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[Tests] Patch 5.5 testing commands by angel
VKs Official Server :: Server Information :: Server information :: Official Tutorials :: Property Variables
Page 1 of 1
[Tests] Patch 5.5 testing commands by angel
Information
This topic is mostly for angel to store his tests that he did for 5.5. When looking at all this text you might be thinking F*ck this is too complex, which is why I advise you to not look at it. I am testing every single variable and trying to as well see any bugs, you won't have use for 80 % of the variables most likely. Even VKs doesn't use every single variable in VC-MP. Tutorial will come soon and are available in the patch notes as well!
Commands
-- NPC
/addnpcmovepickup2 $var_2$ 1000 $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$
-- object
/addobjectmove3pickup $var_2$ 1000 $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$
/addobjectmovebypickup2 $var_2$ 1000 $var_2$ $var_2$ $var_2$
-- player
/addtelebypickup $var_2$ $var_2$ $var_2$
/addtelebypickup $var_2$ 1000 $var_2$ $var_2$ $var_2$
/addtelepickup2 $var_2$ $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$
/addtelepickup2 $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$
--pickup
/addmovepickup2 $var_2$ $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$
/addmovebypickup $var_2$ $var_2$ $var_2$ $var_2$
//----------------- Vehicle ---------------------------------------------
/addmsgpickup Veh Col1: $player_vehicle_Color1$. Veh Col2: $player_vehicle_Color2$. Veh Driver: $player_vehicle_driver$. EulerAngle: $player_vehicle_eulerangle_x$ $player_vehicle_eulerangle_y$ $player_vehicle_eulerangle_z$. EulerSpawnAngle: $player_vehicle_eulerspawnangle_x$ $player_vehicle_eulerspawnangle_y$ $player_vehicle_eulerspawnangle_z$. Veh occupant 0: $player_vehicle_getoccupant_0$. Veh occupant 1: $player_vehicle_getoccupant_1$. Veh occupant 2: $player_vehicle_getoccupant_2$.
/addmsgpickup Veh health: $player_vehicle_health$. Veh immunity: $player_vehicle_immunity$. Veh Index: $player_vehicle_index$. Veh isghost: $player_vehicle_isghost$. Veh locked: $player_vehicle_locked$. Veh model: $player_vehicle_model$. Veh speed: $player_vehicle_speed_x$ $player_vehicle_speed_y$ $player_vehicle_speed_z$. Veh pos: $player_vehicle_pos_x$ $player_vehicle_pos_y$ $player_vehicle_pos_z$. Veh spawnpos: $player_vehicle_spawnpos_x$ $player_vehicle_spawnpos_y$ $player_vehicle_spawnpos_z$.
Testing vehicle functions (vehicle_<Vehicle Index>_<Function>)
/addmsgpickup Veh Col1: $Vehicle_1_Color1$. Veh Col2: $Vehicle_1_Color2$. Veh Driver: $Vehicle_1_driver$. EulerAngle: $vehicle_1_eulerangle_x$ $vehicle_1_eulerangle_y$ $vehicle_1_eulerangle_z$. EulerSpawnAngle: $vehicle_1_eulerspawnangle_x$ $vehicle_1_eulerspawnangle_y$ $vehicle_1_eulerspawnangle_z$. Veh occupant 0: $Vehicle_1_getoccupant_0$. Veh occupant 1: $Vehicle_1_getoccupant_1$. Veh occupant 2: $Vehicle_1_getoccupant_2$. Veh occupant 3: $Vehicle_1_getoccupant_3$.
/addmsgpickup Veh health: $Vehicle_1_health$. Veh immunity: $Vehicle_1_immunity$. Veh Index: $Vehicle_1_index$. Veh isghost: $Vehicle_1_isghost$. Veh locked: $Vehicle_1_locked$. Veh model: $Vehicle_1_model$. Veh speed: $Vehicle_1_speed_x$ $Vehicle_1_speed_y$ $Vehicle_1_speed_z$. Veh pos: $Vehicle_1_pos_x$ $Vehicle_1_pos_y$ $Vehicle_1_pos_z$. Veh speed: $Vehicle_1_spawnpos_x$ $Vehicle_1_spawnpos_y$ $Vehicle_1_spawnpos_z$.
Testing with vehicle@
/addchangevarpickup var_1 1
/addmsgpickup Veh Col1: $Vehicle@/var_1/Color1$. Veh Col2: $Vehicle@/var_1/Color2$. Veh Driver: $Vehicle@/var_1/driver$. EulerAngle: $Vehicle@/var_1/eulerangle_x$ $Vehicle@/var_1/eulerangle_y$ $Vehicle@/var_1/eulerangle_z$. EulerSpawnAngle: $Vehicle@/var_1/eulerspawnangle_x$ $Vehicle@/var_1/eulerspawnangle_y$ $Vehicle@/var_1/eulerspawnangle_z$. Veh occupant 0: $Vehicle@/var_1/getoccupant_0$. Veh occupant 1: $Vehicle@/var_1/getoccupant_1$. Veh occupant 2: $Vehicle@/var_1/getoccupant_2$.
/addmsgpickup Veh occupant 3: Veh health: $Vehicle@/var_1/health$. Veh immunity: $Vehicle@/var_1/immunity$. Veh Index: $Vehicle@/var_1/index$. Veh isghost: $Vehicle@/var_1/isghost$. Veh locked: $Vehicle@/var_1/locked$. Veh model: $Vehicle@/var_1/model$. Veh speed: $Vehicle@/var_1/speed_x$ $Vehicle@/var_1/speed_y$ $Vehicle@/var_1/speed_z$. Veh pos: $Vehicle@/var_1/pos_x$ $Vehicle@/var_1/pos_y$ $Vehicle@/var_1/pos_z$. Veh spawnpos: $Vehicle@/var_1/spawnpos_x$ $Vehicle@/var_1/spawnpos_y$ $Vehicle@/var_1/spawnpos_z$.
Left todo: Autotriggers.
Testing count and max index:
/addmsgpickup Vehicle Count: $vehicle_getcount$. Vehicle Max Index: $vehicle_max_index$. Object Count: $Object_getcount$. Object Max Index: $Object_max_index$. Pickup Count: $Pickup_getcount$. Pickup Max Index: $Pickup_max_index$. Player Count: $player_getcount$. Player Max Index: $player_max_index$.
//----------------- Object ---------------------------------------------
-- Normal----
/addmsgpickup Object Alpha: $object_20_Alpha$. Index: $object_20_Index$. Model: $object_20_Model$. Pos: $object_20_pos_x$ $object_20_pos_y$ $object_20_pos_z$. Euler Angle: $object_20_rotationeuler_x$ $object_20_rotationeuler_y$ $object_20_rotationeuler_z$.
-- function ---
/addchangevarpickup var_2 1
/addmsgpickup Object Alpha: $object@var_2/Alpha$. Index: $object@var_2/Index$. Model: $object@var_2/Model$. Pos: $object@var_2/pos_x$ $object@var_2/pos_y$ $object@var_2/pos_z$. Euler Angle: $object@var_2/rotationeuler_x$ $object@var_2/rotationeuler_y$ $object@var_2/rotationeuler_z$.
-- Standing on object normal-- /gotoloc police when not standing on object.
/addmsgpickup Object Alpha: $player_standingonobject_Alpha$. Index: $player_standingonobject_Index$. Model: $player_standingonobject_Model$. Pos: $player_standingonobject_pos_x$ $player_standingonobject_pos_y$ $player_standingonobject_pos_z$.
/addmsgpickup Euler Angle: $player_standingonobject_rotationeuler_x$ $player_standingonobject_rotationeuler_y$ $player_standingonobject_rotationeuler_z$.
-- Standing on object function--
/addmsgpickup Object Alpha: $object@player_standingonobject_index/Alpha$. Index: $object@player_standingonobject_index/Index$. Model: $object@player_standingonobject_index/Model$.
/addmsgpickup Pos: $object@player_standingonobject_index/pos_x$ $object@player_standingonobject_index/pos_y$ $object@player_standingonobject_index/pos_z$. Euler Angle: $object@player_standingonobject_index/rotationeuler_x$ $object@player_standingonobject_index/rotationeuler_y$ $object@player_standingonobject_index/rotationeuler_z$.
-- object shot normal--
/addmsgpickup Object Alpha: $player_objectshot_Alpha$. Index: $player_objectshot_Index$. Model: $player_objectshot_Model$. Pos: $player_objectshot_pos_x$ $player_objectshot_pos_y$ $player_objectshot_pos_z$.
/addmsgpickup Euler Angle: $player_objectshot_rotationeuler_x$ $player_objectshot_rotationeuler_y$ $player_objectshot_rotationeuler_z$.
-- object shot function--
/addmsgpickup Object Alpha: $object@player_objectshot_index/Alpha$. Index: $object@player_objectshot_index/Index$. Model: $object@player_objectshot_index/Model$.
/addmsgpickup Pos: $object@player_objectshot_index/pos_x$ $object@player_objectshot_index/pos_y$ $object@player_objectshot_index/pos_z$. Euler Angle: $object@player_objectshot_index/rotationeuler_x$ $object@player_objectshot_index/rotationeuler_y$ $object@player_objectshot_index/rotationeuler_z$.
-- object bump normal--
/addmsgpickup Object Alpha: $player_objectbump_Alpha$. Index: $player_objectbump_Index$. Model: $player_objectbump_Model$. Pos: $player_objectbump_pos_x$ $player_objectbump_pos_y$ $player_objectbump_pos_z$.
/addmsgpickup Euler Angle: $player_objectbump_rotationeuler_x$ $player_objectbump_rotationeuler_y$ $player_objectbump_rotationeuler_z$.
-- object bump function--
/addmsgpickup Object Alpha: $object@player_objectbump_index/Alpha$. Index: $object@player_objectbump_index/Index$. Model: $object@player_objectbump_index/Model$.
/addmsgpickup Pos: $object@player_objectbump_index/pos_x$ $object@player_objectbump_index/pos_y$ $object@player_objectbump_index/pos_z$. Euler Angle: $object@player_objectbump_index/rotationeuler_x$ $object@player_objectbump_index/rotationeuler_y$ $object@player_objectbump_index/rotationeuler_z$.
//----------------- NPC ---------------------------------------------
-- Normal----
/addmsgpickup Angle 1: $NPC_1_Angle$. Angle 2: $NPC_1_Angle2$. Death time: $NPC_1_DeathTime$. DetectedSomeone: $NPC_1_DetectedSomeone$. DetectedTime: $NPC_1_DetectTime$. Fight Time: $NPC_1_FightTime$. Immunity: $NPC_1_immunity$.
/addmsgpickup Index: $NPC_1_Index$. IsFighting: $NPC_1_IsFighting$. Health: $NPC_1_Health$. Model: $NPC_1_model$. Name: $NPC_1_name$. RespawnTime: $NPC_1_respawntime$. Speed: $NPC_1_speed$. TeamID: $NPC_1_teamid$.
/addmsgpickup Target: $NPC_1_target$. Pos: $NPC_1_pos_x$ $NPC_1_pos_y$ $NPC_1_pos_z$.
-- function ---
/addchangevarpickup var_2 1
/addmsgpickup Angle 1: $NPC@var_2/Angle//$. Angle 2: $NPC@var_2/Angle2//$. Death time: $NPC@var_2/DeathTime//$. DetectedSomeone: $NPC@var_2/DetectedSomeone/$. DetectedTime: $NPC@var_2/DetectTime/$. Fight Time: $NPC@var_2/FightTime/$. Immunity: $NPC@var_2/immunity/$.
/addmsgpickup Index: $NPC@var_2/Index/$. IsFighting: $NPC@var_2/IsFighting/$. Health: $NPC@var_2/Health/$. Model: $NPC@var_2/model/$. Name: $NPC@var_2/name/$. RespawnTime: $NPC@var_2/respawntime/$. Speed: $NPC@var_2/speed/$. TeamID: $NPC@var_2/teamid/$.
/addmsgpickup Target: $NPC@var_2/target/$. Pos: $NPC@var_2/pos_x$ $NPC@var_2/pos_y$ $NPC@var_2/pos_z/$.
-- NPC shot normal--
/addmsgpickup Angle 1: $player_npcshot_Angle$. Angle 2: $player_npcshot_Angle2$. Death time: $player_npcshot_DeathTime$. DetectedSomeone: $player_npcshot_DetectedSomeone$. DetectedTime: $player_npcshot_DetectTime$. Fight Time: $player_npcshot_FightTime$. Immunity: $player_npcshot_immunity$.
/addmsgpickup Index: $player_npcshot_Index$. IsFighting: $player_npcshot_IsFighting$. Health: $player_npcshot_Health$. Model: $player_npcshot_model$. Name: $player_npcshot_name$. RespawnTime: $player_npcshot_respawntime$. Speed: $player_npcshot_speed$. TeamID: $player_npcshot_teamid$.
/addmsgpickup Target: $player_npcshot_target$. Pos: $player_npcshot_pos_x$ $player_npcshot_pos_y$ $player_npcshot_pos_z$.
-- NPC shot function--
/addmsgpickup Angle 1: $NPC@player_npcshot_index/Angle//$. Angle 2: $NPC@player_npcshot_index/Angle2//$. Death time: $NPC@player_npcshot_index/DeathTime//$. DetectedSomeone: $NPC@player_npcshot_index/DetectedSomeone/$. DetectedTime: $NPC@player_npcshot_index/DetectTime/$. Fight Time: $NPC@player_npcshot_index/FightTime/$. Immunity: $NPC@player_npcshot_index/immunity/$.
/addmsgpickup Index: $NPC@player_npcshot_index/Index/$. IsFighting: $NPC@player_npcshot_index/IsFighting/$. Health: $NPC@player_npcshot_index/Health/$. Model: $NPC@player_npcshot_index/model/$. Name: $NPC@player_npcshot_index/name/$. RespawnTime: $NPC@player_npcshot_index/respawntime/$. Speed: $NPC@player_npcshot_index/speed/$. TeamID: $NPC@player_npcshot_index/teamid/$.
/addmsgpickup Target: $NPC@player_npcshot_index/target/$. Pos: $NPC@player_npcshot_index/pos_x$ $NPC@player_npcshot_index/pos_y$ $NPC@player_npcshot_index/pos_z/$.
-- NPC bump normal--
/addmsgpickup Angle 1: $player_npcbump_Angle$. Angle 2: $player_npcbump_Angle2$. Death time: $player_npcbump_DeathTime$. DetectedSomeone: $player_npcbump_DetectedSomeone$. DetectedTime: $player_npcbump_DetectTime$.
/addmsgpickup Index: $player_npcbump_Index$. IsFighting: $player_npcbump_IsFighting$. Health: $player_npcbump_Health$. Model: $player_npcbump_model$. Name: $player_npcbump_name$. RespawnTime: $player_npcbump_respawntime$. Speed: $player_npcbump_speed$. TeamID: $player_npcbump_teamid$.
/addmsgpickup Target: $player_npcbump_target$. Pos: $player_npcbump_pos_x$ $player_npcbump_pos_y$ $player_npcbump_pos_z$. Fight Time: $player_npcbump_FightTime$. Immunity: $player_npcbump_immunity$.
-- NPC bump function--
/addmsgpickup Angle 1: $NPC@player_npcbump_index/Angle//$. Angle 2: $NPC@player_npcbump_index/Angle2//$. Death time: $NPC@player_npcbump_index/DeathTime//$. DetectedSomeone: $NPC@player_npcbump_index/DetectedSomeone/$. DetectedTime: $NPC@player_npcbump_index/DetectTime/$. Fight Time: $NPC@player_npcbump_index/FightTime/$. Immunity: $NPC@player_npcbump_index/immunity/$.
/addmsgpickup Index: $NPC@player_npcbump_index/Index/$. IsFighting: $NPC@player_npcbump_index/IsFighting/$. Health: $NPC@player_npcbump_index/Health/$. Model: $NPC@player_npcbump_index/model/$. Name: $NPC@player_npcbump_index/name/$. RespawnTime: $NPC@player_npcbump_index/respawntime/$. Speed: $NPC@player_npcbump_index/speed/$. TeamID: $NPC@player_npcbump_index/teamid/$.
/addmsgpickup Target: $NPC@player_npcbump_index/target/$. Pos: $NPC@player_npcbump_index/pos_x$ $NPC@player_npcbump_index/pos_y$ $NPC@player_npcbump_index/pos_z/$.
//----------------- pickup ---------------------------------------------
-- Normal ---
/addmsgpickup Alpha: $pickup_alpha$. Cash: $pickup_cash$. Command: $pickup_command$. Condition: $pickup_condition$. Cooldown: $pickup_cooldown$. Count: $Pickup_Count$. Delay: $Pickup_Delay$. Index: $Pickup_Index$. Key: $Pickup_Key$. Limit: $Pickup_Limit$
/addmsgpickup Level: $pickup_level$. Locked: $pickup_locked$. Model: $pickup_model$. Pos: $pickup_Pos_x$ $pickup_Pos_y$ $pickup_Pos_z$. State: $pickup_state$. Upgrade: $pickup_upgrade$.
-- Constant index --
/addmsgpickup Alpha: $pickup_4_alpha$. Cash: $pickup_4_cash$. Command: $pickup_4_command$. Condition: $pickup_4_condition$. Cooldown: $pickup_4_cooldown$. Count: $pickup_4_Count$. Delay: $pickup_4_Delay$. Index: $pickup_4_Index$. Key: $pickup_4_Key$. Limit: $pickup_4_Limit$
/addmsgpickup Level: $pickup_4_level$. Locked: $pickup_4_locked$. Model: $pickup_4_model$. Pos: $pickup_4_Pos_x$ $pickup_4_Pos_y$ $pickup_4_Pos_z$. State: $pickup_4_state$. Upgrade: $pickup_4_upgrade$.
-- function --
/addchangevariablepickup var_4 1
/addmsgpickup Alpha: $pickup@var_4/alpha$. Cash: $pickup@var_4/cash$. Command: $pickup@var_4/command$. Condition: $pickup@var_4/condition$. Cooldown: $pickup@var_4/cooldown$. Count: $pickup@var_4/Count$. Delay: $pickup@var_4/Delay$.
/addmsgpickup Index: $pickup@var_4/Index$. Key: $pickup@var_4/Key$. Limit: $pickup@var_4/Limit$
/addmsgpickup Level: $pickup@var_4/level$. Locked: $pickup@var_4/locked$. Model: $pickup@var_4/model$. Pos: $pickup@var_4/Pos_x$ $pickup@var_4/Pos_y$ $pickup@var_4/Pos_z$. State: $pickup@var_4/state$. Upgrade: $pickup@var_4/upgrade$.
//----------------- player ---------------------------------------------
/addvariablepickup var_5 $player_command_argument_text$
/addvariablepickup var_5 0
/addmsgpickup $player@var_5/name$ $player_name$
/addmsgpickup $player_name$ loop
-- /addtriggerallpickup /addforpickup--
/addvariablepickup var_6 0 => 92
/addchangevariablepickup var_6 1 => 93
/addmsgpickup $var_6$ current count. $player_name$ increased. => 94
/addtriggerallpickup 93 94 => 95
/addtriggerpickup2 92 95 => 96
/addforpickup 50 100 93 94 => 98'
/addtriggerpickup2 92 98
//------------------------------ Other
-- Random --
/addmsgpickup Random normal 1 to 10: $random_1_10$. Wrong: $random_1_10_$ $random_nde_10$ $random_1_-10$ $random_10_5$ $random_10_5_5$
/addmsgpickup Random func normal: $random@1/100000000000000000000000000000000000000000000000000000000$. Random variable (var_8, var_9): $random@var_8/var_9$. Wrong: $random@test/5/$ $random@test/5/56$
/addmsgallpickup Random func normal autotrigger: $random@10000/50000$. Random 1-10: $random_1_10$
-- Cond
/addmsgpickup $cond@var_9/>=/20/AND/var_9/<=/100$
/addmsgpickup $cond@var_9/>=/20/AND/var_9<=/100$
/addmsgpickup $cond@var_9/>=/20/AND/var_9/<='/100$
/addmsgpickup $cond@/var_9/>=/20/AND/var_9/<='/100/$
/addvariablepickup var_condition $cond@var_9/>=/20/AND/var_9/<=/100$
/changepickupcondition 107 var_condition == true AND cond@var_9/>=/20/AND/var_9/<=/100 == true
This topic is mostly for angel to store his tests that he did for 5.5. When looking at all this text you might be thinking F*ck this is too complex, which is why I advise you to not look at it. I am testing every single variable and trying to as well see any bugs, you won't have use for 80 % of the variables most likely. Even VKs doesn't use every single variable in VC-MP. Tutorial will come soon and are available in the patch notes as well!
Commands
-- NPC
/addnpcmovepickup2 $var_2$ 1000 $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$
-- object
/addobjectmove3pickup $var_2$ 1000 $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$
/addobjectmovebypickup2 $var_2$ 1000 $var_2$ $var_2$ $var_2$
-- player
/addtelebypickup $var_2$ $var_2$ $var_2$
/addtelebypickup $var_2$ 1000 $var_2$ $var_2$ $var_2$
/addtelepickup2 $var_2$ $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$
/addtelepickup2 $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$
--pickup
/addmovepickup2 $var_2$ $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$
/addmovebypickup $var_2$ $var_2$ $var_2$ $var_2$
//----------------- Vehicle ---------------------------------------------
/addmsgpickup Veh Col1: $player_vehicle_Color1$. Veh Col2: $player_vehicle_Color2$. Veh Driver: $player_vehicle_driver$. EulerAngle: $player_vehicle_eulerangle_x$ $player_vehicle_eulerangle_y$ $player_vehicle_eulerangle_z$. EulerSpawnAngle: $player_vehicle_eulerspawnangle_x$ $player_vehicle_eulerspawnangle_y$ $player_vehicle_eulerspawnangle_z$. Veh occupant 0: $player_vehicle_getoccupant_0$. Veh occupant 1: $player_vehicle_getoccupant_1$. Veh occupant 2: $player_vehicle_getoccupant_2$.
/addmsgpickup Veh health: $player_vehicle_health$. Veh immunity: $player_vehicle_immunity$. Veh Index: $player_vehicle_index$. Veh isghost: $player_vehicle_isghost$. Veh locked: $player_vehicle_locked$. Veh model: $player_vehicle_model$. Veh speed: $player_vehicle_speed_x$ $player_vehicle_speed_y$ $player_vehicle_speed_z$. Veh pos: $player_vehicle_pos_x$ $player_vehicle_pos_y$ $player_vehicle_pos_z$. Veh spawnpos: $player_vehicle_spawnpos_x$ $player_vehicle_spawnpos_y$ $player_vehicle_spawnpos_z$.
Testing vehicle functions (vehicle_<Vehicle Index>_<Function>)
/addmsgpickup Veh Col1: $Vehicle_1_Color1$. Veh Col2: $Vehicle_1_Color2$. Veh Driver: $Vehicle_1_driver$. EulerAngle: $vehicle_1_eulerangle_x$ $vehicle_1_eulerangle_y$ $vehicle_1_eulerangle_z$. EulerSpawnAngle: $vehicle_1_eulerspawnangle_x$ $vehicle_1_eulerspawnangle_y$ $vehicle_1_eulerspawnangle_z$. Veh occupant 0: $Vehicle_1_getoccupant_0$. Veh occupant 1: $Vehicle_1_getoccupant_1$. Veh occupant 2: $Vehicle_1_getoccupant_2$. Veh occupant 3: $Vehicle_1_getoccupant_3$.
/addmsgpickup Veh health: $Vehicle_1_health$. Veh immunity: $Vehicle_1_immunity$. Veh Index: $Vehicle_1_index$. Veh isghost: $Vehicle_1_isghost$. Veh locked: $Vehicle_1_locked$. Veh model: $Vehicle_1_model$. Veh speed: $Vehicle_1_speed_x$ $Vehicle_1_speed_y$ $Vehicle_1_speed_z$. Veh pos: $Vehicle_1_pos_x$ $Vehicle_1_pos_y$ $Vehicle_1_pos_z$. Veh speed: $Vehicle_1_spawnpos_x$ $Vehicle_1_spawnpos_y$ $Vehicle_1_spawnpos_z$.
Testing with vehicle@
/addchangevarpickup var_1 1
/addmsgpickup Veh Col1: $Vehicle@/var_1/Color1$. Veh Col2: $Vehicle@/var_1/Color2$. Veh Driver: $Vehicle@/var_1/driver$. EulerAngle: $Vehicle@/var_1/eulerangle_x$ $Vehicle@/var_1/eulerangle_y$ $Vehicle@/var_1/eulerangle_z$. EulerSpawnAngle: $Vehicle@/var_1/eulerspawnangle_x$ $Vehicle@/var_1/eulerspawnangle_y$ $Vehicle@/var_1/eulerspawnangle_z$. Veh occupant 0: $Vehicle@/var_1/getoccupant_0$. Veh occupant 1: $Vehicle@/var_1/getoccupant_1$. Veh occupant 2: $Vehicle@/var_1/getoccupant_2$.
/addmsgpickup Veh occupant 3: Veh health: $Vehicle@/var_1/health$. Veh immunity: $Vehicle@/var_1/immunity$. Veh Index: $Vehicle@/var_1/index$. Veh isghost: $Vehicle@/var_1/isghost$. Veh locked: $Vehicle@/var_1/locked$. Veh model: $Vehicle@/var_1/model$. Veh speed: $Vehicle@/var_1/speed_x$ $Vehicle@/var_1/speed_y$ $Vehicle@/var_1/speed_z$. Veh pos: $Vehicle@/var_1/pos_x$ $Vehicle@/var_1/pos_y$ $Vehicle@/var_1/pos_z$. Veh spawnpos: $Vehicle@/var_1/spawnpos_x$ $Vehicle@/var_1/spawnpos_y$ $Vehicle@/var_1/spawnpos_z$.
Left todo: Autotriggers.
Testing count and max index:
/addmsgpickup Vehicle Count: $vehicle_getcount$. Vehicle Max Index: $vehicle_max_index$. Object Count: $Object_getcount$. Object Max Index: $Object_max_index$. Pickup Count: $Pickup_getcount$. Pickup Max Index: $Pickup_max_index$. Player Count: $player_getcount$. Player Max Index: $player_max_index$.
//----------------- Object ---------------------------------------------
-- Normal----
/addmsgpickup Object Alpha: $object_20_Alpha$. Index: $object_20_Index$. Model: $object_20_Model$. Pos: $object_20_pos_x$ $object_20_pos_y$ $object_20_pos_z$. Euler Angle: $object_20_rotationeuler_x$ $object_20_rotationeuler_y$ $object_20_rotationeuler_z$.
-- function ---
/addchangevarpickup var_2 1
/addmsgpickup Object Alpha: $object@var_2/Alpha$. Index: $object@var_2/Index$. Model: $object@var_2/Model$. Pos: $object@var_2/pos_x$ $object@var_2/pos_y$ $object@var_2/pos_z$. Euler Angle: $object@var_2/rotationeuler_x$ $object@var_2/rotationeuler_y$ $object@var_2/rotationeuler_z$.
-- Standing on object normal-- /gotoloc police when not standing on object.
/addmsgpickup Object Alpha: $player_standingonobject_Alpha$. Index: $player_standingonobject_Index$. Model: $player_standingonobject_Model$. Pos: $player_standingonobject_pos_x$ $player_standingonobject_pos_y$ $player_standingonobject_pos_z$.
/addmsgpickup Euler Angle: $player_standingonobject_rotationeuler_x$ $player_standingonobject_rotationeuler_y$ $player_standingonobject_rotationeuler_z$.
-- Standing on object function--
/addmsgpickup Object Alpha: $object@player_standingonobject_index/Alpha$. Index: $object@player_standingonobject_index/Index$. Model: $object@player_standingonobject_index/Model$.
/addmsgpickup Pos: $object@player_standingonobject_index/pos_x$ $object@player_standingonobject_index/pos_y$ $object@player_standingonobject_index/pos_z$. Euler Angle: $object@player_standingonobject_index/rotationeuler_x$ $object@player_standingonobject_index/rotationeuler_y$ $object@player_standingonobject_index/rotationeuler_z$.
-- object shot normal--
/addmsgpickup Object Alpha: $player_objectshot_Alpha$. Index: $player_objectshot_Index$. Model: $player_objectshot_Model$. Pos: $player_objectshot_pos_x$ $player_objectshot_pos_y$ $player_objectshot_pos_z$.
/addmsgpickup Euler Angle: $player_objectshot_rotationeuler_x$ $player_objectshot_rotationeuler_y$ $player_objectshot_rotationeuler_z$.
-- object shot function--
/addmsgpickup Object Alpha: $object@player_objectshot_index/Alpha$. Index: $object@player_objectshot_index/Index$. Model: $object@player_objectshot_index/Model$.
/addmsgpickup Pos: $object@player_objectshot_index/pos_x$ $object@player_objectshot_index/pos_y$ $object@player_objectshot_index/pos_z$. Euler Angle: $object@player_objectshot_index/rotationeuler_x$ $object@player_objectshot_index/rotationeuler_y$ $object@player_objectshot_index/rotationeuler_z$.
-- object bump normal--
/addmsgpickup Object Alpha: $player_objectbump_Alpha$. Index: $player_objectbump_Index$. Model: $player_objectbump_Model$. Pos: $player_objectbump_pos_x$ $player_objectbump_pos_y$ $player_objectbump_pos_z$.
/addmsgpickup Euler Angle: $player_objectbump_rotationeuler_x$ $player_objectbump_rotationeuler_y$ $player_objectbump_rotationeuler_z$.
-- object bump function--
/addmsgpickup Object Alpha: $object@player_objectbump_index/Alpha$. Index: $object@player_objectbump_index/Index$. Model: $object@player_objectbump_index/Model$.
/addmsgpickup Pos: $object@player_objectbump_index/pos_x$ $object@player_objectbump_index/pos_y$ $object@player_objectbump_index/pos_z$. Euler Angle: $object@player_objectbump_index/rotationeuler_x$ $object@player_objectbump_index/rotationeuler_y$ $object@player_objectbump_index/rotationeuler_z$.
//----------------- NPC ---------------------------------------------
-- Normal----
/addmsgpickup Angle 1: $NPC_1_Angle$. Angle 2: $NPC_1_Angle2$. Death time: $NPC_1_DeathTime$. DetectedSomeone: $NPC_1_DetectedSomeone$. DetectedTime: $NPC_1_DetectTime$. Fight Time: $NPC_1_FightTime$. Immunity: $NPC_1_immunity$.
/addmsgpickup Index: $NPC_1_Index$. IsFighting: $NPC_1_IsFighting$. Health: $NPC_1_Health$. Model: $NPC_1_model$. Name: $NPC_1_name$. RespawnTime: $NPC_1_respawntime$. Speed: $NPC_1_speed$. TeamID: $NPC_1_teamid$.
/addmsgpickup Target: $NPC_1_target$. Pos: $NPC_1_pos_x$ $NPC_1_pos_y$ $NPC_1_pos_z$.
-- function ---
/addchangevarpickup var_2 1
/addmsgpickup Angle 1: $NPC@var_2/Angle//$. Angle 2: $NPC@var_2/Angle2//$. Death time: $NPC@var_2/DeathTime//$. DetectedSomeone: $NPC@var_2/DetectedSomeone/$. DetectedTime: $NPC@var_2/DetectTime/$. Fight Time: $NPC@var_2/FightTime/$. Immunity: $NPC@var_2/immunity/$.
/addmsgpickup Index: $NPC@var_2/Index/$. IsFighting: $NPC@var_2/IsFighting/$. Health: $NPC@var_2/Health/$. Model: $NPC@var_2/model/$. Name: $NPC@var_2/name/$. RespawnTime: $NPC@var_2/respawntime/$. Speed: $NPC@var_2/speed/$. TeamID: $NPC@var_2/teamid/$.
/addmsgpickup Target: $NPC@var_2/target/$. Pos: $NPC@var_2/pos_x$ $NPC@var_2/pos_y$ $NPC@var_2/pos_z/$.
-- NPC shot normal--
/addmsgpickup Angle 1: $player_npcshot_Angle$. Angle 2: $player_npcshot_Angle2$. Death time: $player_npcshot_DeathTime$. DetectedSomeone: $player_npcshot_DetectedSomeone$. DetectedTime: $player_npcshot_DetectTime$. Fight Time: $player_npcshot_FightTime$. Immunity: $player_npcshot_immunity$.
/addmsgpickup Index: $player_npcshot_Index$. IsFighting: $player_npcshot_IsFighting$. Health: $player_npcshot_Health$. Model: $player_npcshot_model$. Name: $player_npcshot_name$. RespawnTime: $player_npcshot_respawntime$. Speed: $player_npcshot_speed$. TeamID: $player_npcshot_teamid$.
/addmsgpickup Target: $player_npcshot_target$. Pos: $player_npcshot_pos_x$ $player_npcshot_pos_y$ $player_npcshot_pos_z$.
-- NPC shot function--
/addmsgpickup Angle 1: $NPC@player_npcshot_index/Angle//$. Angle 2: $NPC@player_npcshot_index/Angle2//$. Death time: $NPC@player_npcshot_index/DeathTime//$. DetectedSomeone: $NPC@player_npcshot_index/DetectedSomeone/$. DetectedTime: $NPC@player_npcshot_index/DetectTime/$. Fight Time: $NPC@player_npcshot_index/FightTime/$. Immunity: $NPC@player_npcshot_index/immunity/$.
/addmsgpickup Index: $NPC@player_npcshot_index/Index/$. IsFighting: $NPC@player_npcshot_index/IsFighting/$. Health: $NPC@player_npcshot_index/Health/$. Model: $NPC@player_npcshot_index/model/$. Name: $NPC@player_npcshot_index/name/$. RespawnTime: $NPC@player_npcshot_index/respawntime/$. Speed: $NPC@player_npcshot_index/speed/$. TeamID: $NPC@player_npcshot_index/teamid/$.
/addmsgpickup Target: $NPC@player_npcshot_index/target/$. Pos: $NPC@player_npcshot_index/pos_x$ $NPC@player_npcshot_index/pos_y$ $NPC@player_npcshot_index/pos_z/$.
-- NPC bump normal--
/addmsgpickup Angle 1: $player_npcbump_Angle$. Angle 2: $player_npcbump_Angle2$. Death time: $player_npcbump_DeathTime$. DetectedSomeone: $player_npcbump_DetectedSomeone$. DetectedTime: $player_npcbump_DetectTime$.
/addmsgpickup Index: $player_npcbump_Index$. IsFighting: $player_npcbump_IsFighting$. Health: $player_npcbump_Health$. Model: $player_npcbump_model$. Name: $player_npcbump_name$. RespawnTime: $player_npcbump_respawntime$. Speed: $player_npcbump_speed$. TeamID: $player_npcbump_teamid$.
/addmsgpickup Target: $player_npcbump_target$. Pos: $player_npcbump_pos_x$ $player_npcbump_pos_y$ $player_npcbump_pos_z$. Fight Time: $player_npcbump_FightTime$. Immunity: $player_npcbump_immunity$.
-- NPC bump function--
/addmsgpickup Angle 1: $NPC@player_npcbump_index/Angle//$. Angle 2: $NPC@player_npcbump_index/Angle2//$. Death time: $NPC@player_npcbump_index/DeathTime//$. DetectedSomeone: $NPC@player_npcbump_index/DetectedSomeone/$. DetectedTime: $NPC@player_npcbump_index/DetectTime/$. Fight Time: $NPC@player_npcbump_index/FightTime/$. Immunity: $NPC@player_npcbump_index/immunity/$.
/addmsgpickup Index: $NPC@player_npcbump_index/Index/$. IsFighting: $NPC@player_npcbump_index/IsFighting/$. Health: $NPC@player_npcbump_index/Health/$. Model: $NPC@player_npcbump_index/model/$. Name: $NPC@player_npcbump_index/name/$. RespawnTime: $NPC@player_npcbump_index/respawntime/$. Speed: $NPC@player_npcbump_index/speed/$. TeamID: $NPC@player_npcbump_index/teamid/$.
/addmsgpickup Target: $NPC@player_npcbump_index/target/$. Pos: $NPC@player_npcbump_index/pos_x$ $NPC@player_npcbump_index/pos_y$ $NPC@player_npcbump_index/pos_z/$.
//----------------- pickup ---------------------------------------------
-- Normal ---
/addmsgpickup Alpha: $pickup_alpha$. Cash: $pickup_cash$. Command: $pickup_command$. Condition: $pickup_condition$. Cooldown: $pickup_cooldown$. Count: $Pickup_Count$. Delay: $Pickup_Delay$. Index: $Pickup_Index$. Key: $Pickup_Key$. Limit: $Pickup_Limit$
/addmsgpickup Level: $pickup_level$. Locked: $pickup_locked$. Model: $pickup_model$. Pos: $pickup_Pos_x$ $pickup_Pos_y$ $pickup_Pos_z$. State: $pickup_state$. Upgrade: $pickup_upgrade$.
-- Constant index --
/addmsgpickup Alpha: $pickup_4_alpha$. Cash: $pickup_4_cash$. Command: $pickup_4_command$. Condition: $pickup_4_condition$. Cooldown: $pickup_4_cooldown$. Count: $pickup_4_Count$. Delay: $pickup_4_Delay$. Index: $pickup_4_Index$. Key: $pickup_4_Key$. Limit: $pickup_4_Limit$
/addmsgpickup Level: $pickup_4_level$. Locked: $pickup_4_locked$. Model: $pickup_4_model$. Pos: $pickup_4_Pos_x$ $pickup_4_Pos_y$ $pickup_4_Pos_z$. State: $pickup_4_state$. Upgrade: $pickup_4_upgrade$.
-- function --
/addchangevariablepickup var_4 1
/addmsgpickup Alpha: $pickup@var_4/alpha$. Cash: $pickup@var_4/cash$. Command: $pickup@var_4/command$. Condition: $pickup@var_4/condition$. Cooldown: $pickup@var_4/cooldown$. Count: $pickup@var_4/Count$. Delay: $pickup@var_4/Delay$.
/addmsgpickup Index: $pickup@var_4/Index$. Key: $pickup@var_4/Key$. Limit: $pickup@var_4/Limit$
/addmsgpickup Level: $pickup@var_4/level$. Locked: $pickup@var_4/locked$. Model: $pickup@var_4/model$. Pos: $pickup@var_4/Pos_x$ $pickup@var_4/Pos_y$ $pickup@var_4/Pos_z$. State: $pickup@var_4/state$. Upgrade: $pickup@var_4/upgrade$.
//----------------- player ---------------------------------------------
/addvariablepickup var_5 $player_command_argument_text$
/addvariablepickup var_5 0
/addmsgpickup $player@var_5/name$ $player_name$
/addmsgpickup $player_name$ loop
-- /addtriggerallpickup /addforpickup--
/addvariablepickup var_6 0 => 92
/addchangevariablepickup var_6 1 => 93
/addmsgpickup $var_6$ current count. $player_name$ increased. => 94
/addtriggerallpickup 93 94 => 95
/addtriggerpickup2 92 95 => 96
/addforpickup 50 100 93 94 => 98'
/addtriggerpickup2 92 98
//------------------------------ Other
-- Random --
/addmsgpickup Random normal 1 to 10: $random_1_10$. Wrong: $random_1_10_$ $random_nde_10$ $random_1_-10$ $random_10_5$ $random_10_5_5$
/addmsgpickup Random func normal: $random@1/100000000000000000000000000000000000000000000000000000000$. Random variable (var_8, var_9): $random@var_8/var_9$. Wrong: $random@test/5/$ $random@test/5/56$
/addmsgallpickup Random func normal autotrigger: $random@10000/50000$. Random 1-10: $random_1_10$
-- Cond
/addmsgpickup $cond@var_9/>=/20/AND/var_9/<=/100$
/addmsgpickup $cond@var_9/>=/20/AND/var_9<=/100$
/addmsgpickup $cond@var_9/>=/20/AND/var_9/<='/100$
/addmsgpickup $cond@/var_9/>=/20/AND/var_9/<='/100/$
/addvariablepickup var_condition $cond@var_9/>=/20/AND/var_9/<=/100$
/changepickupcondition 107 var_condition == true AND cond@var_9/>=/20/AND/var_9/<=/100 == true
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