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  • settings
  • {
  • main
  • {
  • Description: "Seita Scrim lobby v1.21 -- For latest updates and more information check out: twitter.com/Seita_ow"
  • Description: "Seita Scrim lobby v1.1 -- For latest updates and more information check out: twitter.com/Seita_ow"
  • }
  • lobby
  • {
  • Max Spectators: 12
  • }
  • modes
  • {
  • Assault
  • {
  • Competitive Rules: On
  • Game Mode Start: Immediately
  • Kill Cam: Off
  • Limit Roles: 2 Of Each Role Per Team
  • Skins: Off
  • enabled maps
  • {
  • }
  • }
  • Control
  • {
  • Competitive Rules: On
  • Game Mode Start: Immediately
  • Kill Cam: Off
  • Limit Roles: 2 Of Each Role Per Team
  • Score To Win: 3
  • Skins: Off
  • enabled maps
  • {
  • Lijiang Tower
  • }
  • }
  • Escort
  • {
  • enabled maps
  • {
  • Havana
  • }
  • }
  • Competitive Rules: On
  • Game Mode Start: Immediately
  • Kill Cam: Off
  • Limit Roles: 2 Of Each Role Per Team
  • Skins: Off
  • Hybrid
  • {
  • enabled maps
  • {
  • }
  • }
  • General
  • Hybrid
  • {
  • Competitive Rules: On
  • Game Mode Start: Immediately
  • Kill Cam: Off
  • Limit Roles: 2 Of Each Role Per Team
  • Skins: Off
  • enabled maps
  • {
  • }
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 0: Team1Ready
  • 1: Team2Ready
  • 2: GameMode
  • 3: ScoreModified
  • 4: TimeCooldown
  • 5: BreakCooldown
  • 6: T1ReadyCD
  • 7: T2ReadyCD
  • 8: Team1Hud
  • 10: HelpHud
  • 11: Team2Hud
  • 17: FirstRoundDone
  • 20: Disconnect
  • 21: DcSlot
  • 22: DcTeam
  • 23: UltChargeLoop
  • 24: UltChargeTable
  • player:
  • 0: DamageDone
  • 1: HealingDone
  • 2: UltsUsed
  • 3: Deaths
  • 4: DamageTaken
  • 5: HeroList
  • }
  • rule("Seita Scrim lobby")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Disable Inspector Recording;
  • Global.Team1Hud[0] = -1;
  • Global.Team1Hud[1] = -1;
  • Global.Team1Hud[2] = -1;
  • Global.Team2Hud[0] = -1;
  • Global.Team2Hud[1] = -1;
  • Global.Team2Hud[2] = -1;
  • Global.HelpHud[0] = -1;
  • Global.HelpHud[1] = -1;
  • Global.HelpHud[2] = -1;
  • Global.HelpHud[3] = -1;
  • Global.HelpHud[4] = -1;
  • Global.HelpHud[5] = -1;
  • Global.HelpHud[6] = -1;
  • Global.HelpHud[7] = -1;
  • Global.HelpHud[8] = -1;
  • Global.HelpHud[9] = -1;
  • Global.HelpHud[10] = -1;
  • }
  • }
  • rule("Remove Assembling Heroes")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Set Match Time(0);
  • Wait(5, Ignore Condition);
  • Set Match Time(50);
  • }
  • }
  • rule("Help HUD at the start of the game")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Right, 20, White, White, White, Visible To and String,
  • Default Visibility);
  • Global.HelpHud[0] = Last Text ID;
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Right, 21, White, White, White, Visible To and String,
  • Default Visibility);
  • Global.HelpHud[1] = Last Text ID;
  • Create HUD Text(All Players(All Teams), Null, Custom String("Press {0} + {1}: Ready (or cancel Ready)", Input Binding String(
  • Button(Interact)), Input Binding String(Button(Crouch))), Null, Right, 22, White, Aqua, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Press Interact + Crouch: Ready (or cancel Ready)"), Null, Right, 22,
  • White, Aqua, White, Visible To and String, Default Visibility);
  • Global.HelpHud[2] = Last Text ID;
  • Create HUD Text(All Players(All Teams), Null, Custom String("Press {0}: adds extra 20 seconds to setup", Input Binding String(
  • Button(Ultimate))), Null, Right, 23, White, White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Press Ultimate: adds extra 20 seconds to setup"), Null, Right, 23,
  • White, White, White, Visible To and String, Default Visibility);
  • Global.HelpHud[3] = Last Text ID;
  • Create HUD Text(All Players(All Teams), Null, Custom String("Press {0} + {1}: Adds 5 min break timer", Input Binding String(Button(
  • Interact)), Input Binding String(Button(Ultimate))), Null, Right, 24, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Press Interact + Ultimate: Adds 5 min break timer"), Null, Right, 24,
  • White, White, White, Visible To and String, Default Visibility);
  • Global.HelpHud[4] = Last Text ID;
  • Create HUD Text(Null, Null, Null, Custom String(" "), Right, 27, White, White, White, Visible To and String, Visible Always);
  • Global.HelpHud[5] = Last Text ID;
  • Create HUD Text(Null, Null, Custom String("Statistics are only shown to Spectators"), Null, Right, 28, White, Aqua, White,
  • Visible To and String, Visible Always);
  • Global.HelpHud[6] = Last Text ID;
  • Create HUD Text(Null, Null, Custom String("DPS&Tanks: Damage Done - Damage Taken - Ults used - Deaths"), Null, Right, 29, White,
  • Create HUD Text(Null, Null, Custom String("Top 4 slots: Damage Done - Damage Taken - Ults used - Deaths"), Null, Right, 29, White,
  • White, White, Visible To and String, Visible Always);
  • Global.HelpHud[7] = Last Text ID;
  • Create HUD Text(Null, Null, Custom String("Supports: Damage Done - Healing Done - Ults used - Deaths"), Null, Right, 30, White,
  • White, White, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Custom String("Bottom 2 slots: Damage Done - Healing Done - Ults used - Deaths"), Null, Right, 30,
  • White, White, White, Visible To and String, Visible Always);
  • Global.HelpHud[8] = Last Text ID;
  • Create HUD Text(All Players(All Teams), Null, Custom String("Press {0}: Teleport (works only in Defense, in spawn)",
  • Input Binding String(Button(Melee))), Null, Right, 25, White, Orange, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Press Melee: Teleport (works only in Defense, in Spawn)"), Null,
  • Right, 25, White, Orange, White, Visible To and String, Default Visibility);
  • Global.HelpHud[9] = Last Text ID;
  • Create HUD Text(All Players(All Teams), Null, Custom String("Hold {0}: Teleport back to spawn (works only in Defense)",
  • Input Binding String(Button(Reload))), Null, Right, 26, White, Yellow, White, Visible To and String, Default Visibility);
  • Global.HelpHud[10] = Last Text ID;
  • }
  • }
  • rule("Game in Progress: Remove HUD, Reset variables")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Global.Team1Ready = False;
  • Global.Team2Ready = False;
  • Global.TimeCooldown = 0;
  • Global.BreakCooldown = 0;
  • Global.T1ReadyCD = 0;
  • Global.T2ReadyCD = 0;
  • Destroy HUD Text(Global.Team1Hud[0]);
  • Destroy HUD Text(Global.Team1Hud[1]);
  • Destroy HUD Text(Global.Team1Hud[2]);
  • Destroy HUD Text(Global.Team2Hud[0]);
  • Destroy HUD Text(Global.Team2Hud[1]);
  • Destroy HUD Text(Global.Team2Hud[2]);
  • Destroy HUD Text(Global.HelpHud[0]);
  • Destroy HUD Text(Global.HelpHud[1]);
  • Destroy HUD Text(Global.HelpHud[2]);
  • Destroy HUD Text(Global.HelpHud[3]);
  • Destroy HUD Text(Global.HelpHud[4]);
  • Destroy HUD Text(Global.HelpHud[5]);
  • Destroy HUD Text(Global.HelpHud[6]);
  • Destroy HUD Text(Global.HelpHud[7]);
  • Destroy HUD Text(Global.HelpHud[8]);
  • Destroy HUD Text(Global.HelpHud[9]);
  • Destroy HUD Text(Global.HelpHud[10]);
  • }
  • }
  • disabled rule("Ready Check")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Both Teams Ready: Match starts in 5 sec, Remove HUD, Reset variables")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == False;
  • Global.Team1Ready == True;
  • Global.Team2Ready == True;
  • }
  • actions
  • {
  • Set Match Time(5);
  • Wait(1, Ignore Condition);
  • Global.Team1Ready = False;
  • Global.Team2Ready = False;
  • Global.TimeCooldown = 0;
  • Global.BreakCooldown = 0;
  • Global.T1ReadyCD = 0;
  • Global.T2ReadyCD = 0;
  • Destroy HUD Text(Global.Team1Hud[0]);
  • Destroy HUD Text(Global.Team1Hud[1]);
  • Destroy HUD Text(Global.Team1Hud[2]);
  • Destroy HUD Text(Global.Team2Hud[0]);
  • Destroy HUD Text(Global.Team2Hud[1]);
  • Destroy HUD Text(Global.Team2Hud[2]);
  • Destroy HUD Text(Global.HelpHud[0]);
  • Destroy HUD Text(Global.HelpHud[1]);
  • Destroy HUD Text(Global.HelpHud[2]);
  • Destroy HUD Text(Global.HelpHud[3]);
  • Destroy HUD Text(Global.HelpHud[4]);
  • Destroy HUD Text(Global.HelpHud[5]);
  • Destroy HUD Text(Global.HelpHud[6]);
  • Destroy HUD Text(Global.HelpHud[7]);
  • Destroy HUD Text(Global.HelpHud[8]);
  • Destroy HUD Text(Global.HelpHud[9]);
  • Destroy HUD Text(Global.HelpHud[10]);
  • }
  • }
  • rule("Ultimate: +20s match time while in setup")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == False;
  • Match Time >= 1;
  • Hero Of(Event Player) == True;
  • Is Button Held(Event Player, Ultimate) == True;
  • Is Button Held(Event Player, Interact) == False;
  • Global.TimeCooldown == 0;
  • }
  • actions
  • {
  • Global.TimeCooldown = 2;
  • Set Match Time(Match Time + 20);
  • Chase Global Variable At Rate(TimeCooldown, 0, 1, Destination and Rate);
  • Small Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("added 20 seconds")));
  • }
  • }
  • rule("Interact + Ultimate: +5min match time while in setup")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == False;
  • Match Time >= 1;
  • Hero Of(Event Player) == True;
  • Is Button Held(Event Player, Ultimate) == True;
  • Is Button Held(Event Player, Interact) == True;
  • Global.BreakCooldown == 0;
  • }
  • actions
  • {
  • Global.BreakCooldown = 10;
  • Global.TimeCooldown = 10;
  • Set Match Time(Match Time + 300);
  • Chase Global Variable At Rate(BreakCooldown, 0, 1, Destination and Rate);
  • Chase Global Variable At Rate(TimeCooldown, 0, 1, Destination and Rate);
  • Small Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("added 5 mins")));
  • }
  • }
  • rule("Crouch + Interact: Team 1 Ready")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == False;
  • Match Time > 5;
  • Hero Of(Event Player) == True;
  • Is Button Held(Event Player, Crouch) == True;
  • Is Button Held(Event Player, Interact) == True;
  • Global.Team1Ready == False;
  • Global.T1ReadyCD == 0;
  • }
  • actions
  • {
  • Global.T1ReadyCD = 1;
  • Wait(0.100, Ignore Condition);
  • Global.Team1Ready = True;
  • Chase Global Variable At Rate(T1ReadyCD, 0, 1, Destination and Rate);
  • Chase Global Variable At Rate(T2ReadyCD, 0, 1, Destination and Rate);
  • Small Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("readied their team")));
  • }
  • }
  • rule("Crouch + Interact: Team 1 Not Ready")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == False;
  • Match Time > 5;
  • Hero Of(Event Player) == True;
  • Is Button Held(Event Player, Crouch) == True;
  • Is Button Held(Event Player, Interact) == True;
  • Global.Team1Ready == True;
  • Global.T1ReadyCD == 0;
  • }
  • actions
  • {
  • Global.T1ReadyCD = 1;
  • Wait(0.100, Ignore Condition);
  • Global.Team1Ready = False;
  • Chase Global Variable At Rate(T1ReadyCD, 0, 1, Destination and Rate);
  • Chase Global Variable At Rate(T2ReadyCD, 0, 1, Destination and Rate);
  • Small Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("unreadied their team")));
  • }
  • }
  • rule("Crouch + Interact: Team 2 Ready")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == False;
  • Match Time > 5;
  • Hero Of(Event Player) == True;
  • Is Button Held(Event Player, Crouch) == True;
  • Is Button Held(Event Player, Interact) == True;
  • Global.Team2Ready == False;
  • Global.T2ReadyCD == 0;
  • }
  • actions
  • {
  • Global.T2ReadyCD = 1;
  • Wait(0.100, Ignore Condition);
  • Global.Team2Ready = True;
  • Chase Global Variable At Rate(T1ReadyCD, 0, 1, Destination and Rate);
  • Chase Global Variable At Rate(T2ReadyCD, 0, 1, Destination and Rate);
  • Small Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("readied their team")));
  • }
  • }
  • rule("Crouch + Interact: Team 2 Not Ready")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == False;
  • Match Time > 5;
  • Hero Of(Event Player) == True;
  • Is Button Held(Event Player, Crouch) == True;
  • Is Button Held(Event Player, Interact) == True;
  • Global.Team2Ready == True;
  • Global.T2ReadyCD == 0;
  • }
  • actions
  • {
  • Global.T2ReadyCD = 1;
  • Wait(0.100, Ignore Condition);
  • Global.Team2Ready = False;
  • Chase Global Variable At Rate(T1ReadyCD, 0, 1, Destination and Rate);
  • Chase Global Variable At Rate(T2ReadyCD, 0, 1, Destination and Rate);
  • Small Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("unreadied their team")));
  • }
  • }
  • rule("HUD: Team 1 Ready")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == False;
  • Global.Team1Ready == True;
  • }
  • actions
  • {
  • Create HUD Text(All Players(Team 1), Custom String("Your team is ready"), Null, Null, Top, 20, Green, White, White,
  • Visible To and String, Visible Never);
  • Global.Team1Hud[0] = Last Text ID;
  • Create HUD Text(All Players(Team 2), Custom String("Enemy team is ready"), Null, Null, Top, 20, Red, White, White,
  • Visible To and String, Visible Never);
  • Global.Team1Hud[1] = Last Text ID;
  • Create HUD Text(Null, Custom String("Blue team is ready"), Null, Null, Top, 0, Blue, White, White, Visible To and String,
  • Visible Always);
  • Global.Team1Hud[2] = Last Text ID;
  • }
  • }
  • rule("HUD: Team 1 Not Ready")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == False;
  • Global.Team1Ready == False;
  • }
  • actions
  • {
  • Destroy HUD Text(Global.Team1Hud[0]);
  • Destroy HUD Text(Global.Team1Hud[1]);
  • Destroy HUD Text(Global.Team1Hud[2]);
  • }
  • }
  • rule("HUD: Team 2 Ready")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == False;
  • Global.Team2Ready == True;
  • }
  • actions
  • {
  • Create HUD Text(All Players(Team 2), Custom String("Your team is ready"), Null, Null, Top, 20, Green, White, White,
  • Visible To and String, Visible Never);
  • Global.Team2Hud[0] = Last Text ID;
  • Create HUD Text(All Players(Team 1), Custom String("Enemy team is ready"), Null, Null, Top, 20, Red, White, White,
  • Visible To and String, Visible Never);
  • Global.Team2Hud[1] = Last Text ID;
  • Create HUD Text(Null, Custom String("Red team is ready"), Null, Null, Top, 0, Red, White, White, Visible To and String,
  • Visible Always);
  • Global.Team2Hud[2] = Last Text ID;
  • }
  • }
  • rule("HUD: Team 2 Not Ready")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == False;
  • Global.Team2Ready == False;
  • }
  • actions
  • {
  • Destroy HUD Text(Global.Team2Hud[0]);
  • Destroy HUD Text(Global.Team2Hud[1]);
  • Destroy HUD Text(Global.Team2Hud[2]);
  • }
  • }
  • disabled rule("Scoreboard")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Damage Done & Taken")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Victim != Event Player;
  • }
  • actions
  • {
  • Event Player.DamageDone += Event Damage;
  • Victim.DamageTaken += Event Damage;
  • }
  • }
  • rule("Healing Done")
  • {
  • event
  • {
  • Player Dealt Healing;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Event Player.HealingDone += Event Healing;
  • }
  • }
  • rule("Ults used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.UltsUsed += 1;
  • }
  • }
  • rule("Deaths")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Event Player.Deaths += 1;
  • }
  • }
  • rule("Left Side Scoreboard")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(Null, Null, Null, String("{0} {1}", Hero Icon String(Hero Of(Players In Slot(0, Team 1))), String(
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(0, Team 1).DamageDone, To Nearest), Array Contains(All Support Heroes,
  • Hero Of(Players In Slot(0, Team 1))) == True ? Round To Integer(Players In Slot(0, Team 1).HealingDone, To Nearest)
  • : Round To Integer(Players In Slot(0, Team 1).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(0, Team 1)
  • .UltsUsed, Players In Slot(0, Team 1).Deaths))), Left, 1, White, White, Blue, Visible To and String, Visible Always);
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(0, Team 1).DamageDone, To Nearest), Round To Integer(Players In Slot(0,
  • Team 1).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(0, Team 1).UltsUsed, Players In Slot(0, Team 1)
  • .Deaths))), Left, 1, White, White, Blue, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} {1}", Hero Icon String(Hero Of(Players In Slot(1, Team 1))), String(
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(1, Team 1).DamageDone, To Nearest), Array Contains(All Support Heroes,
  • Hero Of(Players In Slot(1, Team 1))) == True ? Round To Integer(Players In Slot(1, Team 1).HealingDone, To Nearest)
  • : Round To Integer(Players In Slot(1, Team 1).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(1, Team 1)
  • .UltsUsed, Players In Slot(1, Team 1).Deaths))), Left, 2, White, White, Blue, Visible To and String, Visible Always);
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(1, Team 1).DamageDone, To Nearest), Round To Integer(Players In Slot(1,
  • Team 1).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(1, Team 1).UltsUsed, Players In Slot(1, Team 1)
  • .Deaths))), Left, 2, White, White, Blue, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} {1}", Hero Icon String(Hero Of(Players In Slot(2, Team 1))), String(
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(2, Team 1).DamageDone, To Nearest), Array Contains(All Support Heroes,
  • Hero Of(Players In Slot(2, Team 1))) == True ? Round To Integer(Players In Slot(2, Team 1).HealingDone, To Nearest)
  • : Round To Integer(Players In Slot(2, Team 1).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(2, Team 1)
  • .UltsUsed, Players In Slot(2, Team 1).Deaths))), Left, 3, White, White, Blue, Visible To and String, Visible Always);
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(2, Team 1).DamageDone, To Nearest), Round To Integer(Players In Slot(2,
  • Team 1).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(2, Team 1).UltsUsed, Players In Slot(2, Team 1)
  • .Deaths))), Left, 3, White, White, Blue, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} {1}", Hero Icon String(Hero Of(Players In Slot(3, Team 1))), String(
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(3, Team 1).DamageDone, To Nearest), Array Contains(All Support Heroes,
  • Hero Of(Players In Slot(3, Team 1))) == True ? Round To Integer(Players In Slot(3, Team 1).HealingDone, To Nearest)
  • : Round To Integer(Players In Slot(3, Team 1).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(3, Team 1)
  • .UltsUsed, Players In Slot(3, Team 1).Deaths))), Left, 4, White, White, Blue, Visible To and String, Visible Always);
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(3, Team 1).DamageDone, To Nearest), Round To Integer(Players In Slot(3,
  • Team 1).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(3, Team 1).UltsUsed, Players In Slot(3, Team 1)
  • .Deaths))), Left, 4, White, White, Blue, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} {1}", Hero Icon String(Hero Of(Players In Slot(4, Team 1))), String(
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(4, Team 1).DamageDone, To Nearest), Array Contains(All Support Heroes,
  • Hero Of(Players In Slot(4, Team 1))) == True ? Round To Integer(Players In Slot(4, Team 1).HealingDone, To Nearest)
  • : Round To Integer(Players In Slot(4, Team 1).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(4, Team 1)
  • .UltsUsed, Players In Slot(4, Team 1).Deaths))), Left, 5, White, White, Blue, Visible To and String, Visible Always);
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(4, Team 1).DamageDone, To Nearest), Round To Integer(Players In Slot(4,
  • Team 1).HealingDone, To Nearest), String("{0} - {1}", Players In Slot(4, Team 1).UltsUsed, Players In Slot(4, Team 1)
  • .Deaths))), Left, 5, White, White, Blue, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} {1}", Hero Icon String(Hero Of(Players In Slot(5, Team 1))), String(
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(5, Team 1).DamageDone, To Nearest), Array Contains(All Support Heroes,
  • Hero Of(Players In Slot(5, Team 1))) == True ? Round To Integer(Players In Slot(5, Team 1).HealingDone, To Nearest)
  • : Round To Integer(Players In Slot(5, Team 1).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(5, Team 1)
  • .UltsUsed, Players In Slot(5, Team 1).Deaths))), Left, 6, White, White, Blue, Visible To and String, Visible Always);
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(5, Team 1).DamageDone, To Nearest), Round To Integer(Players In Slot(5,
  • Team 1).HealingDone, To Nearest), String("{0} - {1}", Players In Slot(5, Team 1).UltsUsed, Players In Slot(5, Team 1)
  • .Deaths))), Left, 6, White, White, Blue, Visible To and String, Visible Always);
  • }
  • }
  • rule("Right Side Scoreboard")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(Null, Null, Null, String("{0} {1}", Hero Icon String(Hero Of(Players In Slot(0, Team 2))), String(
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(0, Team 2).DamageDone, To Nearest), Array Contains(All Support Heroes,
  • Hero Of(Players In Slot(0, Team 2))) == True ? Round To Integer(Players In Slot(0, Team 2).HealingDone, To Nearest)
  • : Round To Integer(Players In Slot(0, Team 2).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(0, Team 2)
  • .UltsUsed, Players In Slot(0, Team 2).Deaths))), Right, 1, White, White, Red, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} {1}", Hero Icon String(Hero Of(Players In Slot(1, Team 2))), String(
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(1, Team 2).DamageDone, To Nearest), Array Contains(All Support Heroes,
  • Hero Of(Players In Slot(1, Team 2))) == True ? Round To Integer(Players In Slot(1, Team 2).HealingDone, To Nearest)
  • : Round To Integer(Players In Slot(1, Team 2).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(1, Team 2)
  • .UltsUsed, Players In Slot(1, Team 2).Deaths))), Right, 2, White, White, Red, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} {1}", Hero Icon String(Hero Of(Players In Slot(2, Team 2))), String(
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(2, Team 2).DamageDone, To Nearest), Array Contains(All Support Heroes,
  • Hero Of(Players In Slot(2, Team 2))) == True ? Round To Integer(Players In Slot(2, Team 2).HealingDone, To Nearest)
  • : Round To Integer(Players In Slot(2, Team 2).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(2, Team 2)
  • .UltsUsed, Players In Slot(2, Team 2).Deaths))), Right, 3, White, White, Red, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} {1}", Hero Icon String(Hero Of(Players In Slot(3, Team 2))), String(
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(3, Team 2).DamageDone, To Nearest), Array Contains(All Support Heroes,
  • Hero Of(Players In Slot(3, Team 2))) == True ? Round To Integer(Players In Slot(3, Team 2).HealingDone, To Nearest)
  • : Round To Integer(Players In Slot(3, Team 2).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(3, Team 2)
  • .UltsUsed, Players In Slot(3, Team 2).Deaths))), Right, 4, White, White, Red, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} {1}", Hero Icon String(Hero Of(Players In Slot(4, Team 2))), String(
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(4, Team 2).DamageDone, To Nearest), Array Contains(All Support Heroes,
  • Hero Of(Players In Slot(4, Team 2))) == True ? Round To Integer(Players In Slot(4, Team 2).HealingDone, To Nearest)
  • : Round To Integer(Players In Slot(4, Team 2).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(4, Team 2)
  • .UltsUsed, Players In Slot(4, Team 2).Deaths))), Right, 5, White, White, Red, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} {1}", Hero Icon String(Hero Of(Players In Slot(5, Team 2))), String(
  • "{0} - {1} - {2}", Round To Integer(Players In Slot(5, Team 2).DamageDone, To Nearest), Array Contains(All Support Heroes,
  • Hero Of(Players In Slot(5, Team 2))) == True ? Round To Integer(Players In Slot(5, Team 2).HealingDone, To Nearest)
  • : Round To Integer(Players In Slot(5, Team 2).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(5, Team 2)
  • .UltsUsed, Players In Slot(5, Team 2).Deaths))), Right, 6, White, White, Red, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} - {1} - {2}", Round To Integer(Players In Slot(0, Team 2).DamageDone, To Nearest),
  • Round To Integer(Players In Slot(0, Team 2).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(0, Team 2).UltsUsed,
  • String("{0} {1}", Players In Slot(0, Team 2).Deaths, Hero Icon String(Hero Of(Players In Slot(0, Team 2)))))), Right, 1, White,
  • White, Red, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} - {1} - {2}", Round To Integer(Players In Slot(1, Team 2).DamageDone, To Nearest),
  • Round To Integer(Players In Slot(1, Team 2).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(1, Team 2).UltsUsed,
  • String("{0} {1}", Players In Slot(1, Team 2).Deaths, Hero Icon String(Hero Of(Players In Slot(1, Team 2)))))), Right, 2, White,
  • White, Red, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} - {1} - {2}", Round To Integer(Players In Slot(2, Team 2).DamageDone, To Nearest),
  • Round To Integer(Players In Slot(2, Team 2).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(2, Team 2).UltsUsed,
  • String("{0} {1}", Players In Slot(2, Team 2).Deaths, Hero Icon String(Hero Of(Players In Slot(2, Team 2)))))), Right, 3, White,
  • White, Red, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} - {1} - {2}", Round To Integer(Players In Slot(3, Team 2).DamageDone, To Nearest),
  • Round To Integer(Players In Slot(3, Team 2).DamageTaken, To Nearest), String("{0} - {1}", Players In Slot(3, Team 2).UltsUsed,
  • String("{0} {1}", Players In Slot(3, Team 2).Deaths, Hero Icon String(Hero Of(Players In Slot(3, Team 2)))))), Right, 4, White,
  • White, Red, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} - {1} - {2}", Round To Integer(Players In Slot(4, Team 2).DamageDone, To Nearest),
  • Round To Integer(Players In Slot(4, Team 2).HealingDone, To Nearest), String("{0} - {1}", Players In Slot(4, Team 2).UltsUsed,
  • String("{0} {1}", Players In Slot(4, Team 2).Deaths, Hero Icon String(Hero Of(Players In Slot(4, Team 2)))))), Right, 5, White,
  • White, Red, Visible To and String, Visible Always);
  • Create HUD Text(Null, Null, Null, String("{0} - {1} - {2}", Round To Integer(Players In Slot(5, Team 2).DamageDone, To Nearest),
  • Round To Integer(Players In Slot(5, Team 2).HealingDone, To Nearest), String("{0} - {1}", Players In Slot(5, Team 2).UltsUsed,
  • String("{0} {1}", Players In Slot(5, Team 2).Deaths, Hero Icon String(Hero Of(Players In Slot(5, Team 2)))))), Right, 6, White,
  • White, Red, Visible To and String, Visible Always);
  • }
  • }
  • disabled rule("Setting Score after failed attacks")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("First attack done")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Between Rounds == True;
  • Is Team On Offense(Team 2) == True;
  • Global.ScoreModified == 0;
  • }
  • actions
  • {
  • Wait(15, Ignore Condition);
  • Global.FirstRoundDone = True;
  • }
  • }
  • rule("Set Team Score: Escort & Hybrid")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.FirstRoundDone == True;
  • Global.GameMode == 1;
  • }
  • actions
  • {
  • Set Team Score(Team 2, 3);
  • Global.ScoreModified = 1;
  • }
  • }
  • rule("Set Team Score: Assault")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.FirstRoundDone == True;
  • Global.GameMode == 2;
  • }
  • actions
  • {
  • Set Team Score(Team 2, 2);
  • Global.ScoreModified = 1;
  • }
  • }
  • rule("Game Mode check: Escort")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Current Game Mode == Game Mode(Escort);
  • }
  • actions
  • {
  • Global.GameMode = 1;
  • }
  • }
  • rule("Game Mode check: Hybrid")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Current Game Mode == Game Mode(Hybrid);
  • }
  • actions
  • {
  • Global.GameMode = 1;
  • }
  • }
  • rule("Game Mode check: Assault")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Current Game Mode == Game Mode(Assault);
  • }
  • actions
  • {
  • Global.GameMode = 2;
  • }
  • }
  • rule("Game Mode check: Control")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Current Game Mode == Game Mode(Control);
  • }
  • actions
  • {
  • Global.GameMode = 3;
  • }
  • }
  • disabled rule("Teleports for Defense team")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Teleport back to Spawn (got the idea from @ow_dab version)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Reload) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • Match Time >= 1;
  • }
  • actions
  • {
  • Wait(0.200, Abort When False);
  • Small Message(Event Player, Custom String("keep holding reload to teleport back to spawn"));
  • Wait(0.700, Abort When False);
  • Event Player.HeroList = All Heroes;
  • Modify Player Variable(Event Player, HeroList, Remove From Array By Value, Hero Of(Event Player));
  • Set Player Allowed Heroes(Event Player, Event Player.HeroList);
  • Wait(0.100, Ignore Condition);
  • Set Player Allowed Heroes(Event Player, All Heroes);
  • }
  • }
  • rule("Blizz World")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Blizzard World);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-8.171, 3.824, 65.861));
  • }
  • }
  • rule("Eichen")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Eichenwalde);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(13.226, 12.981, -83.655));
  • }
  • }
  • rule("Hollywood")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Hollywood);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-19.248, 8.007, -9.802));
  • }
  • }
  • rule("Kings")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(King's Row);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-37.185, 10.346, -15.058));
  • }
  • }
  • rule("Numbani")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Numbani);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(93.044, 5.530, -22.723));
  • }
  • }
  • rule("Hanamura")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Hanamura);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(13.079, 1.346, -24.267));
  • }
  • }
  • rule("Horizon")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Horizon Lunar Colony);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(42.356, 15.840, -79.798));
  • }
  • }
  • rule("Paris")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Paris);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-40.379, 16.500, -14.259));
  • }
  • }
  • rule("Anubis")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Temple of Anubis);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-23.909, 3.312, 46.940));
  • }
  • }
  • rule("Volskaya")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Volskaya Industries);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-35.545, -1.433, 73.561));
  • }
  • }
  • rule("Dorado")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Dorado);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(57.088, 9.241, -16.884));
  • }
  • }
  • rule("Havana")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Havana);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-18.059, 9.184, -70.117));
  • }
  • }
  • rule("Junkertown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Junkertown);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-28.382, 14.223, -68.289));
  • }
  • }
  • rule("Rialto")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Rialto);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(55.603, 2.452, -44.947));
  • }
  • }
  • rule("Route")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Route 66);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(33.662, 10.325, -5.514));
  • }
  • }
  • rule("Gibraltar")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • Current Map == Map(Watchpoint: Gibraltar);
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Spawn Room(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Button Held(Event Player, Melee) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(32.488, 4.692, -71.941));
  • }
  • }
  • disabled rule("Ultimate Charge on Disconnect (code copied directly from easyScrims by MrPig100 and MrMoustachioo)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • disabled rule("=> realize any DC")
  • {
  • event
  • {
  • Player Left Match;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Global.Disconnect[1] = True;
  • }
  • }
  • disabled rule("=> identify dc'd player")
  • {
  • event
  • {
  • Player Joined Match;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Global.DcSlot = Slot Of(Event Player);
  • Global.DcTeam = Team Of(Event Player);
  • Global.Disconnect[2] = True;
  • }
  • }
  • disabled rule("=> set ult charge of last dc'd player all Teams")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Disconnect[1] == True;
  • Global.Disconnect[2] == True;
  • Hero Of(Players In Slot(Global.DcSlot, Global.DcTeam)) != False;
  • }
  • actions
  • {
  • Skip If(Global.DcTeam == Team 2, 2);
  • Set Ultimate Charge(Players In Slot(Global.DcSlot, Global.DcTeam), Global.UltChargeTable[Global.DcSlot]);
  • Skip(1);
  • Set Ultimate Charge(Players In Slot(Global.DcSlot, Global.DcTeam), Global.UltChargeTable[Global.DcSlot + 6]);
  • Wait(0.250, Ignore Condition);
  • Global.Disconnect[1] = 0;
  • Global.Disconnect[2] = 0;
  • Global.DcSlot = 0;
  • Global.DcTeam = 0;
  • }
  • }
  • disabled rule("=> 1st block short ult charge gather")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.UltChargeLoop > 3;
  • Global.Disconnect[1] == 0;
  • }
  • actions
  • {
  • Global.UltChargeTable[0] = Ultimate Charge Percent(Players In Slot(0, Team 1));
  • Global.UltChargeTable[1] = Ultimate Charge Percent(Players In Slot(1, Team 1));
  • Global.UltChargeTable[2] = Ultimate Charge Percent(Players In Slot(2, Team 1));
  • Chase Global Variable Over Time(UltChargeLoop, 0, 4, Destination and Duration);
  • }
  • }
  • disabled rule("=> 2nd block short ult charge gather")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.UltChargeLoop > 2;
  • Global.Disconnect[1] == 0;
  • }
  • actions
  • {
  • Global.UltChargeTable[3] = Ultimate Charge Percent(Players In Slot(3, Team 1));
  • Global.UltChargeTable[4] = Ultimate Charge Percent(Players In Slot(4, Team 1));
  • Global.UltChargeTable[5] = Ultimate Charge Percent(Players In Slot(5, Team 1));
  • }
  • }
  • disabled rule("=> 3rd block short ult charge gather")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.UltChargeLoop > 1;
  • Global.Disconnect[1] == 0;
  • }
  • actions
  • {
  • Global.UltChargeTable[6] = Ultimate Charge Percent(Players In Slot(0, Team 2));
  • Global.UltChargeTable[7] = Ultimate Charge Percent(Players In Slot(1, Team 2));
  • Global.UltChargeTable[8] = Ultimate Charge Percent(Players In Slot(2, Team 2));
  • }
  • }
  • disabled rule("=> 4th block and loop short ult charge gather")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.UltChargeLoop == 0;
  • Global.Disconnect[1] == 0;
  • }
  • actions
  • {
  • Global.UltChargeTable[9] = Ultimate Charge Percent(Players In Slot(3, Team 2));
  • Global.UltChargeTable[10] = Ultimate Charge Percent(Players In Slot(4, Team 2));
  • Global.UltChargeTable[11] = Ultimate Charge Percent(Players In Slot(5, Team 2));
  • Global.UltChargeLoop = 4;
  • }
  • }
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