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- # #
- # QQQQQQQQQ kkkkkkkk MMMMMMMM MMMMMMMM CCCCCCCCCCCCC #
- # QQ:::::::::QQ k::::::k M:::::::M M:::::::M CCC::::::::::::C #
- # QQ:::::::::::::QQ k::::::k M::::::::M M::::::::M CC:::::::::::::::C #
- # Q:::::::QQQ:::::::Q k::::::k M:::::::::M M:::::::::M C:::::CCCCCCCC::::C #
- # Q::::::O Q::::::Quuuuuu uuuuuu aaaaaaaaaaaaa k:::::k kkkkkkk eeeeeeeeeeee M::::::::::M M::::::::::M C:::::C CCCCCC #
- # Q:::::O Q:::::Qu::::u u::::u a::::::::::::a k:::::k k:::::kee::::::::::::ee M:::::::::::M M:::::::::::MC:::::C #
- # Q:::::O Q:::::Qu::::u u::::u aaaaaaaaa:::::a k:::::k k:::::ke::::::eeeee:::::eeM:::::::M::::M M::::M:::::::MC:::::C #
- # Q:::::O Q:::::Qu::::u u::::u a::::a k:::::k k:::::ke::::::e e:::::eM::::::M M::::M M::::M M::::::MC:::::C #
- # Q:::::O Q:::::Qu::::u u::::u aaaaaaa:::::a k::::::k:::::k e:::::::eeeee::::::eM::::::M M::::M::::M M::::::MC:::::C #
- # Q:::::O Q:::::Qu::::u u::::u aa::::::::::::a k:::::::::::k e:::::::::::::::::e M::::::M M:::::::M M::::::MC:::::C #
- # Q:::::O QQQQ:::::Qu::::u u::::u a::::aaaa::::::a k:::::::::::k e::::::eeeeeeeeeee M::::::M M:::::M M::::::MC:::::C #
- # Q::::::O Q::::::::Qu:::::uuuu:::::u a::::a a:::::a k::::::k:::::k e:::::::e M::::::M MMMMM M::::::M C:::::C CCCCCC #
- # Q:::::::QQ::::::::Qu:::::::::::::::uua::::a a:::::a k::::::k k:::::ke::::::::e M::::::M M::::::M C:::::CCCCCCCC::::C #
- # QQ::::::::::::::Q u:::::::::::::::ua:::::aaaa::::::a k::::::k k:::::ke::::::::eeeeeeee M::::::M M::::::M CC:::::::::::::::C #
- # QQ:::::::::::Q uu::::::::uu:::u a::::::::::aa:::ak::::::k k:::::kee:::::::::::::e M::::::M M::::::M CCC::::::::::::C #
- # QQQQQQQQ::::QQ uuuuuuuu uuuu aaaaaaaaaa aaaakkkkkkkk kkkkkkk eeeeeeeeeeeeee MMMMMMMM MMMMMMMM CCCCCCCCCCCCC #
- # #
- #--------------------------------------------------------------------------------------------------------------------------------------------------#
- #Made by MajorProbes #
- # #
- # #
- #--------------------------------------------------------------------------------------------------------------------------------------------------#
- #Internal config:
- #If you wish to use MySQL just remove the # and edit to your settings below:
- #script options:
- #$ init com.mysql.jdbc.Driver
- #$ db url jdbc:mysql://localhost:3306/skript
- #$ db username USERNAME
- #$ db password PASSWORD
- options:
- QMC.PFX: &3&l[&e&lQuakeMC&3&l]&r # Prefix of QuakeMC
- QMC.SCPFX: &e&lQuakeMC # Scoreboard Prefix of QuakeMC
- Q.WORLD: world # World Map of QuakeCraft
- WinCoins: 25 # Win Coins REQUERIES VAULT AND ANY ECONOMY PLUGIN LIKE ICONOMY
- KillCoins: 4 # Kill Coins REQUERIES VAULT AND ANY ECONOMY PLUGIN LIKE ICONOMY
- DeathCoins: 0 # Death Coins REQUERIES VAULT AND ANY ECONOMY PLUGIN LIKE ICONOMY
- MaxKills: 25 # Need Kills For Win a Game
- StartingMessage: &fGame starting in
- StartingMessage2: seconds&f.
- StartMessage: "&a&lGAME STARTED"
- GLMessage: "&eGood Luck :)"
- ScoreKillsMSG: "&eKills"
- ScoreDeathsMSG: "&eDeaths"
- KillMSG: "§7%shooter% (%{Q.KILLS.%shooter%}%) §ashoot §7%victim% (%{Q.KILLS.%victim%}%)"
- MOTDWaitingMSG: "§2§lWAITING"
- MOTDStartingMSG: "&e&lSTARTING"
- MOTDIngameMSG: "&c&lIN-GAME"
- MOTDRestartingMSG: "&f&lRESTARTING"
- KickRestartRoom: "QuakeMC Restarting!."
- MsgRestarting: " &4&lServer will be restarting shortly, thanks for playing!"
- version: 0.1
- #!---------------------------------------------------------------------------
- #DON'T TOUCH ANYTHING BELOW THIS LINE IF YOU DON'T KNOW WHAT YOU ARE DOING,
- #OR THE SKRIPT MIGHT NOT RUN CORRECTLY!
- #!---------------------------------------------------------------------------
- variables:
- {Q.DEATHS.%player%}= 0
- {Q.KILLS.%player%}= 0
- {Q.MUN.%player%}= 1
- on skript load:
- execute console command "/gamerule keepInventory true"
- command /setlobby:
- permission: quakemc.admin
- trigger:
- set {lobby} to location of player
- send "&a&lWaiting Lobby has been set."
- command /quakemcadmin [<text>] [<text>]:
- permission: quake.admin
- aliases: /quakemcadmin:quakemcadmin, /sk:quakemcadmin
- trigger:
- arg 1 is "setspawn":
- arg 2 is "1" or "2" or "3" or "4" or "5" or "6" or "7" or "8" or "9" or "10" or "11" or "12":
- if world of player is "{@Q.WORLD}":
- set {Q.SPAWN.%arg 2%} to location of player
- message "{@QMC.PFX}§aSpawn §7%arg 2% §asuccefully set to §7%location of player%"
- else:
- message "{@QMC.PFX}§cYou must be in world of §7Quake §cto set a Spawn."
- else:
- message "{@QMC.PFX}§cAvaible Spawns: §71§c,§72§c,§73§c,§74§c,§75§c,§76§c,§77§c,§78§c,§79§c,§710§c,§711§c,§712"
- arg 1 is not set:
- message "{@QMC.PFX}§b Use /quakemc setspawn (1-12)"
- message "{@QMC.PFX}§b Use /setlobby"
- command /quakemc <text> [<player>]:
- permission: quakemc.use
- executable by: players
- description: Info!
- usage: &3/quakemc &6[&e- &9coins&6 &e- &9stats &e- &9topstats]
- permission message: You do not have permission to do this!
- trigger:
- if argument 1 is "help":
- message "&8&l===&3&lHelp&8&l==="
- message "&9/quakemc stats [player] &6(Displays a players stats)"
- message "&9/quakemc coins [player] &6(Shows a players Coin Balance)"
- if argument 1 is "stats":
- if arg 2 is not set:
- wait 1 tick
- open chest with 3 row named " &3&lQuakeMC" to player
- format slot 4 of player with skull of player named "&a&l%player%'s Stats" to be unstealable
- format slot 10 of player with xp bottle named "&3Level" with lore "&a%{quakemc.level.%player%}%" to be unstealable
- format slot 12 of player with slimeball named "&3Played" with lore "&a%{quakemc.%player%.played}%" to be unstealable
- format slot 14 of player with sunflower named "&3Coins" with lore "&a%{balance::%player%}%" to be unstealable
- format slot 16 of player with diamond sword named "&3Top Killstreak" with lore "&a%{quakemc.%player%.killstreak}%" to be unstealable
- format slot 20 of player with iron sword named "&3Kills" with lore "&a%{quakemc.%player%.kills}%" to be unstealable
- format slot 22 of player with nether star named "&3K/D Ratio" with lore "&a%{quakemc.%player%.kills}/{quakemc.%player%.deaths}%" to be unstealable
- format slot 24 of player with dead bush named "&3Deaths" with lore "&a%{quakemc.%player%.deaths}%" to be unstealable
- else:
- wait 1 tick
- open chest with 3 row named " &3&lQuakeMC" to player
- format slot 4 of player with skull of arg 2 named "&a&l%arg 2%'s Stats" to be unstealable
- format slot 10 of player with xp bottle named "&3Level" with lore "&a%{quakemc.level.%arg 2%}%" to be unstealable
- format slot 12 of player with slimeball named "&3Played" with lore "&a%{quakemc.%arg 2%.played}%" to be unstealable
- format slot 14 of player with sunflower named "&3Coins" with lore "&a%{balance::%arg 2%}%" to be unstealable
- format slot 16 of player with diamond sword named "&3Top Killstreak" with lore "&a%{quakemc.%arg 2%.killstreak}%" to be unstealable
- format slot 20 of player with iron sword named "&3Kills" with lore "&a%{quakemc.%arg 2%.kills}%" to be unstealable
- format slot 22 of player with nether star named "&3K/D Ratio" with lore "&a%{quakemc.%arg 2%.kills}/{quakemc.%arg 2%.deaths}%" to be unstealable
- format slot 24 of player with dead bush named "&3Deaths" with lore "&a%{quakemc.%arg 2%.deaths}%" to be unstealable
- if argument 1 is "coins":
- if {balance::%player%} is not set:
- set {balance::%player%} to 0
- if arg 2 is not set:
- message "&7You have &3&l%{balance::%player%}% &7coins!"
- send player title "&9QuakeMC" with subtitle "&7You have &3&l%{balance::%player%}%&7 coins!" for 3 seconds
- else:
- message "&7%arg 2% has &3&l%{balance::%arg 2%}% &7coins!"
- send player title "&9QuakeMC" with subtitle "&3%arg 2% has &3&l%{balance::%arg 2%}%&7 coins!" for 3 seconds
- if argument 1 is "topstats":
- message "&8&m----------&r&8[&3QuakeMC&8]&8&m----------"
- message "&6Top Killer: &3%{quakemc.topkills}% &6with &3&l%{quakemc.topplayer.kills}%"
- message "&6Top Deaths: &3%{quakemc.topdeaths}% &6with &3&l%{quakemc.topplayer.deaths}%"
- message "&6Top KD: &3%{quakemc.topkd}% &6with &3&l%{quakemc.topplayer.kd}%"
- message "&6Top Coins: &3%{quakemc.topcoins}% &6with &3&l%{balance::%player%}%"
- message "&6Top Level: &3%{quakemc.toplevel}% &6with &3&l%{quakemc.topplayer.level}%"
- message "&8&m----------------------------"
- command /quakemcforcestart:
- permission: quakemc.command.forcestart
- trigger:
- broadcast "{@StartingMessage} &c30 {@StartingMessage2} "
- set {Q.STATUS} to 1
- loop all players:
- play raw sound "random.click" at loop-player with pitch 1 volume 20
- wait 10 seconds
- broadcast "{@StartingMessage} &c20 {@StartingMessage2} "
- loop all players:
- play raw sound "random.click" at loop-player with pitch 1 volume 20
- wait 10 seconds
- broadcast "{@StartingMessage} &c10 {@StartingMessage2} "
- loop all players:
- play raw sound "random.click" at loop-player with pitch 1 volume 20
- wait 1 seconds
- broadcast "{@StartingMessage} &c9 {@StartingMessage2} "
- loop all players:
- play raw sound "random.click" at loop-player with pitch 1 volume 20
- wait 1 seconds
- broadcast "{@StartingMessage} &c8 {@StartingMessage2} "
- loop all players:
- play raw sound "random.click" at loop-player with pitch 1 volume 20
- wait 1 seconds
- broadcast "{@StartingMessage} &c7 {@StartingMessage2} "
- loop all players:
- play raw sound "random.click" at loop-player with pitch 1 volume 20
- wait 1 seconds
- broadcast "{@StartingMessage} &c6 {@StartingMessage2} "
- loop all players:
- play raw sound "random.click" at loop-player with pitch 1 volume 20
- wait 1 seconds
- broadcast "{@StartingMessage} &c5 {@StartingMessage2} "
- loop all players:
- play raw sound "random.click" at loop-player with pitch 1 volume 20
- wait 1 seconds
- broadcast "{@StartingMessage} &c4 {@StartingMessage2} "
- loop all players:
- play raw sound "random.click" at loop-player with pitch 1 volume 20
- wait 1 seconds
- broadcast "{@StartingMessage} &c3 {@StartingMessage2} "
- loop all players:
- play raw sound "random.click" at loop-player with pitch 1 volume 20
- wait 1 seconds
- broadcast "{@StartingMessage} &c2 {@StartingMessage2} "
- loop all players:
- play raw sound "random.click" at loop-player with pitch 1 volume 20
- wait 1 seconds
- broadcast "{@StartingMessage} &c1 {@StartingMessage2} "
- loop all players:
- play raw sound "random.click" at loop-player with pitch 1 volume 20
- wait 1 seconds
- set {whitelist} to true
- set {Q.STATUS} to 2
- loop all players:
- play raw sound "mob.wither.shoot" at loop-player with pitch 1.5 volume 0.25
- broadcast {@StartMessage}
- broadcast {@GLMessage}
- loop all players:
- teleport loop-player to {Q.SPAWN.1} or {Q.SPAWN.2} or {Q.SPAWN.3} or {Q.SPAWN.4} or {Q.SPAWN.5} or {Q.SPAWN.6} or {Q.SPAWN.7} or {Q.SPAWN.8} or {Q.SPAWN.9} or {Q.SPAWN.10} or {Q.SPAWN.11} or {Q.SPAWN.12}
- set {Q.ING.%loop-player%} to 1
- set {Q.MUN.%loop-player%} to 1
- set {Q.KILLS.%loop-player%} to 0
- remove emerald from loop-player
- remove mob spawner from loop-player
- remove chest from loop-player
- apply speed 2 to loop-player for 999 days
- if {kit.%loop-player%} is "Basic":
- set {kit.%loop-player%} to false
- make console execute command "shot give %loop-player% basicrailgun"
- if {kit.%loop-player%} is "Golden":
- set {kit.%loop-player%} to false
- make console execute command "shot give %loop-player% goldenrailgun"
- if {kit.%loop-player%} is "Diamond":
- set {kit.%loop-player%} to false
- make console execute command "shot give %loop-player% diamondrailgun"
- every 1 seconds:
- loop all players:
- set hunger of loop-player to hunger of loop-player + 5
- command /top:
- executable by: console
- trigger:
- if {quakemc.checked} is true:
- loop all players:
- if {quakemc.%loop-player%.kills} is bigger than {quakemc.topplayer.kills}:
- set {quakemc.topplayer.kills} to {quakemc.%loop-player%.kills}
- set {quakemc.topkills} to loop-player
- if {quakemc.%loop-player%.deaths} is bigger than {quakemc.topplayer.deaths}:
- set {quakemc.topplayer.deaths} to {quakemc.%loop-player%.deaths}
- set {quakemc.topdeaths} to loop-player
- if {quakemc.%loop-player%.kd} is bigger than {quakemc.topplayer.kd}:
- set {quakemc.topplayer.kd} to {quakemc.%loop-player%.kd}
- set {quakemc.topkd} to loop-player
- if {balance::%loop-player%} is bigger than {quakemc.topplayer.coins}:
- set {quakemc.topplayer.coins} to {balance::%loop-player%}
- set {quakemc.topcoins} to loop-player
- if {quakemc.level.%loop-player%} is bigger than {quakemc.topplayer.level}:
- set {quakemc.topplayer.level} to {quakemc.level.%loop-player%}
- set {quakemc.toplevel} to loop-player
- else:
- set {quakemc.topplayer.kills} to 1
- set {quakemc.topplayer.deaths} to 1
- set {quakemc.topplayer.kd} to 1
- set {quakemc.topplayer.coins} to 1
- set {quakemc.topplayer.level} to 1
- loop all players:
- if {quakemc.%loop-player%.kills} is bigger than {quakemc.topplayer.kills}:
- set {quakemc.topplayer.kills} to {quakemc.%loop-player%.kills}
- set {quakemc.topkills} to loop-player
- if {quakemc.%loop-player%.deaths} is bigger than {quakemc.topplayer.deaths}:
- set {quakemc.topplayer.deaths} to {quakemc.%loop-player%.deaths}
- set {quakemc.topdeaths} to loop-player
- if {quakemc.%loop-player%.kd} is bigger than {quakemc.topplayer.kd}:
- set {quakemc.topplayer.kd} to {quakemc.%loop-player%.kd}
- set {quakemc.topkd} to loop-player
- if {balance::%loop-player%} is bigger than {quakemc.topplayer.coins}:
- set {quakemc.topplayer.coins} to {balance::%loop-player%}
- set {quakemc.topcoins} to loop-player
- if {quakemc.level.%loop-player%} is bigger than {quakemc.topplayer.level}:
- set {quakemc.topplayer.level} to {quakemc.level.%loop-player%}
- set {quakemc.toplevel} to loop-player
- set {quakemc.checked} to true
- command /scoreb:
- trigger:
- if {quakemc1.ingame.%player%} is true:
- wipe player's sidebar
- wait 5 tick
- set name of sidebar of player to "&3&lQuakeMC"
- set score "&6K/D:" in sidebar of player to -1
- set score "&b&l%{quakemc.%player%.kd}%" in sidebar of player to -2
- set score "&2&3&m-------------" in sidebar of player to -3
- set score "&aKills:" in sidebar of player to -4
- set score "&b&l%{quakemc.%player%.kills}%" in sidebar of player to -5
- set score "&3&m-------------" in sidebar of player to -6
- set score "&4Deaths:" in sidebar of player to -7
- set score "&b&l%{quakemc.%player%.deaths}%" in sidebar of player to -8
- set score "&4&3&m-------------" in sidebar of player to -9
- set score "&2Killstreak:" in sidebar of player to -10
- set score "&b&l%{quakemc.%player%.kills_session}%" in sidebar of player to -11
- set score "&5&3&m-------------" in sidebar of player to -12
- set score "&6Coins:" in sidebar of player to -13
- set score "&e&l%{balance::%player%}% ⛂" in sidebar of player to -14
- set score "&6&3&m-------------" in sidebar of player to -15
- set {quakemc.%player%.scoreboard} to 1
- else:
- message "&c&lYou Must Be Ingame For That To Work!"
- command /scoreb2:
- trigger:
- if {quakemc1.ingame.%player%} is true:
- wipe player's sidebar
- wait 5 tick
- set name of sidebar of player to "&3&lQuakeMC"
- set score "&6Level:" in sidebar of player to -1
- set score "&b&l%{quakemc.level.%player%}%" in sidebar of player to -2
- set score "&2&3&m-------------" in sidebar of player to -3
- set score "&aLevel Progress:" in sidebar of player to -4
- set score "&b&l%{quakemc.kills.%player%.level}%/10" in sidebar of player to -5
- set score "&3&m-------------" in sidebar of player to -6
- set score "&4Times Joined:" in sidebar of player to -7
- set score "&b&l%{quakemc.%player%.joined}%" in sidebar of player to -8
- set score "&4&3&m-------------" in sidebar of player to -9
- set score "&2Top Killstreak:" in sidebar of player to -10
- set score "&b&l%{quakemc.%player%.killstreak}%" in sidebar of player to -11
- set score "&5&3&m-------------" in sidebar of player to -12
- set score "&6Coins:" in sidebar of player to -13
- set score "&e&l%{balance::%player%}% ⛂" in sidebar of player to -14
- set score "&6&3&m-------------" in sidebar of player to -15
- set {quakemc.%player%.scoreboard} to 2
- else:
- message "&c&lYou Must Be Ingame For That To Work!"
- # BLOCKING ANY EVENTS ON MAP
- on death of player:
- if {quakemc.ingame.%attacker%} is true:
- make console execute command "/quakemcadmin add %attacker% 10"
- add 1 to {quakemc.%attacker%.kills}
- add 1 to {Q.KILLS.%shooter%}
- set {quakemc.%attacker%.kd} to {quakemc.%attacker%.kills}/{quakemc.%attacker%.deaths}
- add 1 to {quakemc.%attacker%.kills_session}
- add 1 to {quakemc.kills.%attacker%.level}
- set player tab name to "&b%{quakemc.level.%attacker%}% &6%player%"
- if {quakemc.%attacker%.kills_session} is 3:
- broadcast "&3&lQuakeMC &3%attacker% &7has a killstreak of &3&l3&7!"
- if {quakemc.%attacker%.kills_session} is 5:
- broadcast "&3&lQuakeMC &3%attacker% &7has a &a&lMEGA &7killstreak of &3&l5&7!"
- make console execute command "/quakemcadmin add %attacker% 20"
- if {quakemc.%attacker%.kills_session} is 10:
- broadcast "&3&lQuakeMC &3%attacker% &7has a &5&lLEGENDARY &7killstreak of &3&l10&7!"
- make console execute command "/quakemcadmin add %attacker% 50"
- if {quakemc.%attacker%.kills_session} is 15:
- broadcast "&3&lQuakeMC &3%attacker% &7has a &c&lGODLIKE &7killstreak of &3&l15&7!"
- make console execute command "/quakemcadmin add %attacker% 100"
- make console execute command "/top"
- if {quakemc.killstreaks.checked} is true:
- if {quakemc.%attacker%.kills_session} is bigger than {quakemc.%attacker%.killstreak}:
- set {quakemc.%attacker%.killstreak} to {quakemc.%attacker%.kills_session}
- else:
- set {quakemc.killstreaks.checked} to true
- set {quakemc.%attacker%.killstreak} to 0
- if {quakemc.%attacker%.kills_session} is bigger than {quakemc.%attacker%.killstreak}:
- set {quakemc.%attacker%.killstreak} to {quakemc.%attacker%.kills_session}
- if {quakemc.kills.%attacker%.level} is 10:
- add 1 to {quakemc.level.%attacker%}
- clear {quakemc.kills.%attacker%.level}
- broadcast "&3&lQuakeMC &3%attacker% &7just leveled up to level &3&l%{quakemc.level.%attacker%}%"
- if {Q.KILLS.%shooter%} is equal to 25:
- loop all players:
- heal the loop-player
- clear loop-player's inventory
- clear shooter's inventory
- clear victim's inventory
- send " " to loop-player
- send " &3&lQuakeMC" to loop-player
- send " §7%shooter% §awin this game." to loop-player
- send " §e§lReward of Winner" to loop-player
- send " §f{@WinCoins} &6Coins" to loop-player
- send " " to loop-player
- delete {Q.KILLS.%loop-player%}
- delete {Q.DEATHS.%loop-player%}
- delete {Q.KILLS.%shooter%}
- delete {Q.DEATHS.%shooter%}
- delete {Q.KILLS.%victim%}
- delete {Q.DEATHS.%victim%}
- set {Q.STATUS} to 3
- add {@WinCoins} to the shooter's balance
- wait 30 ticks
- if {Q.ING.%loop-player%} is set:
- delete {Q.ING.%loop-player%}
- play raw sound "enderdragon death" at loop-player with pitch 1 volume 20
- launch creeper firework colored red at shooter timed 1
- wait 2 seconds
- launch creeper firework colored red at shooter timed 1
- wait 2 seconds
- launch creeper firework colored red at shooter timed 1
- wait 2 seconds
- launch creeper firework colored red at shooter timed 1
- execute console command "/restartend"
- else:
- stop
- on death of player:
- if {quakemc.ingame.%victim%} is true:
- make console execute command "clear %player%"
- add 1 to {quakemc.%victim%.deaths}
- add 1 to {Q.DEATHS.%victim%}
- set {quakemc.%victim%.kd} to {quakemc.%victim%.kills}/{quakemc.%victim%.deaths}
- message "&3&lQuakeMC &7You had a killstreak of &3&l%{quakemc.%victim%.kills_session}%" to victim
- clear {quakemc.%victim%.kills_session}
- make victim execute command "/scoreb"
- else:
- stop
- on join:
- set {quakemc1.ingame.%player%} to true
- set {quakemc2.ingame.%player%} to true
- set {quakemc.%player%.kd} to {quakemc.%player%.kills}/{quakemc.%player%.deaths}
- if {Q.AUTOSTART} = 1:
- execute console command "fstartquake"
- on death:
- set death message to ""
- on drop:
- cancel event
- on pickup:
- cancel event
- on respawn:
- teleport player to {Q.SPAWN.1} or {Q.SPAWN.2} or {Q.SPAWN.3} or {Q.SPAWN.4} or {Q.SPAWN.5}
- command /restartend:
- permission: quakemc.admin
- trigger:
- broadcast " "
- broadcast {@MsgRestarting}
- broadcast " "
- wait 30 seconds
- loop all players:
- make loop-player execute command "/endkick2930"
- execute console command "/desbugar232"
- command /endkick2930:
- trigger:
- kick player due to {@KickRestartRoom}
- every 5 second:
- loop all players:
- if {quakemc.ingame.%loop-player%} is true:
- if {quakemc.%loop-player%.scoreboard} is 1:
- make loop-player execute command "/scoreb2"
- if {quakemc.%loop-player%.scoreboard} is 2:
- make loop-player execute command "/scoreb"
- else:
- stop
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