RULE blocks are triggered from an in-game EVENT. When an EVENT triggers, this block will check if its CONDITION has been met and then execute all of the ACTIONS.
Types of RULE Blocks Events
Ongoing
Ongoing EVENT types continually check if its CONDITION has become True. If so, the ACTIONS will be executed once. In order for the EVENT to execute again, the CONDITION must become False before becoming True again.
Ongoing EVENT types currently exist within the context of:
- Global
- Player
- Team
- Vehicle
- CapturePoint
Within the Player and Team contexts, payload value blocks, such as EventPlayer and EventTeam, can be used to refer to the specific Player or Team within the EVENT. Note: In FFA, Ongoing Team will not execute at all. OnPlayerDied This will trigger whenever a Player dies. Payloads: EventPlayer (Victim), EventOtherPlayer (Killer), EventDeathType (Victim Death Type), EventWeapon (Killing Weapon) OnPlayerDeployed This will trigger whenever a Player deploys. Payloads: EventPlayer (Deployed Player) OnPlayerJoinGame This will trigger when a Player joins the game. Payloads: EventPlayer (Joined Player) OnPlayerLeaveGame This will trigger when any player leaves the game. OnPlayerEarnedKill This will trigger when a Player earns a kill against another Player. Payloads: EventPlayer (Killer), EventOtherPlayer (Victim), EventDeathType (Victim Death Type), EventWeapon (Killing Weapon) OnGameModeEnding This will trigger when the gamemode ends. OnMandown This will trigger when a Player is forced into the mandown state. Payloads: EventPlayer (Downed Player) OnRevived This will trigger when a Player is revived by another Player. Payloads: EventPlayer (Revived Player), EventOtherPlayer (Reviver Player) OnTimeLimitReached This will trigger when the gamemode time limit has been reached. OnGameModeStarted This will trigger at the start of the gamemode. OnPlayerUndeploy This will trigger when the Player dies and returns to the deploy screen. Payloads: EventPlayer (Dead Player) OnVehicleDeployed This will trigger when a Vehicle is called into the map. Payloads: EventVehicle (Spawned Vehicle) OnVehicleDestroyed This will trigger when a Vehicle is destroyed. Payloads: EventVehicle (Destroyed Vehicle) OnPlayerEnterVehicle This will trigger when a Player enters a Vehicle. Payloads: EventPlayer (Player Who Enters), EventVehicle (Vehicle) OnPlayerExitVehicle This will trigger when a Player exits a Vehicle. Payloads: EventPlayer (Player Who Exits), EventVehicle (Vehicle) OnPlayerEnterVehicleSeat This will trigger when a Player enters a Vehicle seat. Payloads: EventPlayer (Player Who Enters Seat), EventVehicle (Vehicle), EventSeat (Seat Index) OnPlayerExitVehicleSeat This will trigger when a Player exits a Vehicle seat. Payloads: EventPlayer (Player Who Exits Seat), EventVehicle (Vehicle), EventSeat (Seat Index) OnCapturePointCaptured This will trigger when a team takes control of a CapturePoint. Payloads: EventCapturePoint (Captured Capture Point) OnCapturePointCapturing This will trigger when a team begins capturing a CapturePoint. Payloads: EventCapturePoint (Capture Point Being Captured) OnCapturePointLost This will trigger when a team loses control of a CapturePoint. Payloads: EventCapturePoint (Lost Capture Point) OnCapturePointNeutralizing This will trigger when a team begins neutralizing a CapturePoint. Payloads: EventCapturePoint (Capture Point Being Neutralized) OnPlayerEnterCapturePoint This will trigger when a Player enters a CapturePoint capturing area. Payloads: EventPlayer (Player Entering Capture Area), EventCapturePoint (Capture Point Being Entered) OnPlayerExitCapturePoint This will trigger when a Player exits a CapturePoint capturing area. Payloads: EventPlayer (Player Exiting Capture Area), EventCapturePoint (Capture Point Being Exited) OnMCOMArmed This will trigger when a MCOM is armed. Payloads: EventMCOM (Armed MCOM), EventPlayer (Player Who Armed) OnMCOMDefused This will trigger when a MCOM is defused. Payloads: EventMCOM (Defused MCOM), EventPlayer (Player Who Defused) OnMCOMDestroyed This will trigger when a MCOM is destroyed. Payloads: EventMCOM (Destroyed MCOM) OnPlayerDamaged This will trigger when a Player takes damage. Payloads: EventPlayer (Damaged Player), EventOtherPlayer (Damager Player), EventDamageType (Damage Type), EventWeapon (Damager Weapon) OnPlayerEarnKillAssist This will trigger when a Player earns a kill assist. _Payloads: EventPlayer (Assist Player), EventOtherPlayer (Victim)