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- command /score:
- trigger:
- send ""
- send "&3Counter-Terrorists Have Won %{CTRoundsWon}% Round(s)"
- send "&cTerrorists Have Won %{TRoundsWon}% Round(s)"
- send ""
- command /resetdefuser:
- permission: reset.admin
- trigger:
- set {DefusingBomb::%player%} to "False"
- set {Defused.Bomb} to "False"
- command /reset:
- permission: reset.admin
- trigger:
- set {Bomb.Explode} to "False"
- set {Bomb.Defuse} to "False"
- set {BombIs.Defused} to "False"
- set {DefusingBomb::%player%} to "False"
- set {Defused.Bomb} to "False"
- set action bar of player to "&8» &7Reset-all Complete."
- command /resetrounds:
- permission: reset.admin
- trigger:
- set {CTRoundsWon} to 0
- set {TRoundsWon} to 0
- set action bar of player to "&8» &7Reset-Rounds Complete."
- on place of a daylight sensor:
- set action bar of player to "&8» &7Bomb Planting in &e5 &7Seconds."
- wait 1 second
- set action bar of player to "&8» &7Bomb Planting in &e4 &7Seconds."
- wait 1 second
- set action bar of player to "&8» &7Bomb Planting in &e3 &7Seconds."
- wait 1 second
- set action bar of player to "&8» &7Bomb Planting in &e2 &7Seconds."
- wait 1 second
- set action bar of player to "&8» &7Bomb Planting in &e1 &7Seconds."
- wait 1 second
- broadcast "&8» &7The bomb has been planted!"
- if {BombIs.Defused} is "True":
- make console execute "/reset"
- stop
- broadcast "&8» &7Bomb exploding in &e30 &7seconds."
- wait 10 seconds
- if {BombIs.Defused} is "True":
- make console execute "/reset"
- stop
- broadcast "&8» &7Bomb exploding in &e20 &7seconds."
- wait 10 seconds
- if {BombIs.Defused} is "True":
- make console execute "/reset"
- stop
- broadcast "&8» &7Bomb exploding in &e10 &7seconds."
- wait 5 seconds
- if {BombIs.Defused} is "True":
- make console execute "/reset"
- stop
- broadcast "&8» &7Bomb exploding in &e5 &7seconds."
- wait 2 second
- if {BombIs.Defused} is "True":
- make console execute "/reset"
- stop
- broadcast "&8» &7Bomb exploding in &e3 &7seconds."
- wait 1 second
- if {BombIs.Defused} is "True":
- make console execute "/reset"
- stop
- broadcast "&8» &7Bomb exploding in &e2 &7seconds."
- wait 1 second
- if {BombIs.Defused} is "True":
- make console execute "/reset"
- stop
- broadcast "&8» &7Bomb exploding in &e1 &7seconds."
- wait 1 second
- if {BombIs.Defused} is "True":
- make console execute "/reset"
- stop
- broadcast "&8» &7The bomb has exploded"
- set {DefusingBomb::%player%} to "False"
- set {Defused.Bomb} to "False"
- set {BombIs.Defused} to "False"
- set {Bomb.Explode} to "True"
- set event-block to air
- show large explosion at the event-block to the player
- show large explosion at the event-block to the player
- on rightclick on daylight sensor with shears:
- if player is holding shears named "&fDefuser":
- set {Defused.Bomb} to "False"
- set {DefusingBomb::%player%} to "True"
- if {DefusingBomb::%player%} is "True":
- if {DefusingBomb::%player%} is "False":
- stop
- set action bar of player to "&8» &7Defusing bomb in &e8 &7seconds."
- wait 1 second
- if {DefusingBomb::%player%} is "False":
- stop
- set action bar of player to "&8» &7Defusing bomb in &e7 &7seconds."
- wait 1 second
- if {DefusingBomb::%player%} is "False":
- stop
- set action bar of player to "&8» &7Defusing bomb in &e6 &7seconds."
- wait 1 second
- if {DefusingBomb::%player%} is "False":
- stop
- set action bar of player to "&8» &7Defusing bomb in &e5 &7seconds."
- wait 1 second
- if {DefusingBomb::%player%} is "False":
- stop
- set action bar of player to "&8» &7Defusing bomb in &e4 &7seconds."
- wait 1 second
- if {DefusingBomb::%player%} is "False":
- stop
- set action bar of player to "&8» &7Defusing bomb in &e3 &7seconds."
- wait 1 second
- if {DefusingBomb::%player%} is "False":
- stop
- set action bar of player to "&8» &7Defusing bomb in &e2 &7seconds."
- wait 1 second
- if {DefusingBomb::%player%} is "False":
- stop
- set action bar of player to "&8» &7Defusing bomb in &e1 &7seconds."
- wait 1 second
- if {DefusingBomb::%player%} is "False":
- stop
- broadcast "&8» &7The bomb has been defused."
- set {Bomb.Defuse} to "True"
- set {BombIs.Defused} to "True"
- set event-block to air
- show red dust at the event-block to the player
- show red dust at the event-block to the player
- show red dust at the event-block to the player
- set {Defused.Bomb} to "False"
- set {DefusingBomb::%player%} to "False"
- on any move:
- if {DefusingBomb::%player%} is "True":
- remove all shears from player's inventory
- add 1 shears named "&fDefuser" to player's inventory
- set action bar of player to "&8» &cBomb defusing has been canceled, do not move!"
- set {Defusingbomb::%player%} to "False"
- every second:
- if {Bomb.Defuse} is "True":
- broadcast ""
- broadcast "&8» &eCounter-Terrorists &7have won the round"
- broadcast ""
- add 1 to {CTRoundsWon}
- set {Bomb.Defuse} to "False"
- stop
- if {Bomb.Explode} is "True":
- broadcast ""
- broadcast "&8» &eTerrorists &7have won the round"
- broadcast ""
- add 1 to {TRoundsWon}
- set {Bomb.Explode} to "False"
- stop
- if {CTRoundsWon} = 8:
- broadcast ""
- broadcast "&8» &eCounter-Terrorists &7have won the game"
- broadcast ""
- set {CTRoundsWon} to 0
- set {TRoundsWon} to 0
- make console execute "/spawn @a"
- stop
- if {TRoundsWon} = 8:
- broadcast ""
- broadcast "&8» &eTerrorists &7have won the game"
- broadcast ""
- set {TRoundsWon} to 0
- set {CTRoundsWon} to 0
- make console execute "/spawn @a"
- stop
- command /CTSpawn:
- permission: spawn.admin
- trigger:
- set {CTSpawn} to player's location
- send "&8» &7Counter Terrorist Spawn Set"
- command /TSpawn:
- permission: spawn.admin
- trigger:
- set {TSpawn} to player's location
- send "&8» &7Terrorist Spawn Set"
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