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einstellungen
settings
{
hauptregeln
main
{
Beschreibung: "PART 2 = Map puzzle / Find the exit point - Hold F to respawn - Press F on circle to jump to the next lvl - Hold Crough+Interact to reset progress - Hint: The checkpoints are always outside the normal accessable area (=out of the real map) - Always-updated on: https://workshop.codes/escape-room v.3.6.5 - P2 Created by Kleator"
Description: "PART 2 = Map puzzle / Find the exit point - Hold F to respawn - Press F on circle to jump to the next lvl - Hold Crough+Interact to reset progress - Hint: The checkpoints are always outside the normal accessable area (=out of the real map) - Always-updated on: https://workshop.codes/escape-room v.3.5.6 Created by Kleator"
}
Lobby
lobby
{
Kartenrotation: Nach einem Match
Max. Anzahl Zuschauer: 12
Zurück zur Lobby: Nie
Map Rotation: After A Game
Max Spectators: 12
Return To Lobby: Never
}
modi
modes
{
Übungsgefecht
Skirmish
{
verfügbare karten
enabled maps
{
Blizzard World
Dorado
Tempel des Anubis
}
}
Allgemein
General
{
Wiederbelebungszeit: 0%
Zufälliger Held nach Tod: Ein
Respawn As Random Hero: On
Respawn Time Scalar: 0%
}
}
helden
heroes
{
Allgemein
General
{
Ana
{
Betäubungspfeil: Aus
Sleep Dart: Off
}
Ashe
{
Doppelflinte – Abklingzeit: 60%
Doppelflinte – Rückstoß Gegner: 0%
Doppelflinte – Rückstoß selbst: 70%
Coach Gun Cooldown Time: 60%
Coach Gun Knockback Scalar Enemy: 0%
Coach Gun Knockback Scalar Self: 52%
}
Baptiste
{
Vertikale Sprunggeschwindigkeit: 60%
Jump Vertical Speed: 60%
}
Brigitte
{
Flegelstoß: Aus
Schildstoß – Abklingzeit: 80%
Schildstoß – Rückstoß: 25%
Ultimeteraufladung – Passiv Inbrunst: 500%
Shield Bash Cooldown Time: 80%
Shield Bash Knockback Scalar: 25%
Ultimate Generation - Passive Rally: 500%
Whip Shot: Off
}
D.Va
{
Booster: Aus
Booster – Rückstoß: 0%
Mech anfordern – Rückstoß: 0%
Mit aufgeladenem Ultimate starten: Ein
Selbstzerstörung – Rückstoß: 0%
Ultimeteraufladung Selbstzerstörung: 10%
Ultimeteraufladung – Passiv Selbstzerstörung: 500%
Boosters: Off
Boosters Knockback Scalar: 0%
Call Mech Knockback Scalar: 0%
Self Destruct Knockback Scalar: 0%
Spawn With Ultimate Ready: On
Ultimate Generation - Passive Self-Destruct: 500%
Ultimate Generation Self-Destruct: 10%
}
Doomfist
{
Dampfhammer – Rückstoß: 0%
Seismischer Schlag: Aus
Ultimative Fähigkeit Meteorschlag: Aus
Uppercut – Rückstoß: 0%
Vertikale Sprunggeschwindigkeit: 150%
Jump Vertical Speed: 150%
Rising Uppercut Knockback Scalar: 0%
Rocket Punch Knockback Scalar: 0%
Seismic Slam: Off
Ultimate Ability Meteor Strike: Off
}
Genji
{
Mit aufgeladenem Ultimate starten: Ein
Sturmschlag: Aus
Unbegrenzte Ultimatedauer: Ein
Infinite Ultimate Duration: On
Spawn With Ultimate Ready: On
Swift Strike Cooldown Time: 70%
}
Junkrat
{
Ferngezündete Mine – Abklingzeit: 10%
Ferngezündete Mine – Rückstoß: 60%
Granatwerfer – Rückstoß: 0%
Concussion Mine Cooldown Time: 30%
Frag Launcher Knockback Scalar: 0%
}
Lúcio
{
Schallwelle – Rückstoß: 0%
Soundwave Knockback Scalar: 0%
}
Mei
{
Blizzard – Einfrierrate: 0%
Eiswall – Abklingzeit: 65%
Blizzard Freeze Rate Scalar: 0%
Ice Wall Cooldown Time: 80%
}
Mercy
{
Schutzengel: Aus
Ultimative Fähigkeit Valkyrie: Aus
Wiederauferstehung: Aus
Guardian Angel: Off
Resurrect: Off
}
Moira
{
Phasensprung – Abklingzeit: 30%
Fade Cooldown Time: 30%
}
Pharah
{
Erschütterungs<hy>impuls: Aus
Senkrechtstarter – Abklingzeit: 160%
Senkrechtstarter – Beschleunigung: 50%
Concussive Blast: Off
}
Reaper
{
Schattenschritt – Abklingzeit: 30%
Shadow Step Cooldown Time: 50%
}
Reinhardt
{
Ansturm – Abklingzeit: 60%
Ansturm – Rückstoß: 0%
Raketenhammer – Rückstoß: 0%
Charge Cooldown Time: 60%
Charge Knockback Scalar: 0%
Rocket Hammer Knockback Scalar: 0%
}
Soldier: 76
{
Helix-Raketen – Abklingzeit: 0%
Helix-Raketen – Rückstoß: 145%
Helix Rockets Cooldown Time: 0%
Helix Rockets Knockback Scalar: 145%
}
Torbjörn
{
Geschütz aufstellen: Aus
}
Tracer
{
Warp – Abklingzeit: 50%
Zeitschleife – Abklingzeit: 40%
Deploy Turret: Off
}
Widowmaker
{
Spinnenfaden – Abklingzeit: 40%
Grappling Hook Cooldown Time: 60%
}
Wrecking Ball
{
Abrissbirne – Rückstoß: 0%
Minenfeld – Rückstoß: 0%
Grappling Claw Knockback Scalar: 0%
Minefield Knockback Scalar: 0%
}
verfügbare helden
enabled heroes
{
Soldier: 76
}
}
}
}
Variablen
variables
{
global:
1: Highscorebutton
7: TopHighscore
11: LastWinner
18: Serverload
19: DEVHUD
21: WinGlobalFix
22: Win
23: WinMaprotation
24: WinMaprestartdoublevalfix
25: Currentmap
player:
0: Playerlevel
1: Timerrunning
2: TimerHUD
3: Timer
15: PreWinPos
22: Won
23: Winparticle
}
Subroutinen
subroutines
{
1: DEVHudTextServerload
}
regel("----------------------------------------------------------=== Init ===--------------------------------------------------------")
rule("----------------------------------------------------------=== Init ===--------------------------------------------------------")
{
event
{
Ongoing - Global;
}
}
regel("Init")
rule("Init")
{
event
{
Ongoing - Global;
}
aktionen
actions
{
Set Match Time(10000);
Global.Currentmap = Current Map;
Global.Win = False;
Global.WinMaprotation = False;
Global.TopHighscore[4] = False;
Create HUD Text(All Players(All Teams), Null, Custom String("Hold Interact to respawn // Hold Crouch + Interact to reset"),
Custom String("Goal: Find the checkpoint (which is always out of the real map)"), Left, -0.050, Purple, Purple, Blue,
Visible To and String, Visible Always);
Create HUD Text(All Players(All Teams), Null, Custom String("Newest code always on workshop.codes:"), Custom String(
"Map puzzle / Map escape (v3.6.5 - P2)"), Right, -0.100, Green, Orange, Green, Visible To and String, Visible Always);
Create HUD Text(All Players(All Teams), Null, Custom String("Newest code always on Elo-Hell Workshop:"), Custom String(
"Map puzzle / Map escape (v3.5.6)"), Right, -0.100, Green, Orange, Green, Visible To and String, Visible Always);
Call Subroutine(DEVHudTextServerload);
}
}
regel("Init player")
rule("Init player")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Has Spawned(Event Player) == True;
}
aktionen
actions
{
Event Player.Playerlevel[0] = 0;
Event Player.Playerlevel[1] = False;
Set Damage Received(Event Player, 0);
Set Status(Event Player, Null, Unkillable, 9999);
Set Status(Event Player, Null, Phased Out, 9999);
Create HUD Text(Event Player, String("{0} {1}", Hero Icon String(Hero Of(Event Player)), String("{0}: {1}", String(
"Aktueller Level"), 1 + Event Player.Playerlevel[0])), Null, Null, Top, 1, Green, White, White, Visible To and String,
"Current Level"), 1 + Event Player.Playerlevel[0])), Null, Null, Top, 1, Green, White, White, Visible To and String,
Default Visibility);
Wait(2.200, Ignore Condition);
Create HUD Text(Filtered Array(Event Player, Event Player.Timerrunning[1] == True), String("{0}:{1}", String("{0}:{1}",
Event Player.TimerHUD[1], Event Player.TimerHUD[0]), Event Player.Timer), String("<- {0}", String("Zeit")), String("{0}: {1}",
Event Player.TimerHUD[1], Event Player.TimerHUD[0]), Event Player.Timer), String("<- {0}", String("Time")), String("{0}: {1}",
Custom String("Best Time"), String("{0}:{1}", Global.TopHighscore[0], String("{0}:{1}", Global.TopHighscore[1],
Global.TopHighscore[2]))), Right, -0.001, White, White, Purple, Visible To and String, Default Visibility);
Event Player.TimerHUD[2] = Last Text ID;
Event Player.Won = False;
}
}
regel("-------------------------------------------------------=== SETTINGS ===-------------------------------------------------------")
rule("-------------------------------------------------------=== SETTINGS ===-------------------------------------------------------")
{
event
{
Ongoing - Global;
}
}
deaktiviert regel("ON/OFF - Server Crash Saver (Slowmotion)")
disabled rule("ON/OFF - Server Crash Saver (Slowmotion)")
{
event
{
Ongoing - Global;
}
bedingungen
conditions
{
Server Load >= 99;
}
aktionen
actions
{
Set Slow Motion((100 - (Server Load Average * 1.200 - 100)) / 1);
Global.Serverload[0] = Server Load;
Global.Serverload[1] = Server Load Average;
Global.Serverload[2] = Server Load Peak;
Wait(0.500, Restart When True);
Set Slow Motion(100);
}
}
deaktiviert regel("ON/OFF - Map rotation after Win")
disabled rule("ON/OFF - Map rotation after Win")
{
event
{
Ongoing - Global;
}
aktionen
actions
{
Global.WinMaprotation = True;
}
}
regel("ON/OFF - Punish (freeze) people who kill")
rule("ON/OFF - Punish (freeze) people who kill")
{
event
{
Player Dealt Final Blow;
All;
All;
}
aktionen
actions
{
Set Status(Event Player, Null, Frozen, 15);
}
}
regel("ON/OFF - Highscore-Speedrun")
rule("ON/OFF - Highscore-Speedrun")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Has Spawned(Event Player) == True;
}
aktionen
actions
{
Wait(0.016, Ignore Condition);
Global.TopHighscore[4] = True;
Wait(0.980, Ignore Condition);
Skip If(Global.Currentmap != Map(Blizzard World), 3);
Global.TopHighscore[0] = 0;
Global.TopHighscore[1] = 5;
Global.TopHighscore[2] = 24.090;
Skip If(Global.Currentmap != Map(Dorado), 3);
Global.TopHighscore[0] = 0;
Global.TopHighscore[1] = 0;
Global.TopHighscore[2] = 0;
Skip If(Global.Currentmap != Map(Tempel des Anubis), 3);
Global.TopHighscore[0] = 0;
Global.TopHighscore[1] = 4;
Global.TopHighscore[2] = 38.250;
}
}
regel("ON/OFF - DEV - Disable Inspector Recording (Serverload improving)")
rule("ON/OFF - DEV - Disable Inspector Recording (Serverload improving)")
{
event
{
Ongoing - Global;
}
aktionen
actions
{
Disable Inspector Recording;
}
}
deaktiviert regel("ON/OFF - DEV - HUD: Facing direction")
disabled rule("ON/OFF - DEV - HUD: Facing direction")
{
event
{
Ongoing - Each Player;
All;
All;
}
aktionen
actions
{
Create HUD Text(Event Player, String("{0} : {1} : {2}", Custom String("Facing direction"), Horizontal Facing Angle Of(
Event Player), Vertical Facing Angle Of(Event Player)), Null, Null, Left, 20, White, White, White, Visible To and String,
Default Visibility);
Event Player.Z = Facing Direction Of(Event Player);
Wait(3, Ignore Condition);
Loop;
}
}
deaktiviert regel("ON/OFF - DEV - HUD: Player Pos")
disabled rule("ON/OFF - DEV - HUD: Player Pos")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Has Spawned(Event Player) == True;
}
aktionen
actions
{
Create HUD Text(Event Player, Position Of(Event Player), Null, Null, Left, 21, White, White, White, Visible To and String,
Create HUD Text(Event Player, Position Of(Event Player), Null, Null, Left, 0, White, White, White, Visible To and String,
Default Visibility);
Global.DEVHUD = True;
}
}
deaktiviert regel("ON/OFF - DEV - HUD: Serverload")
disabled rule("ON/OFF - DEV - HUD: Serverload")
{
event
{
Subroutine;
DEVHudTextServerload;
}
aktionen
actions
{
Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Serverauslastung"), Server Load), Null, Null, Left, 22, White,
White, White, Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Durchschnittliche Serverauslastung"), Server Load Average),
Null, Null, Left, 23, White, White, White, Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Server Load"), Server Load), Null, Null, Left, 1, White, White,
White, Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Server Load Average"), Server Load Average), Null, Null, Left,
1, White, White, White, Visible To and String, Default Visibility);
}
}
deaktiviert regel("ON/OFF - DEV - Add Level")
rule("ON/OFF - DEV - Add Level")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
(Is Button Held(Event Player, Ultimate) && Is Button Held(Event Player, Interact)) == True;
deaktiviert True == False;
disabled True == False;
}
aktionen
actions
{
Event Player.Playerlevel[0] += 1;
Teleport(Event Player, Vector(0, -10000, 0));
Global.TopHighscore[4] = False;
Clear Status(Event Player, Hacked);
}
}
deaktiviert regel("ON/OFF - DEV - Teleport")
rule("ON/OFF - DEV - Teleport")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
(Is Button Held(Event Player, Interact) && Is Button Held(Event Player, Crouch)) == True;
deaktiviert True == False;
disabled True == False;
}
aktionen
actions
{
Teleport(Event Player, Position Of(Event Player) + 3 * Facing Direction Of(Event Player));
Global.TopHighscore[4] = False;
}
}
deaktiviert regel("ON/OFF - DEV - Phara switch")
rule("ON/OFF - DEV - Phara switch")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
(Is Button Held(Event Player, Primary Fire) && Is Button Held(Event Player, Jump) && Is Button Held(Event Player, Interact))
== True;
deaktiviert True == False;
disabled True == False;
}
aktionen
actions
{
Start Forcing Player To Be Hero(Event Player, Hero(Pharah));
Global.TopHighscore[4] = False;
}
}
regel("-------------------------------------------------------### Mode Setup ###-------------------------------------------------------")
rule("-------------------------------------------------------### Mode Setup ###-------------------------------------------------------")
{
event
{
Ongoing - Global;
}
}
regel("BUTTON: GLOBAL: INIT")
rule("BUTTON: GLOBAL: INIT")
{
event
{
Ongoing - Global;
}
bedingungen
conditions
{
Global.TopHighscore[4] == True;
}
aktionen
actions
{
Global.Highscorebutton = Empty Array;
Skip If(Global.Currentmap != Map(Blizzard World), 1);
Global.Highscorebutton = Append To Array(Global.Highscorebutton, Vector(-3.952, 1.572, 54.127));
Skip If(Global.Currentmap != Map(Dorado), 1);
Global.Highscorebutton = Append To Array(Global.Highscorebutton, Vector(133.099, -3.540, 65.253));
Skip If(Global.Currentmap != Map(Tempel des Anubis), 1);
Global.Highscorebutton = Append To Array(Global.Highscorebutton, Vector(-52.977, 4.385, -55.363));
Global.Highscorebutton = Append To Array(Global.Highscorebutton, 0.500);
Global.Highscorebutton = Append To Array(Global.Highscorebutton, 5);
Global.Highscorebutton[3] = Global.Highscorebutton[0] + Vector(0, 0.500, 0);
}
}
regel("BUTTON: player init")
rule("BUTTON: player init")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Global.TopHighscore[4] == True;
}
aktionen
actions
{
Event Player.Timerrunning = Empty Array;
Event Player.Timerrunning = Append To Array(Event Player.Timerrunning, False);
Event Player.Timerrunning = Append To Array(Event Player.Timerrunning, False);
}
}
regel("BUTTON: EFFECTS")
rule("BUTTON: EFFECTS")
{
event
{
Ongoing - Global;
}
bedingungen
conditions
{
Global.TopHighscore[4] == True;
}
aktionen
actions
{
Create In-World Text(Filtered Array(All Players(All Teams), !Current Array Element.Timerrunning[1]), String("Aus"),
Create In-World Text(Filtered Array(All Players(All Teams), !Current Array Element.Timerrunning[1]), String("Off"),
Global.Highscorebutton[0], 1, Clip Against Surfaces, Visible To and String, White, Default Visibility);
Create Effect(Filtered Array(All Players(All Teams), !Current Array Element.Timerrunning[1]), Sphere, Red,
Global.Highscorebutton[0], Global.Highscorebutton[1], Visible To);
Create Effect(Filtered Array(Filtered Array(All Players(All Teams), Current Array Element.Timerrunning[0]),
!Current Array Element.Timerrunning[1]), Good Aura, Red, Global.Highscorebutton[0], Global.Highscorebutton[1], Visible To);
Create In-World Text(Filtered Array(All Players(All Teams), Current Array Element.Timerrunning[1]), String("Ein"),
Create In-World Text(Filtered Array(All Players(All Teams), Current Array Element.Timerrunning[1]), String("On"),
Global.Highscorebutton[0], 1, Clip Against Surfaces, Visible To and String, White, Default Visibility);
Create Effect(Filtered Array(All Players(All Teams), Current Array Element.Timerrunning[1]), Sphere, Yellow,
Global.Highscorebutton[0], Global.Highscorebutton[1] / 2, Visible To);
Create Effect(Filtered Array(Filtered Array(All Players(All Teams), Current Array Element.Timerrunning[0]),
Current Array Element.Timerrunning[1]), Good Aura, Yellow, Global.Highscorebutton[0], Global.Highscorebutton[1] / 2,
Visible To);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Zeit"), String("Rennen")), Global.Highscorebutton[3], 1,
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Time"), String("Run")), Global.Highscorebutton[3], 1,
Clip Against Surfaces, Visible To and String, White, Default Visibility);
}
}
regel("BUTTON: focus")
rule("BUTTON: focus")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Event Player.Timerrunning[0] == False;
(Distance Between(Global.Highscorebutton[0], Eye Position(Event Player)) <= Global.Highscorebutton[2] && Distance Between(
Global.Highscorebutton[0], Eye Position(Event Player) + Facing Direction Of(Event Player) * Distance Between(Eye Position(
Event Player), Global.Highscorebutton[0])) <= Global.Highscorebutton[1] && Is In Line of Sight(Eye Position(Event Player),
Eye Position(Event Player) + Facing Direction Of(Event Player) * Distance Between(Eye Position(Event Player),
Global.Highscorebutton[0]), Barriers Do Not Block LOS)) == True;
Event Player.Playerlevel[0] == 0;
}
aktionen
actions
{
Event Player.Timerrunning[0] = True;
}
}
regel("BUTTON: UNfocus")
rule("BUTTON: UNfocus")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Event Player.Timerrunning[0] == True;
(Distance Between(Global.Highscorebutton[0], Eye Position(Event Player)) <= Global.Highscorebutton[2] && Distance Between(
Global.Highscorebutton[0], Eye Position(Event Player) + Facing Direction Of(Event Player) * Distance Between(Eye Position(
Event Player), Global.Highscorebutton[0])) <= Global.Highscorebutton[1] && Is In Line of Sight(Eye Position(Event Player),
Eye Position(Event Player) + Facing Direction Of(Event Player) * Distance Between(Eye Position(Event Player),
Global.Highscorebutton[0]), Barriers Do Not Block LOS)) == False;
}
aktionen
actions
{
Event Player.Timerrunning[0] = False;
}
}
regel("BUTTON: INTERACT")
rule("BUTTON: INTERACT")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Is Button Held(Event Player, Interact) == True;
Event Player.Timerrunning[0] == True;
Event Player.Playerlevel[0] == 0;
}
aktionen
actions
{
Play Effect(Event Player, Ring Explosion, White, Global.Highscorebutton[0], 2);
Play Effect(Event Player, Debuff Impact Sound, White, Event Player, 100);
Skip If(Event Player.Timerrunning[1], 2);
Event Player.Timerrunning[1] = True;
Abort;
Skip If(!Event Player.Timerrunning[1], 3);
Event Player.Timerrunning[1] = False;
Stop Chasing Player Variable(Event Player, Timer);
Event Player.Timer = 0;
}
}
regel("Soldier avoid bug: phased out")
rule("Soldier avoid bug: phased out")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Hero Of(Event Player) == Hero(Soldier: 76);
Is Button Held(Event Player, Secondary Fire) == True;
}
aktionen
actions
{
Clear Status(Event Player, Phased Out);
Wait(0.500, Restart When True);
Set Status(Event Player, Null, Phased Out, 9999);
}
}
regel("Self kill")
rule("Self kill")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Is Button Held(Event Player, Interact) == True;
Is Button Held(Event Player, Crouch) == False;
Global.Win == False;
}
aktionen
actions
{
Wait(0.500, Ignore Condition);
Skip If(Is Button Held(Event Player, Interact) == False, 2);
Small Message(Event Player, String("{0} Sek.", 3));
Small Message(Event Player, String("{0} sec", 3));
Wait(0.800, Ignore Condition);
Skip If(Is Button Held(Event Player, Interact) == False, 2);
Small Message(Event Player, String("{0} Sek.", 2));
Small Message(Event Player, String("{0} sec", 2));
Wait(0.800, Ignore Condition);
Skip If(Is Button Held(Event Player, Interact) == False, 2);
Small Message(Event Player, String("{0} Sek.", 1));
Small Message(Event Player, String("{0} sec", 1));
Wait(0.800, Ignore Condition);
Skip If(Is Button Held(Event Player, Interact) == False, 1);
Teleport(Event Player, Vector(0, -10000, 0));
}
}
regel("Progress reset")
rule("Progress reset")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Is Button Held(Event Player, Interact) == True;
Is Button Held(Event Player, Crouch) == True;
Global.Win == False;
}
aktionen
actions
{
Wait(1, Ignore Condition);
Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 3);
Play Effect(Event Player, Explosion Sound, White, Event Player, 50);
Big Message(Event Player, String("{0}!", String("{0}: {1}", String("Neuer Versuch"), 10), String("Neuer Highscore")));
Big Message(Event Player, String("{0}!", String("{0}: {1}", String("Try Again"), 10), String("New High Score")));
Wait(1, Ignore Condition);
Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 2);
Big Message(Event Player, String("{0}!", String("{0}: {1}", String("Neuer Versuch"), 9), String("Neuer Highscore")));
Big Message(Event Player, String("{0}!", String("{0}: {1}", String("Try Again"), 9), String("New High Score")));
Wait(1, Ignore Condition);
Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 1);
Wait(1, Ignore Condition);
Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 2);
Big Message(Event Player, String("{0}!", String("{0}: {1}", String("Neuer Versuch"), 7), String("Neuer Highscore")));
Big Message(Event Player, String("{0}!", String("{0}: {1}", String("Try Again"), 7), String("New High Score")));
Wait(1, Ignore Condition);
Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 2);
Play Effect(Event Player, Explosion Sound, White, Event Player, 70);
Wait(1, Ignore Condition);
Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 2);
Big Message(Event Player, String("{0}!!", String("{0}: {1}", String("Neuer Versuch"), 5), String("Neuer Highscore")));
Big Message(Event Player, String("{0}!!", String("{0}: {1}", String("Try Again"), 5), String("New High Score")));
Wait(1, Ignore Condition);
Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 1);
Wait(1, Ignore Condition);
Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 3);
Big Message(Event Player, String("{0}!!!", String("{0}: {1}", String("Neuer Versuch"), 3), String("Neuer Highscore")));
Big Message(Event Player, String("{0}!!!", String("{0}: {1}", String("Try Again"), 3), String("New High Score")));
Play Effect(Event Player, Explosion Sound, White, Event Player, 80);
Wait(1, Ignore Condition);
Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 3);
Big Message(Event Player, String("{0}!!!", String("{0}: {1}", String("Neuer Versuch"), 2), String("Neuer Highscore")));
Big Message(Event Player, String("{0}!!!", String("{0}: {1}", String("Try Again"), 2), String("New High Score")));
Play Effect(Event Player, Explosion Sound, White, Event Player, 100);
Wait(1, Ignore Condition);
Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 8);
Big Message(Event Player, String("{0}!!!", String("{0}: {1}", String("Neuer Versuch"), 1), String("Neuer Highscore")));
Big Message(Event Player, String("{0}!!!", String("{0}: {1}", String("Try Again"), 1), String("New High Score")));
Play Effect(Event Player, Explosion Sound, White, Event Player, 120);
Wait(1, Ignore Condition);
Play Effect(Event Player, Bad Explosion, Red, Event Player, 30);
Wait(0.100, Ignore Condition);
Event Player.Playerlevel[0] = 0;
Event Player.Timerrunning[1] = False;
Teleport(Event Player, Vector(0, -10000, 0));
}
}
regel("Speedrun-Timer")
rule("Speedrun-Timer")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Event Player.Timerrunning[1] == True;
}
aktionen
actions
{
Event Player.Timer[0] = 0;
Event Player.TimerHUD[0] = 0;
Event Player.TimerHUD[1] = 0;
Chase Player Variable At Rate(Event Player, Timer, 60, 1, Destination and Rate);
}
}
regel("Speedrun-Timer count reset")
rule("Speedrun-Timer count reset")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Event Player.Timerrunning[1] == True;
}
aktionen
actions
{
Skip If(Event Player.Timer != 60, 2);
Event Player.TimerHUD[0] += 1;
Event Player.Timer = 0;
Skip If(Event Player.TimerHUD[0] != 60, 2);
Event Player.TimerHUD[1] += 1;
Event Player.TimerHUD[0] = 0;
Wait(0.250, Ignore Condition);
Loop If Condition Is True;
}
}
regel("Map Win-Player")
rule("Map Win-Player")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Global.Win == True;
Event Player.Won == True;
}
aktionen
actions
{
Chase Player Variable At Rate(All Players(All Teams), Timer, 60, 0, Destination and Rate);
Global.WinGlobalFix = True;
Global.LastWinner = Event Player;
Wait(0.250, Ignore Condition);
Set Match Time(17);
Skip If(Global.TopHighscore[4] == False, 3);
Destroy HUD Text(Event Player.TimerHUD[2]);
Skip If(Event Player.Timer == 0, 1);
Create HUD Text(All Players(All Teams), String("{0}:{1}", String("{0}:{1}", Event Player.TimerHUD[1], Event Player.TimerHUD[0]),
Event Player.Timer), String("<- {0}", String("Zeit")), String("{0}: {1}", String("Highscore"), String("{0}:{1}",
Event Player.Timer), String("<- {0}", String("Time")), String("{0}: {1}", String("High Score"), String("{0}:{1}",
Global.TopHighscore[0], String("{0}:{1}", Global.TopHighscore[1], Global.TopHighscore[2]))), Right, -0.001, Red, Yellow,
Purple, Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Gewonnen"), Event Player), Null, Null, Top, 998, Purple, White,
Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Win"), Event Player), Null, Null, Top, 998, Purple, White,
White, Visible To and String, Default Visibility);
Big Message(All Players(All Teams), String("{0}: {1}", String("Spiele gewonnen"), Event Player));
Big Message(All Players(All Teams), String("{0}: {1}", String("Games Won"), Event Player));
Wait(1, Ignore Condition);
Destroy Effect(Event Player.Winparticle);
Wait(0.100, Ignore Condition);
Create Effect(All Players(All Teams), Sparkles, Purple, Position Of(Event Player), 1, Visible To Position and Radius);
Event Player.Winparticle = Last Created Entity;
Wait(15, Ignore Condition);
Skip If(Global.WinMaprotation == True, 7);
Skip If(Event Player.Won == False, 6);
Event Player.Playerlevel = 0;
Event Player.Timerrunning[1] = False;
Event Player.Timer = 0;
Teleport(Event Player, Vector(0, -10000, 0));
Wait(5, Ignore Condition);
Event Player.Won = False;
}
}
regel("Map Win-Global")
rule("Map Win-Global")
{
event
{
Ongoing - Global;
}
bedingungen
conditions
{
Global.WinGlobalFix == True;
Global.Win == True;
Global.WinMaprotation != True;
}
aktionen
actions
{
Wait(15.750, Ignore Condition);
Set Match Time(9999);
Global.WinMaprestartdoublevalfix = True;
Wait(0.100, Ignore Condition);
Global.Win = False;
Play Effect(All Players(All Teams), Ring Explosion Sound, White, All Players(All Teams), 80);
Global.WinGlobalFix = False;
}
}
regel("Map teleport back + HUD Recover")
rule("Map teleport back + HUD Recover")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Global.Win == False;
Global.WinMaprotation == False;
Global.WinMaprestartdoublevalfix == True;
}
aktionen
actions
{
Skip If(Event Player.Won == True, 3);
Skip If(Event Player.Won == True, 2);
Teleport(Event Player, Event Player.PreWinPos);
Skip If(Event Player.Timerrunning[1] == False, 1);
Chase Player Variable At Rate(Event Player, Timer, 60, 1, Destination and Rate);
Wait(0.250, Ignore Condition);
Destroy All HUD Text;
Wait(0.050, Ignore Condition);
Create HUD Text(Event Player, String("{0} {1}", Hero Icon String(Hero Of(Event Player)), String("{0}: {1}", String(
"Aktueller Level"), 1 + Event Player.Playerlevel[0])), Custom String("Last winner:"), Global.LastWinner, Top, 1, Green, Red,
Red, Visible To and String, Default Visibility);
"Current Level"), 1 + Event Player.Playerlevel[0])), Custom String("Last winner:"), Global.LastWinner, Top, 1, Green, Red, Red,
Visible To and String, Default Visibility);
Create HUD Text(Filtered Array(Event Player, Event Player.Timerrunning[1] == True), String("{0}:{1}", String("{0}:{1}",
Event Player.TimerHUD[1], Event Player.TimerHUD[0]), Event Player.Timer), String("<- {0}", String("Zeit")), String("{0}: {1}",
Event Player.TimerHUD[1], Event Player.TimerHUD[0]), Event Player.Timer), String("<- {0}", String("Time")), String("{0}: {1}",
Custom String("Best Time"), String("{0}:{1}", Global.TopHighscore[0], String("{0}:{1}", Global.TopHighscore[1],
Global.TopHighscore[2]))), Right, -0.001, White, White, Purple, Visible To and String, Default Visibility);
Global.WinMaprestartdoublevalfix = False;
}
}
regel("Map teleport HUD Recover")
rule("Map teleport HUD Recover")
{
event
{
Ongoing - Global;
}
bedingungen
conditions
{
Global.Win == False;
Global.WinMaprotation == False;
Global.WinMaprestartdoublevalfix == True;
}
aktionen
actions
{
Wait(0.300, Ignore Condition);
Create HUD Text(All Players(All Teams), Null, Custom String("Hold Interact to respawn // Hold Crouch + Interact to reset"),
Custom String("Goal: Find the checkpoint (which is always out of the real map)"), Left, -0.050, Purple, Purple, Blue,
Visible To and String, Visible Always);
Create HUD Text(All Players(All Teams), Null, Custom String("Newest code always on workshop.codes:"), Custom String(
"Map puzzle / Map escape (v3.6.5 - P2)"), Right, -0.100, Green, Orange, Green, Visible To and String, Visible Always);
Create HUD Text(All Players(All Teams), Null, Custom String("Newest code always on Elo-Hell Workshop:"), Custom String(
"Map puzzle / Map escape (v3.5.6)"), Right, -0.100, Green, Orange, Green, Visible To and String, Visible Always);
Call Subroutine(DEVHudTextServerload);
}
}
regel("-------------------------------------------------------===[ blizard ]===-------------------------------------------------------")
rule("-------------------------------------------------------===[ blizard ]===-------------------------------------------------------")
{
event
{
Ongoing - Global;
}
}
regel("Init player")
rule("Init player")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Has Spawned(Event Player) == True;
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Start Forcing Player To Be Hero(Event Player, Hero(Ana));
Teleport(Event Player, Vector(-8.665, 2.546, 60.018));
}
}
regel("Respawn Death")
rule("Respawn Death")
{
event
{
Player Died;
All;
All;
}
bedingungen
conditions
{
Global.Win == False;
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Set Match Time(10000);
Respawn(Event Player);
Set Move Speed(Event Player, 0);
Wait(0.016, Ignore Condition);
Skip If(Event Player.Playerlevel[0] != 0, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Ana));
Teleport(Event Player, Vector(-8.665, 2.546, 60.018));
Skip If(Event Player.Playerlevel[0] != 1, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Hanzo));
Teleport(Event Player, Vector(7.927, 1.348, 24.287));
Skip If(Event Player.Playerlevel[0] != 2, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Widowmaker));
Teleport(Event Player, Vector(-102.534, 17.032, 35.721));
Skip If(Event Player.Playerlevel[0] != 3, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Ashe));
Teleport(Event Player, Vector(-74.615, 14.761, -4.730));
Skip If(Event Player.Playerlevel[0] != 4, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Mei));
Teleport(Event Player, Vector(2.524, -3.723, -49.382));
Skip If(Event Player.Playerlevel[0] != 5, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
Teleport(Event Player, Vector(-102.251, 17.231, 34.499));
Skip If(Event Player.Playerlevel[0] != 6, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Ashe));
Teleport(Event Player, Vector(-68.610, 2.463, 107.673));
Skip If(Event Player.Playerlevel[0] != 7, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Pharah));
Teleport(Event Player, Vector(-71.596, 1.880, 92.365));
Skip If(Event Player.Playerlevel[0] != 8, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
Teleport(Event Player, Vector(-39.943, 24.111, -14.509));
Skip If(Event Player.Playerlevel[0] != 9, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Sombra));
Teleport(Event Player, Vector(-70.799, 8.098, 170.162));
Set Move Speed(Event Player, 100);
}
}
regel("Setup (Circles / text / barrier bubble)")
rule("Setup (Circles / text / barrier bubble)")
{
event
{
Ongoing - Global;
}
bedingungen
conditions
{
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Create Effect(All Players(All Teams), Ring, Yellow, Vector(-2.120, 0.002, 24.137), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 2), Vector(-2.120, 1.252, 24.137), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(35.052, 6.107, 51.389), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 3), Vector(35.052, 5.107, 51.389), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(-81.018, 45.286, 62.645), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 4), Vector(-81.018, 45.286, 62.645), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(36.868, 7.408, -24.941), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 5), Vector(36.868, 7.408, -24.941), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(69.393, 15.410, -0.382), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 6), Vector(69.393, 15.410, -0.382), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(-44.885, 13.509, 6.932), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 7), Vector(-44.885, 13.509, 6.932), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(-85.376, 6.359, 100.676), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 8), Vector(-85.376, 6.359, 100.676), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(-43.122, -2.107, 136.616), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 9), Vector(-43.122, -2.107, 136.616), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(62.446, 54.614, -29.626), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 10), Vector(62.446, 54.614, -29.626), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Blue, Vector(-100.999, 0.848, 77.019), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1} {2}", String("Level"), 11, String("Beenden")), Vector(-100.999, 2.098,
77.019), 1, Clip Against Surfaces, Visible To Position and String, Blue, Default Visibility);
Create Effect(All Players(All Teams), Ring, Blue, Vector(-109.023, 13.905, 128.916), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 11), Vector(-109.023, 13.905, 128.916), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Custom String("This map were created by:"), Custom String("Lmnoo"), Left, 4, White,
Red, Purple, Visible To and String, Default Visibility);
}
}
regel("Lvl1 = Ana")
rule("Lvl1 = Ana")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 0;
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Skip If(Distance Between(Event Player, Vector(-2.120, 0.002, 24.137)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-2.120, 0.002, 24.137), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 1;
Start Forcing Player To Be Hero(Event Player, Hero(Hanzo));
Teleport(Event Player, Vector(7.927, 2.048, 24.287));
}
}
regel("Lvl2 = Hanzo")
rule("Lvl2 = Hanzo")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 1;
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Skip If(Distance Between(Event Player, Vector(35.052, 5.107, 51.389)) > 0.800, 7);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(35.052, 5.107, 51.389), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 2;
Start Forcing Player To Be Hero(Event Player, Hero(Widowmaker));
Teleport(Event Player, Vector(-102.534, 17.032, 35.721));
}
}
regel("Lvl3 = Widow")
rule("Lvl3 = Widow")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 2;
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Skip If(Distance Between(Event Player, Vector(-81.018, 45.286, 62.645)) > 0.800, 7);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-81.018, 45.286, 62.645), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 3;
Start Forcing Player To Be Hero(Event Player, Hero(Ashe));
Teleport(Event Player, Vector(-74.615, 14.761, -4.730));
}
}
regel("Lvl4 = Ashe")
rule("Lvl4 = Ashe")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 3;
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Skip If(Distance Between(Event Player, Vector(36.868, 7.408, -24.941)) > 0.800, 7);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(36.868, 7.408, -24.941), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 4;
Start Forcing Player To Be Hero(Event Player, Hero(Mei));
Teleport(Event Player, Vector(2.524, -3.723, -49.382));
}
}
regel("Lvl5 = Mei")
rule("Lvl5 = Mei")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 4;
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Skip If(Distance Between(Event Player, Vector(69.393, 15.410, -0.382)) > 0.800, 7);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(69.393, 15.410, -0.382), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 5;
Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
Teleport(Event Player, Vector(-102.251, 17.232, 34.499));
}
}
regel("Lvl6 = Soldier76")
rule("Lvl6 = Soldier76")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 5;
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Skip If(Distance Between(Event Player, Vector(-44.885, 13.509, 6.932)) > 0.800, 7);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-44.885, 13.509, 6.932), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 6;
Start Forcing Player To Be Hero(Event Player, Hero(Ashe));
Teleport(Event Player, Vector(-68.610, 2.463, 107.673));
}
}
regel("Lvl7 = Ashe2nd")
rule("Lvl7 = Ashe2nd")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 6;
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Skip If(Distance Between(Event Player, Vector(-85.376, 6.359, 100.676)) > 0.800, 7);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-85.376, 6.359, 100.676), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 7;
Start Forcing Player To Be Hero(Event Player, Hero(Pharah));
Teleport(Event Player, Vector(-71.596, 1.880, 92.365));
}
}
regel("Lvl8 = Pharah")
rule("Lvl8 = Pharah")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 7;
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Skip If(Distance Between(Event Player, Vector(-43.122, -2.107, 136.616)) > 0.800, 7);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-43.122, -2.107, 136.616), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 8;
Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
Teleport(Event Player, Vector(-39.943, 24.111, -14.509));
}
}
regel("Lvl9 = Reaper")
rule("Lvl9 = Reaper")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 8;
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Skip If(Distance Between(Event Player, Vector(62.446, 54.614, -29.626)) > 0.800, 7);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(62.446, 54.614, -29.626), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 9;
Start Forcing Player To Be Hero(Event Player, Hero(Sombra));
Teleport(Event Player, Vector(-70.799, 8.098, 170.162));
}
}
regel("Lvl10 = Sombra")
rule("Lvl10 = Sombra")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] >= 9;
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Skip If(Distance Between(Event Player, Vector(-100.999, 0.848, 77.019)) > 0.800, 11);
Skip If(Distance Between(Event Player, Vector(-109.023, 13.905, 128.916)) > 0.800, 11);
Chase Player Variable At Rate(Event Player, Timer, 60, 0, Destination and Rate);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Play Effect(All Players(All Teams), Ring Explosion, Blue, Vector(-100.999, 0.848, 77.019), 3);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Beendet")));
Play Effect(All Players(All Teams), Ring Explosion, Blue, Vector(-109.023, 13.905, 128.916), 3);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Finished")));
Wait(3, Ignore Condition);
Event Player.Playerlevel[0] = 10;
Start Forcing Player To Be Hero(Event Player, Hero(Symmetra));
Wait(0.100, Ignore Condition);
Teleport(Event Player, Vector(-131.011, 3.056, 107.948));
Event Player.Won = True;
Global.Win = True;
}
}
regel("Map restart")
rule("Map restart")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
conditions
{
Global.Win == True;
Global.Currentmap == Map(Blizzard World);
}
aktionen
actions
{
Event Player.PreWinPos = Position Of(Event Player);
Skip If(Event Player.Won == True, 1);
Teleport(Event Player, Vector(-116.941, 1.199, 112.043));
}
}
regel("-------------------------------------------------------===[ DORADO ]===-------------------------------------------------------")
{
event
{
Ongoing - Global;
}
}
regel("Init player")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Has Spawned(Event Player) == True;
Global.Currentmap == Map(Dorado);
}
aktionen
{
Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
Teleport(Event Player, Vector(131.336, -3.250, 64.804));
Set Facing(Event Player, Direction From Angles(20.410, 12.230), To World);
}
}
regel("Respawn Death")
{
event
{
Player Died;
All;
All;
}
bedingungen
{
Global.Win == False;
Global.Currentmap == Map(Dorado);
}
aktionen
{
Set Match Time(10000);
Respawn(Event Player);
Set Move Speed(Event Player, 0);
Wait(0.016, Ignore Condition);
Skip If(Event Player.Playerlevel[0] != 0, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
Teleport(Event Player, Vector(131.336, -3.250, 64.804));
Skip If(Event Player.Playerlevel[0] != 1, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
Teleport(Event Player, Vector(-15.839, -0.498, 34.045));
Skip If(Event Player.Playerlevel[0] != 2, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Ashe));
Teleport(Event Player, Vector(-10.771, -0.639, 25.205));
Skip If(Event Player.Playerlevel[0] != 3, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Sombra));
Teleport(Event Player, Vector(238.594, 30.351, 49.379));
Skip If(Event Player.Playerlevel[0] != 4, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Tracer));
Teleport(Event Player, Vector(114.885, 24.692, -47.238));
Skip If(Event Player.Playerlevel[0] != 5, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Doomfist));
Teleport(Event Player, Vector(-6.172, 5.098, -24.643));
Skip If(Event Player.Playerlevel[0] != 6, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Genji));
Teleport(Event Player, Vector(94.950, 8.359, 2.105));
Skip If(Event Player.Playerlevel[0] != 7, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Pharah));
Teleport(Event Player, Vector(47.798, 12.098, -8.736));
Skip If(Event Player.Playerlevel[0] != 8, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Junkrat));
Teleport(Event Player, Vector(153.840, 42.334, -11.966));
Skip If(Event Player.Playerlevel[0] != 9, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
Teleport(Event Player, Vector(-39.943, 24.111, -14.509));
Set Move Speed(Event Player, 100);
}
}
regel("Setup (Circles / text / barrier bubble)")
{
event
{
Ongoing - Global;
}
bedingungen
{
Global.Currentmap == Map(Dorado);
}
aktionen
{
Create Effect(All Players(All Teams), Ring, Yellow, Vector(111.728, -1.534, 85.518), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 2), Vector(111.728, -0.500, 85.518), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(15.054, -5.869, 24.064), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 3), Vector(15.131, -5.076, 23.954), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(-30.427, 7.477, -63.211), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 4), Vector(-30.427, 7.477, -63.211), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(97.710, 46.315, -47.479), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 5), Vector(97.710, 46.315, -47.479), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(119, 21.500, -45), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 6), Vector(119, 23.040, -45), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(73.435, 19.182, -79.015), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 7), Vector(73.435, 19.182, -79.015), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(64.578, 14.564, 29.671), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 8), Vector(64.578, 14.564, 29.671), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(126.027, 12.348, 16.356), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 9), Vector(126.027, 12.348, 16.356), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Blue, Vector(166.951, 125.072, 35.933), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1} {2}", String("Level"), 10, String("Beenden")), Vector(166.951,
125.072, 35.933), 1, Clip Against Surfaces, Visible To Position and String, Blue, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(62.446, 54.614, -29.626), 0.800, Visible To Position and Radius);
Create HUD Text(All Players(All Teams), Null, Custom String("This map were created by:"), Custom String("Lmnoo"), Left, 4, White,
Red, Purple, Visible To and String, Default Visibility);
}
}
regel("Lvl1 = reaper")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 0;
Global.Currentmap == Map(Dorado);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(111.728, -1.534, 85.518)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(111.728, -1.500, 85.518), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 1;
Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
Teleport(Event Player, Vector(-15.839, -0.498, 34.045));
}
}
regel("Lvl2 = Soldier")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 1;
Global.Currentmap == Map(Dorado);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(15.054, -5.869, 24.064)) > 1, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(15.054, -5.400, 24.064), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 2;
Start Forcing Player To Be Hero(Event Player, Hero(Ashe));
Teleport(Event Player, Vector(-10.877, -0.639, 24.677));
}
}
regel("Lvl3 = Ashe")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 2;
Global.Currentmap == Map(Dorado);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(-30.427, 6.477, -63.211)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-30.427, 6.477, -63.211), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 3;
Start Forcing Player To Be Hero(Event Player, Hero(Sombra));
Teleport(Event Player, Vector(238.594, 30.351, 49.379));
}
}
regel("Lvl4 = Sombra")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 3;
Global.Currentmap == Map(Dorado);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(97.710, 45.315, -47.479)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(97.710, 45.315, -47.479), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 4;
Start Forcing Player To Be Hero(Event Player, Hero(Tracer));
Teleport(Event Player, Vector(114.906, 24.702, -47.225));
}
}
regel("Lvl5 = Tracer")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 4;
Global.Currentmap == Map(Dorado);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(119, 21.840, -45)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(119, 21.600, -45), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 5;
Start Forcing Player To Be Hero(Event Player, Hero(Doomfist));
Teleport(Event Player, Vector(-6.172, 5.098, -24.643));
}
}
regel("Lvl6 = Doomfist")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 5;
Global.Currentmap == Map(Dorado);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(73.435, 18.182, -79.015)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(73.435, 18.182, -79.015), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 6;
Start Forcing Player To Be Hero(Event Player, Hero(Genji));
Teleport(Event Player, Vector(94.950, 8.359, 2.105));
}
}
regel("lvl7 = Genji")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 6;
Global.Currentmap == Map(Dorado);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(64.578, 13.564, 29.671)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(64.578, 13.564, 29.671), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 7;
Start Forcing Player To Be Hero(Event Player, Hero(Pharah));
Teleport(Event Player, Vector(47.798, 12.098, -8.736));
}
}
regel("lvl8 = Pharah")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 7;
Global.Currentmap == Map(Dorado);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(126.027, 11.348, 16.356)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(126.027, 11.348, 16.356), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 8;
Start Forcing Player To Be Hero(Event Player, Hero(Junkrat));
Teleport(Event Player, Vector(153.840, 42.334, -11.966));
}
}
regel("Lvl10 = Junkrat")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] >= 8;
Global.Currentmap == Map(Dorado);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(166.951, 125.072, 35.933)) > 0.800, 11);
Chase Player Variable At Rate(Event Player, Timer, 60, 0, Destination and Rate);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Play Effect(All Players(All Teams), Ring Explosion, Blue, Vector(166.951, 125.072, 35.933), 3);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Beendet")));
Wait(3, Ignore Condition);
Event Player.Playerlevel[0] = 9;
Start Forcing Player To Be Hero(Event Player, Hero(Symmetra));
Wait(0.100, Ignore Condition);
Teleport(Event Player, Vector(66.798, 21.360, 21.443));
Event Player.Won = True;
Global.Win = True;
}
}
regel("Map restart")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Global.Win == True;
Global.Currentmap == Map(Dorado);
}
aktionen
{
Event Player.PreWinPos = Position Of(Event Player);
Skip If(Event Player.Won == True, 1);
Teleport(Event Player, Vector(72.693, 21.360, 12.988));
}
}
regel("-------------------------------------------------------===[ Anubis ]===-------------------------------------------------------")
{
event
{
Ongoing - Global;
}
}
regel("Init player")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Has Spawned(Event Player) == True;
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Start Forcing Player To Be Hero(Event Player, Hero(Ana));
Teleport(Event Player, Vector(-52.054, 4.719, -53.791));
}
}
regel("Respawn Death")
{
event
{
Player Died;
All;
All;
}
bedingungen
{
Global.Win == False;
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Set Match Time(10000);
Respawn(Event Player);
Set Move Speed(Event Player, 0);
Wait(0.016, Ignore Condition);
Skip If(Event Player.Playerlevel[0] != 0, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Ana));
Teleport(Event Player, Vector(-52.054, 4.719, -53.791));
Skip If(Event Player.Playerlevel[0] != 1, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
Teleport(Event Player, Vector(27.279, 0.923, 9.552));
Skip If(Event Player.Playerlevel[0] != 2, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
Teleport(Event Player, Vector(51.973, 4.973, 66.290));
Skip If(Event Player.Playerlevel[0] != 3, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Mercy));
Teleport(Event Player, Vector(-19.946, 17.763, 132.179));
Skip If(Event Player.Playerlevel[0] != 4, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Widowmaker));
Teleport(Event Player, Vector(-36.728, 4.778, 94.738));
Skip If(Event Player.Playerlevel[0] != 5, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Sombra));
Teleport(Event Player, Vector(-23.680, 13.326, 11.008));
Skip If(Event Player.Playerlevel[0] != 6, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
Teleport(Event Player, Vector(-66.312, 10.858, 12.619));
Skip If(Event Player.Playerlevel[0] != 7, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Junkrat));
Teleport(Event Player, Vector(-11.966, 18.248, 135.427));
Skip If(Event Player.Playerlevel[0] != 8, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Tracer));
Teleport(Event Player, Vector(3.884, 10.588, 53.292));
Set Move Speed(Event Player, 100);
Skip If(Event Player.Playerlevel[0] != 9, 2);
Start Forcing Player To Be Hero(Event Player, Hero(Tracer));
Teleport(Event Player, Vector(11.376, 5.406, 57.100));
Set Move Speed(Event Player, 100);
}
}
regel("Setup (Circles / text / barrier bubble)")
{
event
{
Ongoing - Global;
}
bedingungen
{
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Create Effect(All Players(All Teams), Ring, Yellow, Vector(-45.800, 5.200, -7.490), 0.200, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 2), Vector(-46.014, 7.180, -7.455), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Light Shaft, Yellow, Vector(32.190, -10, 55.754), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 3), Vector(32.190, 5.090, 55.754), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(59.310, 19.456, 58.646), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 4), Vector(59.310, 20.706, 58.646), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(-37.836, 6.300, 79.251), 0.300, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 5), Vector(-37.836, 7.924, 79.251), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(-15.923, 26.962, 38.505), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 6), Vector(-15.923, 26.962, 38.505), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(-41.341, 1.400, 29.789), 0.600, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 7), Vector(-41.341, 2.818, 29.789), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(-5.565, 19.916, 139.499), 0.800, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 8), Vector(-5.565, 21.166, 139.499), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(-9.613, 118.577, 180.907), 0.500, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 9), Vector(-9.613, 119.827, 180.907), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Yellow, Vector(-1.104, 18.937, 52.325), 0.500, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 10), Vector(-1.104, 18.937, 52.325), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Create Effect(All Players(All Teams), Ring, Blue, Vector(19.196, 15.536, -27.690), 1, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), String("{0} {1} {2}", String("Level"), 11, String("Beenden")), Vector(19.196, 16.788,
-27.690), 1, Clip Against Surfaces, Visible To Position and String, Blue, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Custom String("This map were created by:"), Custom String("Lmnoo"), Left, 4, White,
Red, Purple, Visible To and String, Default Visibility);
}
}
regel("Lvl1 = Ana")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 0;
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(-46.014, 6.180, -7.455)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-46.014, 6.180, -7.455), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 1;
Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
Teleport(Event Player, Vector(27.279, 0.923, 9.552));
}
}
regel("Lvl2 = Soldier76")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 1;
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(32.190, 4.090, 55.754)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(32.190, 4.090, 55.754), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 2;
Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
Teleport(Event Player, Vector(51.973, 4.973, 66.290));
}
}
regel("Lvl3 = Soldier76")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 2;
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(59.310, 19.706, 58.646)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(59.310, 19.706, 58.646), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 3;
Start Forcing Player To Be Hero(Event Player, Hero(Mercy));
Teleport(Event Player, Vector(-19.946, 17.763, 132.179));
}
}
regel("Lvl4 = Mercy")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 3;
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(-37.836, 6.924, 79.251)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-37.836, 6.924, 79.251), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 4;
Start Forcing Player To Be Hero(Event Player, Hero(Widowmaker));
Teleport(Event Player, Vector(-36.728, 4.778, 94.738));
}
}
regel("Lvl5 = Widowmaker")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 4;
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(-15.923, 25.962, 38.505)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-15.923, 25.962, 38.505), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 5;
Start Forcing Player To Be Hero(Event Player, Hero(Sombra));
Teleport(Event Player, Vector(-23.680, 13.326, 11.008));
}
}
regel("Lvl6 = Sombra")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 5;
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(-41.341, 1.818, 29.789)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-41.341, 1.818, 29.789), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 6;
Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
Teleport(Event Player, Vector(-66.312, 10.858, 12.619));
}
}
regel("Lvl7 = Reaper")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 6;
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(-5.565, 21.166, 139.499)) > 0.900, 8);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-5.565, 21.166, 139.499), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 7;
Start Forcing Player To Be Hero(Event Player, Hero(Junkrat));
Teleport(Event Player, Vector(-11.966, 18.248, 135.427));
}
}
regel("Lvl8 = Junkrat")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 7;
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(-9.613, 118.827, 180.907)) > 0.800, 11);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-9.613, 118.827, 180.907), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 8;
Start Forcing Player To Be Hero(Event Player, Hero(Tracer));
Teleport(Event Player, Vector(3.853, 10.589, 55.431));
}
}
regel("Lvl9 = Tracer")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] == 8;
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(-1.104, 17.937, 52.325)) > 0.800, 11);
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-1.104, 17.937, 52.325), 3);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
Wait(2, Ignore Condition);
Event Player.Playerlevel[0] = 9;
Start Forcing Player To Be Hero(Event Player, Hero(Tracer));
Teleport(Event Player, Vector(11.376, 5.406, 57.100));
}
}
regel("Lvl10 = Tracer")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Is Button Held(Event Player, Interact) == True;
Event Player.Playerlevel[0] >= 9;
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Skip If(Distance Between(Event Player, Vector(19.196, 15.536, -27.690)) > 1, 11);
Chase Player Variable At Rate(Event Player, Timer, 60, 0, Destination and Rate);
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
Play Effect(All Players(All Teams), Ring Explosion, Blue, Vector(19.196, 15.536, -27.690), 3);
Small Message(Event Player, String("{0} {1}", String("Level"), String("Beendet")));
Wait(3, Ignore Condition);
Event Player.Playerlevel[0] = 10;
Start Forcing Player To Be Hero(Event Player, Hero(Symmetra));
Wait(0.100, Ignore Condition);
Teleport(Event Player, Vector(19.262, 13.721, 11.859));
Event Player.Won = True;
Global.Win = True;
}
}
regel("Map restart")
{
event
{
Ongoing - Each Player;
All;
All;
}
bedingungen
{
Global.Win == True;
Global.Currentmap == Map(Tempel des Anubis);
}
aktionen
{
Event Player.PreWinPos = Position Of(Event Player);
Skip If(Event Player.Won == True, 1);
Teleport(Event Player, Vector(11.606, 11.487, 12.085));
}
}