# ======================================================
# HOST KNOBS
# Stage 1: Red/Green light
num MS_MINREDLIGHT = 2000; num MS_MAXREDLIGHT = 2000;
num MS_MINGREENLIGHT = 2000; num MS_MAXGREENLIGHT = 3000;
num MS_CLOCKTIMER_LIGHT = 60000;
num MS_INTERVAL_CLOCKSYNC = 5000;
num VEL_NOTMOVING = 0.01; # how fast can a player move before we start shooting it (pixels/ms)
num MS_FIRERATE = 1000; # how fast to shoot
num MS_RELAXEDSHOOT = 500; # some buffer for red light to show before shooting
num GUNDAMAGE = 200; # how much damage per shot
# Stage 2: honeycomb
obj[] honeycombstart = obj[ # randomly teleports to one of the positions below
{x: -1034, y: 73, z: 742}, # position 1
{x: -831.5, y: 73, z: 948.5}, # position 2
{x: -622, y: 73, z: 742} # position 3
];
obj honeycombWinArea = {x:-830,y:101,z:753};
num MS_CLOCKTIMER_HONEYCOMB = 60000;
# Stage 3: Marbles
obj[] marblestart = obj[ # randomly teleports to one of the positions below
{x: -1796, y: 1011, z: 2280} # position 1
];
num MS_CLOCKTIMER_MARBLES = 60000;
# num MS_INTERVALMARBLEDROP = 3000;
num MS_INTERVALMARBLEDROP = 1000;
num NUM_DROPS = 8;
num CHANCE_DROP = 0.2;
num CHANCEBOOST_MAX = 0.8;
num MAXLOBBYSIZE = 40;
num MAX_ITEMS_INGAME = 40;
num CHANCE_STARTDROP = 1;
# Stage 4: Bridge
obj[] bridgestart = obj[ # randomly teleports to one of the positions below
{x: -488.86, y: 244, z: 2343} # position 1
];
num MS_CLOCKTIMER_BRIDGE = 60000;
# Stage 5: squid game
obj[] squidstart = obj[ # randomly teleports to one of the positions below
{x: -443, y: 115, z: 96},
{x: -594, y: 115, z: 96},
{x: -594, y: 115, z: -30},
{x: -443, y: 115, z: -30},
{x: -717, y: 115, z: 28}
];
num MS_CLOCKTIMER_SQUID = 60000;
# Stage END: Win area
obj[] win_area = obj[ # randomly teleports to one of the positions below
{x: -568, y: 86, z: -94} # position 1
];
# ======================================================
# CLIENT KNOBS
num MS_DURATION_SONG = 3000; # change if the soundfile length is changed
num MS_DURATION_BOTSCAN = 1000; # change if the soundfile length is changed
num MSDURATION_RAGDOLL = 1000; num MS_DURATIONDEATH = 3000;
num MS_DURATION_WINROUNDMSG = 3000;
num MS_DURATION_ROUNDSTARTMSG = 5000;
# ======================================================
- some fix for red/greenlight script - will not change status until network message is sent properly
- debug tool added to client (only works for map owners
- applause only at end of game fixed (swapped sounds)
- you can still pick up marbles when carrying > 20
- win applause sound only for last stage
- fix drop broadcast overflow (not reset everyround)
- Marbles Game
- squid game (teleport to squid zone)
- Winning messages
- fog setting for last game
- many more sounds, background music
- images for win/red/greenlight
- updated death system to accomodate spectators
- doll now plays sound when turning head
- honeycomb random 3 spawn locations
- endgame trigger -> displays winner text & plays sound to everyone
- soldier shoot animation
- timer countdown
- teleport to honeycomb after round end
- death animation
- 🔫 Gun will take time shooting the NEAREST marked players (start shooting the nearest player, after nearest marked player dies, start shooting next nearest player)
- ⏱️❎ green light phase will only start when all marked players are dead
- 🎥 Animations done for 🎎 doll
- 🔊 Sounds for 🎵 Song and 💥Gunshot for death
▶️ Trigger added for 🏃🏠leaving gameroom- 🔴 🟢 Simple Overlay indicating light is red/green
If a player moves during redlight phase, they will get fired at until they are dead or the mark is removed.
- Determine firing range by using onenter trigger w/ customParam "inrange", "outrange"
- redlight starts by sending customParam message "redlight"
- redlight ends (greenlight starts) by sending customParam message "greenlight"
- to fine-tune, change values of KNOBS in the host.krnk file.
- player always spawns out of range of firing
- customParam messages are caps sensitive ("redlight" works, "ReDlIgHt" does not work)