SandboX
Build your own scripted games in your Player World: functions, conditions and calls, the cinematic camera, character dialogue, and main-world sets.
SandboX is GamerX's in-game scripting tool. Without writing any code, you place functions in your Player World: checkpoints, teleports, timers, vehicles, pickups, messages, camera scenes and character dialogue. You chain them together with conditions and calls, the way code wires events to functions, to make races, obstacle courses, cutscenes, quests and mini-games. Then you save the result as a SandboX set that anyone can load.
> This page describes exactly what the game does today, read from the SandboX script itself. SandboX is being reworked: the [Known problems](#known-problems) and [Open questions](#open-questions-for-the-rework) sections at the end are where that work is being discussed. Use the comments at the bottom of the page to join in.
How it works in one minute
- A set is a file holding everything you built. Load it in editing mode to build, or in active mode to play it.
- A function is one action, such as "show a checkpoint here" or "give a Desert Eagle". Each function has an ID (1 to 99). It does nothing until something calls it.
- A function has conditions: the things that can happen to it. A vehicle can be entered, exited or explode; a checkpoint can be entered or left. See [the list](#conditions-and-calls).
- A call runs a function when a condition is met: "when function 5 (a checkpoint) is entered, call function 6". A condition can have as many calls as you like; they run in order, like the lines of an event handler.
- start is the set's own condition: it is met when the set is activated, like
main()in a program. Everything begins with the calls on start. - Every function also has involved players, the people it acts on: the trigger player (whoever entered the checkpoint), all players, a team, or nobody (for things placed in the world).
The chain looks like this:
| Step | What happens |
|---|---|
| The set is activated | The calls on start run: checkpoint 1 at the start line, message 2 "Go!" (/call start 1, /call start 2) |
| A player enters checkpoint 1 | Its calls on "enter" run: checkpoint 3, timer 4 (60 seconds) (/call 1 enter 3, /call 1 enter 4) |
| They reach checkpoint 3 | Its calls run: message 5 "You win!", teleport 6 back, Destroy Function 7 that stops the timer |
| The timer runs out first | Its calls on "end" run: message 8 "Too slow!" and teleport 6 back to the start |
Getting started: your Player World
SandboX runs in your own Player World (virtual world 1000 + your player ID). See player-worlds for more about worlds.
| Command | What it does |
|---|---|
/myworld | Takes you (and the vehicle you are driving) to your Player World: "You have gone to your player world [VW %d]." |
/joinworld [player ID] | Visits another player's world: "You have gone to NAME's (ID:n) player world [In VW %d]." The owner is told you came in. |
/lockworld | Meant to lock your world against visitors (see [Known problems](#known-problems): it doesn't stay locked today) |
/leaveworld or /mainworld | Back to the main world: "You have returned to the main world [VW 0]." Not allowed while you are in editing mode. |
Visitors who join a world with an active set join the game in progress. They get the checkpoints, vehicles, sounds, freezes and character dialogue that are already running.
Sets: create, load, save, delete
| Command | Short forms | What it does |
|---|---|---|
/sandbox | In your world: the Choose SandboX Option menu (Create SandboX Set / Load SandboX Set), or the exit box if a set is loaded | |
/editsandboxset [file] | /editsxs, /esxs | With a file name: opens that set in editing mode. Without one: starts a new set (you first choose the alliance type) |
/loadsandboxset [file] | /loadsxs, /lsxs | In your world: asks "How would you like to load this SandboX file?", In active mode (play it) or In editing mode (build). In the main world, for Hosts: see [Main-world sets](#main-world-sets-hosts) |
/savesandboxset [file] | /savesxs, /ssxs | Saves the set you are editing. It never overwrites: saving under the name of an existing file is refused, so save an edited set under a new name |
/exitsandboxset | /exitsxs, /xsxs | Leaves editing or active mode. "Are you sure? All unsaved files will be lost." |
/unloadsandboxset | /unloadsxs, /usxs | The same as exit. With a name, it unloads a main-world set |
/deletesandboxset [file] | /deletesxs, /dsxs | Deletes a set file you created (it remembers its creator): "This file will be: PERMANENTLY DELETED." |
/sandboxhelp | The SandboX Help box |
You must be logged in for the set commands. Leaving your world (or disconnecting) unloads your set.
Alliance types
A new set first asks "Choose an Alliance Type.":
| Type | What it means |
|---|---|
| Free for All | Everyone for themselves |
| 2 Teams VS / 3 Teams VS / 4 Teams VS | Players are split into fixed teams: Blue, Red, Yellow and Green. Functions can then involve one team, and spawned vehicles get team colours |
| Squads by Size | Players are put in squads of a size you choose ("Team size between 2-20") |
Building: functions
While editing, you see SandboX Editing Mode in the top right. Hold the walk key (or Y) to see the SandboX Editing Chart:
- the first row is start, with the functions it calls;
- every other row is one condition that has calls: the function and its condition on the left, the functions it calls (with their call IDs) on the right.
| Command | Short form | What it does |
|---|---|---|
/function [type] | /func | Creates a function of that type. For example /function CP puts a checkpoint where you stand; /call start [its ID] shows it when the set starts |
/functiontypes | Lists the function types | |
/editfunction [ID] | /efunc | Changes a function's settings one by one (Confirm / Skip) |
/deletefunction [ID] | /removefunction | Deletes a function and every call on it |
/gotofunction [ID] | /gfunc | Teleports you to a function that has a place in the world (checkpoint, vehicle, pickup, teleport, or a sound/explosion placed "at my location") |
/togglefunction [ID] | /tfunc | Tries a function out while editing: shows or hides a checkpoint, spawns or removes a vehicle or pickup, plays or stops a sound |
/functions [ID] | /fmenu | The function menu: the function in the middle (EDIT, and GO TO when it has a place), what calls it on the left, its conditions and what they call on the right. Click a function to go to it, + ADD A CALLER / + add a call to make calls, x to delete one; < > and ALL to change function |
Most functions end with "Who is involved in this function?":
- Trigger Player (the one who met the condition), All Players, Player Allies, Player Enemies, or one team.
- When start calls a Trigger Player function, nobody has triggered anything yet, so it runs once for every player in the world, each as their own trigger player.
Positions are taken from where you stand when you finish the function.
Function types
| Code | Name | What you set | What it does when it is called |
|---|---|---|---|
CM | Client Message | The text (up to 128 characters) | Sends it in chat: * text |
TD | Text Draw | The text | Shows it big on screen for 6 seconds (it is a game text, not a real text draw) |
GT | Game Text | The text | Shows it as game text for 16 seconds |
TP | Teleport | "Allow Vehicles?" (bring their vehicle along or not) | Teleports the players to where you stood, facing the way you faced |
CP | Checkpoint | Nothing: it goes where you stand | Shows each involved player their own checkpoint. Conditions: enter, leave |
FP | Freeze Player | Nothing | Freezes the players (a Destroy Function on it unfreezes them) |
TI | Timer | Shown or invisible, and the time: 1-120 seconds when shown (a countdown on screen), 1-120000 ms when invisible | Counts down. Condition: end |
PS | Play Sound | The sound ID (1-100017), and "At my Location" or "Play for player" | Plays the sound, at that spot for everyone in the world or to the involved players |
SV | Spawn Vehicle | Sit in the vehicle you want, where you want it: "Current Location" or "Spawn Vehicle for Player" | Current Location: one vehicle parked there (respawns 20 s after it is destroyed). For players: each involved player gets that vehicle where they are and is put in it. Conditions: explode, enter, exit |
DI | Disarm | Nothing | Takes all the players' weapons |
SH | Set Health | Health 0-100 | Sets the players' health |
GG | Give Gun | The weapon (43 choices) and ammo (1-9999) | Gives the weapon (the jetpack too) |
DF | Destroy Function | The ID of the function to undo | Undoes it: removes a checkpoint, pickup or vehicle, stops a timer, sound or camera, unfreezes, closes a dialogue |
SP | Spawn Pickup | The pickup (105 choices), ammo for weapon pickups, and for some pickups "Use Pickup Attribute?" | Puts a pickup where you stood. Weapon pickups give the weapon. Condition: pickup |
EX | Explosion | "Current Location" or "Explode Player" | An explosion at that spot, or at each involved player |
CC | Cinematic Camera | A camera scene, made in the camera editor (below) | Plays the scene for the involved players. Condition: position (each camera position) |
CD | Character Dialogue | A character box, made in the dialogue editor (below) | Shows a character with their name and up to 8 lines of dialogue, until a Destroy Function removes it or another dialogue replaces it |
CO | Create Object | The model number: it goes 10 metres in front of you (as /cso) | Makes an object of the set's own. While you build it is your streamed object (its number is shown), so /eso, /eso2, /so2 and the other object commands move and turn it, and the set keeps where you put it. When the set runs it is the set's own again: it keeps its place, is saved with the set, and goes when the set stops |
|---|---|---|---|
MO | Move Object | The CO function to move: its place now is the start. Move the object where it should go (/eso, /eso2 or /so2), type /moveend (/mend), then the speed and "Only to the end", "To the end, then back to the start" or "Back and forth, over and over" | One function for both ways: every call that runs it says to its end or back to its start (you are asked when you make the call; /functions shows it). It turns on the way if you turned it. Conditions: end, start (it arrived at its end / back at its start) |
OH | Object Health | The CO function, its health (1-100000) and whether to show it above the object ("500 / 500 hp") | Shots take health off (a Desert Eagle shot about 46); at 0 the object is gone. Made again by its CO, it gets full health. Conditions: hit, destroyed |
ZN | Zone | A circle (radius around where you stand) or a rectangle (stand at one corner, then walk to the other and type /zonecorner or /zc); then every height, or how far below and above your feet | An invisible area, checked 4 times a second. Conditions: enter, leave, first, empty, everyone (whoever crossed is the triggering player). Anyone already in it when it starts counts as entering Like a checkpoint, it does nothing until a call runs it (for example /call start <zone>); players in editing mode are never counted. |
LS | Load Streamed Set | A streamed object set's name (yours or a GamerX one) | Loads the set into the set's world (the same objects as /lsos, not anyone's to edit). A Destroy Function removes them |
LV | Load Vehicle Set | A vehicle object set's name, and the SV function whose vehicles get it | Puts the set on that function's vehicles. Call it after the SV, so the vehicles are there |
LH | Load Holding Set | A holding object set's name (saved with /shos) and who is involved | Puts the set on the involved players' characters. A Destroy Function takes it off |
NP | Create NPC | A settings list: name, skin, weapon, health, whether it can be hurt, team (in a set with teams) and its "player near" distance; it stands where you are (the Place row moves it). Click Done | An NPC of the set's own (8 a set at most). You see it while you build; when the set runs it appears when called, and running it again brings it back after it dies (it never comes back by itself). It says nothing and fights nobody unless an NPC Action tells it to. Conditions: killed, hurt, kills, injures, enters, exits, arrives, near |
NA | NPC Action | The NP function, then what it does: go to where you stand now (walk, jog or run), follow or attack a player (the triggering player, the nearest player, or the nearest of another team), start one of your /npcpath paths (once or round and round), say something, stop, or pause, resume or restart its path. The NPC gets ready on its first Start path as soon as it is made (at the path's start, in its car for a driving path, waiting), so Start begins at once | Tells that NPC what to do (nothing when it isn't out or is dead). A Destroy Function on it makes the NPC stop |
MN | Menu | A settings list: the kind of menu (message box, input, list, password, table list, table list with headers), its title, its text or items, an input's answers, the two buttons and who sees it. Click Done (see [Menus](#menus-mn)) | Shows the menu to the involved players. Whatever each player answers meets its conditions, with that player as the triggering player. A Destroy Function on it closes it. Conditions: button1, button2, and item1, item2... (a list) or number, other, answer1, answer2... (an input) |
LP (Launch Player) and BP (Boost Player) have codes but are not finished.
Conditions and calls
A condition is something that can happen to a function. A call says what happens then: "when this condition of this function is met, run that function". Think of a condition as an event and its calls as the event handler's lines.
| Function | Condition | Met when |
|---|---|---|
| (the set) | start | The set is activated |
CP checkpoint | enter | A player enters their checkpoint |
leave | A player leaves it again | |
SP pickup | pickup | A player picks it up |
TI timer | end | It runs out |
SV vehicle | explode | The vehicle explodes |
enter | A player gets in (as driver or passenger) | |
exit | A player gets out | |
CC camera | position | The scene reaches a camera position (set in the camera editor) |
MO move object | end | The object arrived at its end |
start | The object arrived back at its start | |
OH object health | hit | A player shot the object (they are the triggering player) |
destroyed | Its health reached 0 and it is gone | |
ZN zone | enter | A player came into the zone |
leave | A player went out of it (or left the world) | |
first | The first player came in (it was empty) | |
empty | The last player went out (it is empty now) | |
everyone | Every player in the set's world is in it | |
NP NPC | killed | The NPC died (whoever killed it is the triggering player) |
hurt | A player hurt it | |
kills | It killed a player (that player triggers) | |
injures | It hurt a player (that player triggers) | |
enters | It got into a vehicle | |
exits | It got out of one | |
arrives | It finished a Go to, or got to the end of its path | |
near | A player came within its "player near" distance | |
MN menu | button1 | A player pressed button 1 (on a list: picked any item; on an input: sent any text) |
button2 | A player pressed button 2, or closed it with Esc | |
item1, item2... | (a list) A player picked that item | |
number | (an input) A player sent a number | |
answer1, answer2... | (an input) A player sent that answer (big or small letters don't matter) | |
other | (an input) A player sent text that is none of its answers |
The other function types have no conditions: they only do things.
| Command | What it does |
|---|---|
/call [function number] [condition] [function number to call] | Makes a call. For example /call 4 exit 9: when a player gets out of vehicle 4, run function 9. Leave the condition out and you get a list to choose from (or the only one, for a function that has one) |
/call start [function number] | Runs the function when the set starts |
/conditions | Lists every function type's conditions |
/conditions [function number] | That function's conditions, and the calls on each (/conditions start for the start) |
/deletecall [ID] | Deletes a call |
The game answers "\ You created call number n on function number 4, condition "exit"."* and "\ On player exits the vehicle, function number 9 (CM) Client Message runs."* A condition can also be typed as its number (/call 4 3 9).
Good to know:
- Every call on a condition runs, in call ID order, so one condition can run several functions. A condition with no call does nothing.
- The player who met the condition is the trigger player for the functions it calls. When a vehicle explodes, that is the player it was spawned for, or else whoever the game says destroyed it.
- Getting into a Spawn Vehicle for Player vehicle doesn't count as
enterat the moment SandboX puts the player in it; only getting back in does. - Calls never run for a player who is in editing mode, so test your set in active mode.
- A checkpoint keeps working after it is entered, until a Destroy Function removes it.
/condition,/conditiontypesand/deleteconditionare the old names of/call,/conditionsand/deletecall, and still work.- Sets made with channels (before 2026-10-30) are converted when they load: channel 0 becomes calls on start, and each old condition becomes one call for every function that was on its channel, so the set does what it did. Saving it keeps the new form.
The cinematic camera (CC)
/function CC opens the camera editor:
- You fly freely with the movement keys. The black bars of a film scene show what the camera sees.
- Choose the fade the scene starts with: Normal, Slow or Fast.
- Fly to a spot, look where you want, and press fire to save the camera position. Then enter how long it stays there (Position Length, 1-30000 ms).
- Use Create New Camera Position for the next one (up to 20). Choose how the camera gets there:
- Cut: jumps straight there;
- Move: glides there, taking the Movement Speed you give;
- Fade: goes black and comes back at the new spot (Normal, Slow or Fast).
- < and > browse the positions; Edit Camera Position changes one.
- Preview: play the whole Sequence, or just the Transition into the current position.
- set call on current position runs a function when playback reaches that position (the
positioncondition). Use it to time events with the scene. - Save and Exit CC Editing Mode asks for the fade at the end, then who is involved.
Character dialogue (CD)
/function CD opens the dialogue editor: a box with a character, their name and their lines. Click the arrows to change:
- the name;
- the model (skin 0-312);
- the colour (as
0xRRGGBBAA); - each of the 8 dialogue lines (22 characters each, aligned left, centre or right).
The default is a Medic (skin 274). Save and Exit asks who is involved.
Menus (MN)
/function MN makes a menu: a window with buttons that a player answers, and every possible answer is a condition you can call functions from. For example a box "Are you sure?" whose Confirm calls function 5 and whose Cancel calls function 6, or a list whose items each call a different function.
- Type
/function MN(or click Menu (MN) in/function) and choose what kind of menu: - Message box: text and one or two buttons;
- Input: a box to type in (Password: the same, shown as dots);
- List: pick one item;
- Table list: items in columns,
|between the columns (for exampleM4|$500); Table list with headers: the first line is the column titles (Weapon|Price). - The Menu Settings list opens, already filled in (a message box starts as "Are you sure?" with Confirm and Cancel). Click a row to change it:
- Title: the line at the top (up to 64 characters);
- Text (or Items for a list): a line at a time. + Add one, click one to change it (empty deletes it), or delete them all. Colours work (
{FF0000}red); - Answers (input and password only, optional): words players might type. Each answer is a condition of its own;
- Button 1, Button 2 (leave button 2 empty for one button; Esc still counts as
button2); - Who sees it: the triggering player (the default; from
start, every player in the world), all players in the set's world, or for team sets the trigger player's enemies or team, or one team; - Preview: shows you the menu now, and tells you which conditions your answer would meet.
- Click Done. Then call functions from its conditions:
/call 7 button1 5and/call 7 button2 6, or/call 7 item2 9./conditions 7lists them all with the button and item texts;/functions 7shows them too, with + add a call under each.
| Menu kind | Its conditions |
|---|---|
| Message box | button1, button2 |
| List, table lists | button1 (any item), button2, then one for each item: item1, item2... |
| Input, password | button1 (any text), button2, number, other, then one for each answer: answer1, answer2... |
Also accepted when you type a call: confirm, ok, select or any for button1, and cancel or close for button2.
Good to know:
- One answer can meet several conditions. Their calls run in this order:
button1first, then the item, ornumber, then the matching answers (orother).button2(or Esc) meets onlybutton2. - Each player answers for themselves: they are the triggering player of the calls their answer runs.
- An answer only counts while the set is still loaded and the player is still in its world. If the set was unloaded (or the menu deleted) before they answered, nothing happens.
- Players in editing mode never see a running set's menus (use Preview).
- Changing a list's items moves the conditions with them: a call on
item3is on whatever item is third. - SandboX has no variables yet, so the text a player types can't be stored or shown again; only which condition it meets.
Main-world sets (Hosts)
A Host standing in the main world (VW 0) who types /loadsandboxset [file] loads that set active for everyone in the main world. It is also added to the list of sets that load when the server starts (SandboXLoadOnFilterInIt.txt). Players get its running functions when they spawn.
The main world loads these sets at startup today: l1, gasajump4, rustler, intro v 011, mike, GXBillboard and ClassicPickups.
/unloadsandboxset [name] unloads one and takes it off the startup list.
Saved files (for builders and Hosts)
Sets are text files in scriptfiles/SandboXSystem/SandboXFiles/NAME.txt (83 today). One line per item, with commas between the values:
| Line starts with | Holds |
|---|---|
1 | The header: creator, alliance type, team size |
2 | A function: ID, type, 1 (where the channel was; 0 in old files), then its own values (position, text, involved, model...) |
4 | One camera position of a CC function |
5 | A call: ID, function ID (0 = start), condition, camera position, function it calls |
6 | A line of a menu (MN), right after its function: function ID, what it is (1 button 1, 2 button 2, 3 a line of its text or an item, 4 an answer), the text |
3 | (old files) A channel condition: ID, function ID, channel, camera position. Converted to calls when loaded |
Commas in message and menu texts are saved as ` ``. Files from before menus (2026-11-05) load as they did; a file with menus needs the new SandboX to load them.
Limits
| What | Limit |
|---|---|
| Sets loaded at once (all worlds) | 49 |
| Functions per set | IDs 1-99 |
| Calls per set | IDs 1-199 |
| Camera positions per CC | 20 |
| Message text | 128 characters |
| Menu | title 64 characters, buttons 32, a line or item 127, all its text (or its answers) about 2000 |
| Dialogue | name 16 characters, 8 lines of 22 |
| Timer | 120 s shown, 120000 ms invisible |
| Squad size | 2-20 |
Known problems
Found by reading the script (2026-10-27). Each is a candidate for the rework:
- Player Allies and Player Enemies are swapped: choosing "Player Allies" stores enemies, and the other way round.
- Team-colour targets (Team Blue/Red/Yellow/Green) most likely fail when the function is finished, before it is saved.
- **
/lockworldnever locks**: it locks and unlocks in the same go, so it always ends unlocked. - **Typing
/myworldwhile already in your world unloads your set** without asking./joinworldfrom your own world does the same. - Anyone can unload a main-world set with
/unloadsandboxset NAME, and take it off the startup list. - Saving can't overwrite, so every edit needs a new file name.
- Interiors are ignored: checkpoints always appear in interior 0, and teleports and vehicles don't record one.
- "At my Location" sounds lose their spot when the set is saved: after loading, they play at 0, 0, 0.
- Editing a Give Gun function gives the wrong weapon (it stores the list position instead of the weapon ID).
- When a set is full (99 functions), the next function silently overwrites an old one. (Calls: fixed 2026-10-30, the 200th is refused.)
- A 20-position camera scene runs off the end of its list.
- The character colour box likely reads the colour as 0, and the skin check never refuses anything.
- DEBUG lines go to every player when team sets load, and the editing chart leaks text draws each time it is shown.
- Things that run with no trigger player (all-player timers and cameras called from start) use player ID -1 in places, which the server may stop with an error. (Trigger Player functions called from start: fixed 2026-10-30, they run for each player.)
- Host status is read once, when you first spawn, so a new Host has to reconnect before loading main-world sets.
- ~~Messages show channels as 0-30~~ (channels are gone since 2026-10-30).
Open questions for the rework
These decide how the new SandboX should behave. Answer in the comments below, by number:
- Who may load, unload and delete main-world sets?
- Should Player Allies / Enemies and the team targets work properly? What should "allies" and "enemies" mean in a Free for All?
- ~~Should one event be able to call several things?~~ Yes, since 2026-10-30: every call on a condition runs. Should checkpoints and pickups fire once, or every time?
- Should saving overwrite your own file (after asking)?
- The start has no trigger player. Should it be the person who loaded the set, or each player as they arrive? What should players who join later get, for every function type?
- Should sets run in party worlds, event worlds and races too?
- Should teleports, checkpoints and vehicles keep their interior?
- Do you still want Create Object, Launch Player and Boost Player? What exactly should they do?
- When the owner leaves or types
/myworldagain, should the set unload, keep running for visitors, or ask? - May the file format change (a version number, sound positions, commas in dialogue)? The 83 existing files would be converted.
- Keep the editing chart, the "SandboX Editing Mode" badge and the Discord log?
- Are the limits right (49 sets, 99 functions, 199 calls, 20 camera positions, 120 s timers)?
All SandboX commands
| Command | What it does |
|---|---|
/sandbox | In your Player World: opens the Choose SandboX Option menu (Create SandboX Set / Load SandboX Set), or asks to exit if you have a set loaded |
/sandboxhelp | Shows the SandboX Help box: how channels, functions and conditions work, and the main commands |
/editsandboxset /editsxs /esxs | Opens a SandboX set file in editing mode to build on it; with no file name, starts a new set |
/loadsandboxset /loadsxs /lsxs | Loads a SandboX set in your Player World, in active mode (play it) or editing mode (build); Hosts in the main world load it for everyone |
/savesandboxset /savesxs /ssxs | Saves the SandboX set you are editing under a new file name (an existing file is never overwritten) |
/exitsandboxset /exitsxs /xsxs | Leaves SandboX editing or active mode and unloads your set (unsaved work is lost) |
/unloadsandboxset /unloadsxs /usxs | Unloads your SandboX set; with a file name, unloads that set from the main world and its startup list |
/deletesandboxset /deletesxs /dsxs | Permanently deletes a SandboX set file you created |
/function /func | In SandboX editing mode: creates a function (checkpoint, teleport, timer, vehicle, message, menu, camera...) that runs when a call runs it: /function [type] |
/functiontypes | Lists the SandboX function types and their two-letter codes (CP, TP, TI, SV, CM...) |
/editfunction /efunc | In SandboX editing mode: changes a function's settings, one by one |
/deletefunction /removefunction | In SandboX editing mode: deletes a function and every condition bound to it |
/gotofunction /gfunc | In SandboX editing mode: teleports you to a function that has a place in the world (checkpoint, vehicle, pickup, teleport...) |
/togglefunction /tfunc | In SandboX editing mode: tries a function out: shows or hides a checkpoint, vehicle or pickup, plays or stops a sound |
/call /condition | In SandboX editing mode: when a function's condition is met (checkpoint entered or left, pickup taken, timer ended, vehicle entered, exited or exploded), run another function; a condition can have many calls, run in order: /call [function ID] [condition] [function ID to call], or /call start [function ID] when the set starts |
/conditions /conditiontypes | Lists the SandboX conditions of each function type, or with a function ID (or start) that function's conditions and calls |
/deletecall /deletecondition | In SandboX editing mode: deletes a call by its ID |
/myworld | Go to their own Virtual World (1000 + playerid) |
/joinworld | Visits another player's Player World and joins their SandboX game in progress: /joinworld [player ID] |
/lockworld | Meant to lock your Player World against visitors (today it ends unlocked) |
/leaveworld /mainworld | Takes you from a Player World back to the main world (VW 0) |
Comments (1)
Hi! This page is written from the SandboX script itself, so it is how SandboX works today, bugs included (see Known problems).
To rework it, the easiest way is to answer the Open questions here by number, for example:
> 1. Only Hosts load/unload main-world sets. 3. Checkpoints fire once.
You can also describe new things you want (new function types, new conditions, how teams should work...). I'll answer here, and when we agree on something I'll build it and update this page.
Log in with Discord to comment.
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