AMMO (Selected Object) Equal 4
      4. + Action Set Role · Value: role "4 round"
    9. + Group
      1. Selection: Selected Object
      2. Comment: 5 round
      3. + Condition Variable AMMO (Selected Object) Greater Than or Equal 5
      4. + Action Set Role · Value: role "5 round"
    10. + Group
      1. Selection: Selected Object
      2. Comment: 6 round
      3. + Condition Variable AMMO (Selected Object) Greater Than or Equal 6
      4. + Action Set Role · Value: role "6 round"
    11. + Group
      1. Selection: Selected Object
      2. Comment: ROUND 7
      3. + Condition Variable AMMO (Selected Object) Greater Than or Equal 7
      4. + Action Set Role · Value: role "ROUND 7"

Version 4 · 1 map

As built in NARROWS CTF.

Create these first:

Variables

NameScopeTypeDefault ValueReset Each Round
KILL STREAKIndividualNumber0No
CARRIERIndividualNumber0No
CARRIER KILL SBIndividualNumber0No

Buffs

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

  • ENEMIES SEE YOU NOW #0 30SEC XRAY VISION FOR ENEMIES AGAINST YOUDuration: 120.0 s · Notify · Remove On Death · Icon: E-Icon-Crosshair · Icon colour #224677 · Background colour #255322
    • Visible to Enemies (enemies see your outline): 0.0
  1. Event 2: Kill Enemy (LONGEST KILL STREAK)

    1. Add Event · Trigger: Kill Enemy · Name: LONGEST KILL STREAKCalled when a player kills an enemy player.Source object: Killer · Target object: Victim
    2. Selection: Killer
    3. + Action Add Variable · Variable: KILL STREAK · Value: 1
    4. + Group
      1. Selection: Victim
      2. Comment: END KILL STREAK
      3. + Action Set Variable · Variable: KILL STREAK · Value: 0
    5. + Group
      1. Selection: Killer
      2. Comment: 3 KILL STREAK
      3. + Condition Variable KILL STREAK (Killer) Equal 3
      4. + Action Show Toast · Value: 0 · Message: 3 KILL STREAK
      5. + Action Play Sound · Value: sound #10the editor's sound list order is not recoverable from the game files
      6. + Action Give Player Item · Items: Shield Soda · Value: 1
      7. + Action Yield · Value: 1
      8. + Action Show Toast · Value: 0 · Message: REWARD SODA IN YOUR BACKPACK.
    6. + Group
      1. Selection: Killer
      2. Comment: 5 KILL STREAK
      3. + Condition Variable KILL STREAK (Killer) Equal 5
      4. + Action Show Toast · Value: 0 · Message: 5 KILL STREAK
      5. + Action Play Sound · Value: sound #10the editor's sound list order is not recoverable from the game files
      6. + Action Give Player Item · Items: Shield Soda · Value: 2
      7. + Action Yield · Value: 1
      8. + Action Show Toast · Value: 0 · Message: REWARD SODA IN YOUR BACKPACK
    7. + Group
      1. Selection: Killer
      2. Comment: 10 KILL STREAK
      3. + Condition Variable KILL STREAK (Killer) Equal 10
      4. + Action Show Toast · Value: 0 · Message: 10 KILL STREAK!!!!
      5. + Action Play Sound · Value: sound #8the editor's sound list order is not recoverable from the game files
      6. + Action Apply Buff · Value: buff "ENEMIES SEE YOU NOW"
  2. Event 7: Kill Enemy (KILL FLAG CARRIER)

    1. Add Event · Trigger: Kill Enemy · Name: KILL FLAG CARRIERCalled when a player kills an enemy player.Source object: Killer · Target object: Victim
    2. Selection: Killer
    3. + Condition Variable CARRIER (Victim) Equal 1
    4. + Action Add Variable · Variable: CARRIER KILL SB · Value: 1
    5. + Group
      1. Selection: Victim
      2. Comment: NON CARRIER KILL
      3. + Condition Variable CARRIER (Victim) Less Than 1
      4. + Action Add Variable · Variable: CARRIER KILL SB · Value: 0

Version 5 · 1 map

As built in OITC OLD WEST CEMETARY.

Create these first:

Variables

NameScopeTypeDefault ValueReset Each Round
AMMOIndividualNumber0No

Roles

  • 1 round #1000Max Health 100 · Max Armor 100 · Starting Armor % 100 · Speed Mod % 100 · Fling Mod % 100Gear: 1911 x1; Knife x0Perks: DisableGrabLoot
  • 2 round #1001Max Health 100 · Max Armor 100 · Starting Armor % 100 · Speed Mod % 100 · Fling Mod % 100Gear: 1911 x2; Knife x0Perks: DisableGrabLoot
  • 3 round #1002Max Health 100 · Max Armor 100 · Starting Armor % 100 · Speed Mod % 100 · Fling Mod % 100Gear: 1911 x3; Knife x0Perks: DisableGrabLoot
  • 4 round #1003Max Health 100 · Max Armor 100 · Starting Armor % 100 · Speed Mod % 100 · Fling Mod % 100Gear: 1911 x4; Knife x0Perks: DisableGrabLoot
  • 5 round #1004Max Health 100 · Max Armor 100 · Starting Armor % 100 · Speed Mod % 100 · Fling Mod % 100Gear: 1911 x5; Knife x0
  1. 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. + Action Add Score · Value: 1
    4. + Action Add Variable · Variable: AMMO · Value: 1
    5. + Group
      1. Selection: Selected Object
      2. Comment: 1 ammo
      3. + Condition Variable AMMO (Selected Object) Equal 1
      4. + Action Set Role · Value: role "1 round"
    6. + Group
      1. Selection: Selected Object
      2. Comment: 2 ammo
      3. + Condition Variable AMMO (Selected Object) Equal 2
      4. + Action Set Role · Value: role "2 round"
    7. + Group
      1. Selection: Selected Object
      2. Comment: 3 round
      3. + Condition Variable AMMO (Selected Object) Equal 3
      4. + Action Set Role · Value: role "3 round"
    8. + Group
      1. Selection: Selected Object
      2. Comment: 4 round
      3. + Condition Variable AMMO (Selected Object) Equal 4
      4. + Action Set Role · Value: role "4 round"
    9. + Group
      1. Selection: Selected Object
      2. Comment: 5 round
      3. + Condition Variable AMMO (Selected Object) Greater Than or Equal 5
      4. + Action Set Role · Value: role "5 round"

Version 6 · 1 map

As built in Phoenix.

  1. Event 1: Kill Enemy (PLAYER DROPS)

    1. Add Event · Trigger: Kill Enemy · Name: PLAYER DROPSCalled when a player kills an enemy player.Source object: Killer · Target object: Victim
    2. Selection: Killer
    3. + Condition Variable Role (Selected Object) Equal role "TANK"
    4. + Action Spawn Loot For Player · Items: Resources · Value: 0
    5. + Else Case
      1. Selection: Killer
      2. + Condition Variable Role (Selected Object) Equal role "MEDIC"
      3. + Action Spawn Loot For Player · Items: Shield Shaker · Value: 0

Version 7 · 1 map

As built in POWERSTATION.

  1. 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)
  2. 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 8 · 1 map

As built in RISE OF THE DRAGON - GUN GAME.

  1. 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)
  2. 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)

4 more versions, in SHARP OBJECTS, SHOWDOWN, SUNFLOWER CITY, TRAIN [RMX]. Open a map's recipe to see them.

Seen in