ALFA
aglae_souzaEverything the creator set in the rules editor, as steps you can repeat in your own map. Rules name “elimination”, mode Elimination.
Recipes this map uses
Settings to set
Every setting that differs from the game's default rules, so set all of these. "Default" is the game's own Battle Royale rules preset (rules named “battleroyale”, captured on EVOLVING MAP by BigBox VR, STATMASTER CLASSIC by Soulsmight). A setting those captures disagree on has no known default and is always listed. A slider may show a scale such as 1.35 as 135%. Names are the game's settings menu labels; where the game has none the field name is shown.
- Game Type
- DeathMatch
- default: BRRules
- Team Type
- Halves
- default: Squads
- Squad Size
- 9
- default: 3
- Winning Score
- 1
- default: 0
- Respawn Time
- 11.0
- default: 0.0
- Auto respawn min time
- 10.0
- default: 0.0
- Revive Spawn Item
- UMP
- default: Knife
- Ghost Speed
- 1.5
- no default known
- Shield Regen Chunk
- 4
- default: 2
- Damage Modifier
- 2.65
- default: 1.0
- Movement Speed
- 1.5
- default: 1.0
- Fling Multiplier
- 1.8
- default: 1.0
- Restrict Winner Loadouts
- On
- default: Off
- Starting Builds
- 10
- default: 0
- Starting Backpacks
- 3
- default: 0
- Additional gear
- Knife
- default: None
- Unlimited Ammo
- On
- default: Off
- Ammo Scale
- 5.0
- default: 1.0
- Weapon Ammo Scale
- 2.0
- default: 0.25
- Ammo Limit Scale
- 2.0
- no default known
- Loot Respawn Time
- 40.0
- default: 0.0
- In World Loot
- Blocked: Excalibur, Gem Bars, Backpack Upgrade
- no default known
- Loadout loot filter
- Blocked: Katana, Excalibur, Harmonica
- default: Blocked: Katana, Excalibur, Harmonica, MG338, Gem Bars
- Voice chat mode
- Open
- default: Team
- Zone Movement Speed
- 1.1
- no default known
- Zone Hold Length
- 1.0
- no default known
- Zone Damage
- 1.0
- no default known
- Flight distance from zone
- 0.9
- default: 0.8
- Loot drop frequency
- 0
- default: 3
- Show loot drop preview
- On
- default: Off
- Despawn player drops time
- 30.0
- default: 0.0
The other 62 settings (same as the default)
- Time Limit (Seconds)
- -1.0 (no limit)
- Multi Round Game
- Off
- Rounds to Win
- 0
- Death Behavior
- Eliminate
- Allow Revive
- On
- Revive Enemies
- Off
- Downed Enemies Visible
- Off
- Bleed Out Time
- 0.0
- Health After Revive
- 1.0
- Armor After Revive
- 0.0
- Max downed health
- 200
- Starting Health
- 1.0
- Starting Armor
- 0.0
- Max health
- 100
- Max shield
- 100
- Health Regen
- 1.0
- Shield Regen
- 0.0
- Health Regen Chunk
- 10
- Friendly Fire
- Off
- PvP
- On
- Gravity
- 1.0
- Fall Damage
- 1.0
- Flying
- On
- Climbing
- On
- Use Loadouts
- Off
- Loadout Select Time
- 8.0
- Starting Inventory Ammo
- 1
- Player Drops
- On
- Drop Shield on Death
- On
- Consume at Full Health
- Off
- Maximum Player Buffs
- 4
- Show All Nametags
- Off
- Hide Kill Feed
- Off
- Hide scores
- Off
- Lock Team Selection
- Off
- Allow One Team
- Off
- Use Gem Hud
- Off
- Currency Held On Death
- 0.6
- Dropped Currency Lost
- 0.0
- Zone Behavior
- default
- Override Zone Height
- Off
- Opposing Spawn Towers
- 0.0
- Pod Fuel Limit
- 1.0
- Disable fog
- Off
- Drop pod spread
- 9.0
- Pod speed waiting for drop
- 22.0
- Player spawn type
- LaunchTower
- Drop loot out of target zone
- Off
- Custom supply zones
- None
- Firearm region table
- General region table
- Loot drop table
- Player dropper table
- Use master loot filter
- Off
- Forced rarity
- -1
- Firearm spawn rate
- -1.0
- Respawn gear by zone
- None
- Show loot in ghost mode
- Off
- Training mode
- Off
- Allowed player classes
- None
- No drop class
- None
- Snipers mark targets
- Off
Variables
| Name | Scope | Type | Default Value | Reset Each Round |
|---|---|---|---|---|
| MASTER | Individual | Number | 0 | Yes |
| TEAM DESTINE | Individual | Number | 0 | Yes |
| T1 | Individual | Number | 1 | No |
| T2 | Individual | Number | 2 | No |
| T3 | Individual | Number | 3 | No |
| T4 | Individual | Number | 4 | No |
| T5 | Individual | Number | 5 | No |
| T6 | Individual | Number | 6 | No |
Buffs
Effect values are listed per stack ("Value at 1-Stack / 2-Stack ...").
- MOVEMENT SPEED #0Duration: 60.0 s · Notify · Icon: E-Icon-Speed · Icon colour #FF6B00 · Background colour #000000
- Movement Speed Multiplier: 1.25 / 1.25 / 1.25
- Add Additional Buff Effect · Fling Power Multiplier: 2.0 / 2.0 / 1.0
- Add Additional Buff Effect · Silence (mute footsteps and flight audio): 0.0 / 0.0 / 0.0
- Add Additional Buff Effect · Defib Charge Rate: 5.0 / 5.0 / 1.0
- DEFIBRILLATOR CHARGE AND FIRE RATE #4Permanent · Notify · Icon: E-Icon-Defib · Icon colour #FF3B30 · Background colour #000000
- Fire Rate Multiplier: 1.35 · Affected Weapons: 1911, AKM, CX4, .357 Magnum, M1014, UMP, S85, MK18, Px4, DT11, MP5, P90, M60, Matadors, FAL, Uzis, Silenced MP9, SPR, AWP, Zone Grenade
- Add Additional Buff Effect · Defib Charge Rate: 5.0
- Add Additional Buff Effect · Shaker Charge Rate: 5.0
- Add Additional Buff Effect · Fling Power Multiplier: 2.0
- Add Additional Buff Effect · Damage Scale Multiplier: 1.22 · Affected Weapons: Katana, Cyberblade, 1911, AKM, CX4, .357 Magnum, M1014, UMP, S85, MK18, Px4, DT11, MP5, P90, AWP, M60, Matadors, RFB, FAL, Uzis, SPR, AWP, Zone Grenade, Frag Grenade
- Add Additional Buff Effect · Damage Scale Multiplier: 1.2 · Affected Weapons: Zone Grenade, AWP, SPR
- HEALTH REGENERATION #5Duration: 900.0 s · Notify · Icon: E-Icon-Health · Icon colour #32CD32 · Background colour #000000
- Shield Regeneration (per second): 5.0 / 5.0 / 5.0 / 5.0 / 6.0
- Add Additional Buff Effect · Health Regeneration (per second): 5.0 / 5.0 / 5.0 / 5.0 / 5.0
- Add Additional Buff Effect · Fling Power Multiplier: 2.0 / 2.0 / 2.0 / 2.0 / 2.0
- Add Additional Buff Effect · Defib Charge Rate: 5.0 / 5.0 / 5.0 / 5.0 / 4.0
- Add Additional Buff Effect · Shaker Charge Rate: 5.0 / 5.0 / 5.0 / 5.0 / 5.0
- Add Additional Buff Effect · Damage Scale Multiplier: 1.1 / 1.1 / 1.1 / 1.1 / 1.15 · Affected Weapons: CX4, M1014, .357 Magnum, M1014, UMP, MK18, P90, AWP, M60, Matadors, FAL, Uzis, SPR, Frag Grenade, Cyberblade
- SNOW #3Duration: 999.0 s · Icon: E-Icon-Death · Icon colour #FFFFFF · Background colour #000000
- Health Regeneration (per second): 35.0 / 35.0 / 37.0 / 35.0 / 35.0
- Add Additional Buff Effect · Fling Power Multiplier: 2.0 / 2.0 / 2.0 / 2.0 / 2.0
- Add Additional Buff Effect · Fire Rate Multiplier: 5.0 / 5.0 / 5.0 / 5.0 / 5.0 · Affected Weapons: Katana, Cyberblade, AWP, SPR
- Add Additional Buff Effect · Silence (mute footsteps and flight audio): 0.0 / 0.0 / 0.0 / 0.0 / 0.0
- Add Additional Buff Effect · X-Ray Vision (see enemy outlines): 0.0 / 0.0 / 0.0 / 0.0 / 0.0
- Add Additional Buff Effect · Shield Regeneration (per second): 5.0 / 5.0 / 5.0 / 5.0 / 5.0
- Add Additional Buff Effect · Defib Charge Rate: 5.0 / 5.0 / 5.0 / 5.0 / 5.0
- Add Additional Buff Effect · Shaker Charge Rate: 5.0 / 5.0 / 5.0 / 5.0 / 5.0
Roles
- START GUN #1000Max Health 100 · Max Armor 100 · Starting Armor % 0 · Speed Mod % 155 · Fling Mod % 160Gear: UMP x0 rarity 3; Shield Shaker x1; Resources x200; Backpack Upgrade x3
Shop
None
Events (19)
In the order the map stores them. On a desktop, hover a step for the game's own tooltip.
Event 1: Elimination Complete
- Add Event · Trigger: Elimination CompleteCalled when only one team remains in the game. The remaining team will be selected for actions.
- Selection: None
- + Action Add Score · Value: 1
- + Action End Match · Value: Variable Surviving Team (Event)stored with the action, though the editor shows no value field for it
Event 2: Kill Enemy
- Add Event · Trigger: Kill EnemyCalled when a player kills an enemy player.Source object: Killer · Target object: Victim
- Selection: Killer
- + Action Add Player Points · Value: 1
Event 3: Player Joined (JOIN)
- Add Event · Trigger: Player Joined · Name:
JOIN
Called 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 - Selection: Joining Player
- + Group
- Selection: Joining Player
- Comment:
A
- + Condition Variable Players On Team (Team 0) Less Than Variable Players On Team (Team 1)
- + Action Set Variable · Variable: TEAM DESTINE · Value: 0
- + Group
- Selection: Joining Player
- Comment:
B
- + Condition Variable Players On Team (Team 1) Less Than Variable Players On Team (Team 0)
- + Action Set Variable · Variable: TEAM DESTINE · Value: 1
- + Group
- Selection: Joining Player
- Comment:
G
- + Condition Variable Players On Team (Team 0) Equal Variable Players On Team (Team 1)
- + Action Set Variable · Variable: TEAM DESTINE · Value: Random 0 - Value random 0 to 1
- + Action Set Team · Value: Variable TEAM DESTINE (Joining Player)
- + Action Yield · Value: 1
- + Action Respawn Player
- Add Event · Trigger: Player Joined · Name:
Event 4: Collect Item (PUMPKIN)
- Add Event · Trigger: Collect Item · Name:
PUMPKIN
Called when a player picks up a loot item.Source object: Collecting Player - Selection: Collecting Player
- + Condition Variable Item ID (Event) Equal Pumpkin (item 49)
- + Action Apply Buff · Value: buff "MOVEMENT SPEED"
- Add Event · Trigger: Collect Item · Name:
Event 5: Player Revived (MASTER)
- Add Event · Trigger: Player Revived · Name:
MASTER
Called when a player is revived.Source object: Reviving Player · Target object: Revived Player - Selection: Reviving Player
- + Action Add Variable · Variable: MASTER · Value: 1
- Add Event · Trigger: Player Revived · Name:
Event 6: Flight Ring Triggered (T1)
- Add Event · Trigger: Flight Ring Triggered · Name:
T1
Called when a player passes through a flight ring. Trigger ID can be set on the flight ring and checked in conditions to identify a specific flight ring.Source object: Triggering Player - Selection: Triggering Player
- + Condition Variable Trigger ID (Event) Equal 1
- + Action Teleport Player · Value: Variable T1 (Triggering Player)
- Add Event · Trigger: Flight Ring Triggered · Name:
Event 7: Flight Ring Triggered (T2)
- Add Event · Trigger: Flight Ring Triggered · Name:
T2
Called when a player passes through a flight ring. Trigger ID can be set on the flight ring and checked in conditions to identify a specific flight ring.Source object: Triggering Player - Selection: Triggering Player
- + Condition Variable Trigger ID (Event) Equal 2
- + Action Teleport Player · Value: Variable T2 (Triggering Player)
- Add Event · Trigger: Flight Ring Triggered · Name:
Event 8: Flight Ring Triggered (T3)
- Add Event · Trigger: Flight Ring Triggered · Name:
T3
Called when a player passes through a flight ring. Trigger ID can be set on the flight ring and checked in conditions to identify a specific flight ring.Source object: Triggering Player - Selection: Triggering Player
- + Condition Variable Trigger ID (Event) Equal 3
- + Action Teleport Player · Value: Variable T3 (Triggering Player)
- Add Event · Trigger: Flight Ring Triggered · Name:
Event 9: Flight Ring Triggered (T4)
- Add Event · Trigger: Flight Ring Triggered · Name:
T4
Called when a player passes through a flight ring. Trigger ID can be set on the flight ring and checked in conditions to identify a specific flight ring.Source object: Triggering Player - Selection: Triggering Player
- + Condition Variable Trigger ID (Event) Equal 4
- + Action Teleport Player · Value: Variable T4 (Triggering Player)
- Add Event · Trigger: Flight Ring Triggered · Name:
Event 10: Flight Ring Triggered (T5)
- Add Event · Trigger: Flight Ring Triggered · Name:
T5
Called when a player passes through a flight ring. Trigger ID can be set on the flight ring and checked in conditions to identify a specific flight ring.Source object: Triggering Player - Selection: Triggering Player
- + Condition Variable Trigger ID (Event) Equal 5
- + Action Teleport Player · Value: Variable T5 (Triggering Player)
- Add Event · Trigger: Flight Ring Triggered · Name:
Event 11: Flight Ring Triggered (T6)
- Add Event · Trigger: Flight Ring Triggered · Name:
T6
Called when a player passes through a flight ring. Trigger ID can be set on the flight ring and checked in conditions to identify a specific flight ring.Source object: Triggering Player - Selection: Triggering Player
- + Condition Variable Trigger ID (Event) Equal 6
- + Action Teleport Player · Value: Variable T6 (Triggering Player)
- Add Event · Trigger: Flight Ring Triggered · Name:
Event 12: Round Start (ROUND START)
- Add Event · Trigger: Round Start · Name:
ROUND START
Called each time a new round starts, useful for games with multiple rounds. - Selection: All Players
- + Action Apply Buff · Value: buff "DEFIBRILLATOR CHARGE AND FIRE RATE"
- Add Event · Trigger: Round Start · Name:
Event 13: Player Joined (JOIN BUFF)
- Add Event · Trigger: Player Joined · Name:
JOIN BUFF
Called 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 - Selection: Joining Player
- + Action Apply Buff · Value: buff "DEFIBRILLATOR CHARGE AND FIRE RATE"
- Add Event · Trigger: Player Joined · Name:
Event 14: Player Revived (REVIVE PLAYER)
- Add Event · Trigger: Player Revived · Name:
REVIVE PLAYER
Called when a player is revived.Source object: Reviving Player · Target object: Revived Player - Selection: Reviving Player
- + Action Apply Buff · Value: buff "DEFIBRILLATOR CHARGE AND FIRE RATE"
- Add Event · Trigger: Player Revived · Name:
Event 15: Collect Item (ENERGY)
- Add Event · Trigger: Collect Item · Name:
ENERGY
Called when a player picks up a loot item.Source object: Collecting Player - Selection: Collecting Player
- + Condition Variable Item ID (Event) Equal Core Collectible (item 72)
- + Action Apply Buff · Value: buff "HEALTH REGENERATION"
- Add Event · Trigger: Collect Item · Name:
Event 16: Collect Item (EXTRA)
- Add Event · Trigger: Collect Item · Name:
EXTRA
Called when a player picks up a loot item.Source object: Collecting Player - Selection: Collecting Player
- + Condition Variable Item ID (Event) Equal Snowflake (item 71)
- + Action Apply Buff · Value: buff "SNOW"
- Add Event · Trigger: Collect Item · Name:
Event 17: Match Setup (START GUN)
- Add Event · Trigger: Match Setup · Name:
START GUN
Called once at the start of every new match. - Selection: All Players
- + Action Set Role · Value: role "START GUN"
- Add Event · Trigger: Match Setup · Name:
Event 18: Player Joined (JOIN GUN)
- Add Event · Trigger: Player Joined · Name:
JOIN GUN
Called 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 - Selection: Joining Player
- + Action Set Role · Value: role "START GUN"
- Add Event · Trigger: Player Joined · Name:
Event 19: Player Revived (REVIVE GUN)
- Add Event · Trigger: Player Revived · Name:
REVIVE GUN
Called when a player is revived.Source object: Reviving Player · Target object: Revived Player - Selection: Revived Player
- + Action Set Role · Value: role "START GUN"
- Add Event · Trigger: Player Revived · Name: