Create
Return to post

Comparing difference between and

View raw
  • rule("UI info (disable this rule to disable top left text)")
  • settings
  • {
  • main
  • {
  • Description: "Classic best skin wins/skin contest mode but on new maps and with new features. Created by Deadlibor#2872. v2.0"
  • }
  • lobby
  • {
  • Allow Players Who Are In Queue: Yes
  • Map Rotation: After A Game
  • Match Voice Chat: Enabled
  • Max Spectators: 12
  • Max Team 1 Players: 10
  • Return To Lobby: Never
  • Swap Teams After Match: No
  • }
  • modes
  • {
  • Elimination
  • {
  • Capture Objective Tiebreaker: Off
  • Draw After Match Time Elapsed With No Tiebreaker: 300
  • Hero Selection Time: 40
  • Reveal Heroes: On
  • Reveal Heroes After Match Time Elapsed: 0
  • Score To Win: 9
  • Tiebreaker After Match Time Elapsed: 300
  • enabled maps
  • {
  • Black Forest
  • Black Forest Winter
  • Castillo
  • Ilios Well
  • }
  • }
  • General
  • {
  • Hero Limit: Off
  • }
  • }
  • heroes
  • {
  • Team 1
  • {
  • Damage Dealt: 10%
  • Damage Received: 500%
  • }
  • Team 2
  • {
  • Ability Cooldown Time: 0%
  • Damage Dealt: 500%
  • Damage Received: 10%
  • Movement Speed: 150%
  • Ultimate Duration: 500%
  • Ashe
  • {
  • Ultimate Ability B.O.B.: Off
  • }
  • Echo
  • {
  • Movement Gravity: 25%
  • }
  • Lúcio
  • {
  • Damage Dealt: 90%
  • }
  • Symmetra
  • {
  • Sentry Turret: Off
  • }
  • Torbjörn
  • {
  • Deploy Turret: Off
  • }
  • }
  • General
  • {
  • Spawn With Ultimate Ready: On
  • Ultimate Generation - Passive: 500%
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 0: centre_point
  • 1: sky_positions
  • 2: ring_radius
  • 3: contestant_positions
  • 4: judge_position
  • 5: contestant_movement
  • 6: partner_mode
  • 7: automatic_theme_selector
  • 8: command_board_position
  • 9: round_counter
  • 10: command_board
  • 12: themes
  • 13: current_theme
  • 14: next_theme
  • 15: credits_position
  • 16: map_tilt
  • 17: command_board_radius
  • 18: partner_positions
  • 19: map_position
  • }
  • rule("Disable game HUD (you can disable HUD completely for full immersion)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Disable Game Mode HUD(All Living Players(All Teams));
  • Disable Game Mode In-World UI(All Living Players(All Teams));
  • Disable Kill Feed(All Living Players(All Teams));
  • "This toggles hero health and ability icons, letting you chose your level of immersion"
  • disabled Disable Hero HUD(All Living Players(All Teams));
  • }
  • }
  • rule("HUD Readme (disable this rule to disable top left text)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(All Players(All Teams), Custom String("read me"), Null, Null, Left, 1, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Be original and declare the theme quickly"), Left, 2, White, White,
  • "contestant readme"
  • Create HUD Text(All Players(Team 1), Null, Null, Custom String("Be original with skin and hero selection."), Left, 0, White, White,
  • White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Use 'Group Up' to toggle contestant movement"), Left, 3, White,
  • White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Use 'Acknowledge' to reset contestant positions"), Left, 4, White,
  • White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Use 'I need healing' to request emotes, voice lines or sprays"),
  • Left, 5, White, White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Use 'Ultimate Status' to toggle the partner mode"), Left, 6, White,
  • White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Use 'Countdown' to toggle the automatic theme selector"), Left,
  • 6.500, White, White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Use 'Interact' when you are ready to end the round"), Left, 7,
  • White, White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Be careful with AOE abilities"), Left, 8, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Play fair"), Left, 9, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(Team 1), Null, Null, Custom String("Be original with skin and hero selection"), Left, 2, White, White,
  • Create HUD Text(All Players(Team 1), Null, Null, Custom String("Use different heroes than your teammates."), Left, 1, White, White,
  • White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 1), Null, Null, Custom String("Use different heroes than your teammates"), Left, 3, White, White,
  • White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 1), Null, Null, Custom String("Your abilities are enabled so you can show off"), Left, 4, White,
  • Create HUD Text(All Players(Team 1), Null, Null, Custom String("Your abilities are enabled so you can show off."), Left, 2, White,
  • White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 1), Null, Null, Custom String("but dont enrage the judge"), Left, 5, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 1), Null, Null, Custom String("Play nice"), Left, 6, White, White, White, Visible To and String,
  • Create HUD Text(All Players(Team 1), Null, Null, Custom String("Play nice."), Left, 3, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(Host Player, Custom String("moderator read me"), Null, Null, Left, 49, Orange, White, White, Visible To and String,
  • "moderator readme"
  • Create HUD Text(Host Player, Null, Null, Custom String("MODERATOR README:"), Left, 20, White, White, Orange, Visible To and String,
  • Default Visibility);
  • Create HUD Text(Host Player, Null, Null, Custom String("One game lasts 9 rounds."), Left, 50, White, White, Orange,
  • Create HUD Text(Host Player, Null, Null, Custom String("One game lasts 9 rounds."), Left, 21, White, White, Orange,
  • Visible To and String, Default Visibility);
  • Create HUD Text(Host Player, Null, Null, Custom String("It's recommended to change the judge after every game."), Left, 51, White,
  • Create HUD Text(Host Player, Null, Null, Custom String("It's recommended to change the judge after every game."), Left, 22, White,
  • White, Orange, Visible To and String, Default Visibility);
  • Create HUD Text(Host Player, Null, Null, Custom String("Use 'CTRL' + 'SHIFT' + '=' to pause the game if needed."), Left, 52, White,
  • Create HUD Text(Host Player, Null, Null, Custom String("Use 'CTRL' + 'SHIFT' + '=' to pause the game if needed."), Left, 23, White,
  • White, Orange, Visible To and String, Default Visibility);
  • Create HUD Text(Host Player, Null, Null, Custom String("Server load: {0} | Server load average: {1} | Server load peak: {2}",
  • Server Load, Server Load Average, Server Load Peak), Top, 10, White, White, White, Visible To and String, Default Visibility);
  • "judge readme"
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Be original and declare the theme quickly"), Left, 0, White, White,
  • White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Command board offers several commands that you may use"), Left, 1,
  • White, White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Be careful with AOE abilities"), Left, 2, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Play fair"), Left, 3, White, White, White, Visible To and String,
  • Default Visibility);
  • }
  • }
  • rule("icons (disable this rule to disable player icons)")
  • rule("Round counter HUD text (disable this rule to disable round counter on top middle)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • "round counter"
  • Create HUD Text(All Players(All Teams), Custom String("Round {0} / 9", Global.round_counter), Null, Null, Top, 0, White, White,
  • White, Visible To and String, Default Visibility);
  • }
  • }
  • rule("Icons (disable this rule to disable player icons)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • "judge icon"
  • Create Icon(All Players(All Teams), All Players(Team 2), Eye, Visible To and Position, Sky Blue, False);
  • "moderator icon"
  • Create Icon(All Players(All Teams), Host Player, Exclamation Mark, Visible To and Position, Lime Green, False);
  • "judge 1 icon"
  • Create Icon(All Players(All Teams), Players In Slot(0, Team 2), Eye, Visible To and Position, Sky Blue, False);
  • "judge 2 icon"
  • disabled Create Icon(All Players(All Teams), Players In Slot(1, Team 2), Eye, Visible To and Position, Sky Blue, False);
  • }
  • }
  • rule("themes (you may add or remove themes here, themes are only used in automatic theme picker)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.themes = Custom String("Ana");
  • Global.themes = Append To Array(Global.themes, Custom String("Ashe"));
  • Global.themes = Append To Array(Global.themes, Custom String("Baptiste"));
  • Global.themes = Append To Array(Global.themes, Custom String("Bastion"));
  • Global.themes = Append To Array(Global.themes, Custom String("Brigitte"));
  • Global.themes = Append To Array(Global.themes, Custom String("D.Va"));
  • Global.themes = Append To Array(Global.themes, Custom String("Doomfist"));
  • Global.themes = Append To Array(Global.themes, Custom String("Echo"));
  • Global.themes = Append To Array(Global.themes, Custom String("Genji"));
  • Global.themes = Append To Array(Global.themes, Custom String("Hanzo"));
  • Global.themes = Append To Array(Global.themes, Custom String("Junkrat"));
  • Global.themes = Append To Array(Global.themes, Custom String("Lúcio"));
  • Global.themes = Append To Array(Global.themes, Custom String("McCree"));
  • Global.themes = Append To Array(Global.themes, Custom String("Mei"));
  • Global.themes = Append To Array(Global.themes, Custom String("Mercy"));
  • Global.themes = Append To Array(Global.themes, Custom String("Moira"));
  • Global.themes = Append To Array(Global.themes, Custom String("Orisa"));
  • Global.themes = Append To Array(Global.themes, Custom String("Pharah"));
  • Global.themes = Append To Array(Global.themes, Custom String("Reaper"));
  • Global.themes = Append To Array(Global.themes, Custom String("Reinhardt"));
  • Global.themes = Append To Array(Global.themes, Custom String("Roadhog"));
  • Global.themes = Append To Array(Global.themes, Custom String("Sigma"));
  • Global.themes = Append To Array(Global.themes, Custom String("Soldier: 76"));
  • Global.themes = Append To Array(Global.themes, Custom String("Sombra"));
  • Global.themes = Append To Array(Global.themes, Custom String("Symmetra"));
  • Global.themes = Append To Array(Global.themes, Custom String("Torbjorn"));
  • Global.themes = Append To Array(Global.themes, Custom String("Tracer"));
  • Global.themes = Append To Array(Global.themes, Custom String("Widowmaker"));
  • Global.themes = Append To Array(Global.themes, Custom String("Winston"));
  • Global.themes = Append To Array(Global.themes, Custom String("Wrecking Ball"));
  • Global.themes = Append To Array(Global.themes, Custom String("Zarya"));
  • Global.themes = Append To Array(Global.themes, Custom String("Zenyatta"));
  • Global.themes = Append To Array(Global.themes, Custom String("Tank"));
  • Global.themes = Append To Array(Global.themes, Custom String("Damage"));
  • Global.themes = Append To Array(Global.themes, Custom String("Support"));
  • Global.themes = Append To Array(Global.themes, Custom String("Tank - but don't use tank heroes"));
  • Global.themes = Append To Array(Global.themes, Custom String("Damage - but don't use damage heroes"));
  • Global.themes = Append To Array(Global.themes, Custom String("Support - but don't use support heroes"));
  • Global.themes = Append To Array(Global.themes, Custom String("Red"));
  • Global.themes = Append To Array(Global.themes, Custom String("Brown"));
  • Global.themes = Append To Array(Global.themes, Custom String("Orange"));
  • Global.themes = Append To Array(Global.themes, Custom String("Yellow"));
  • Global.themes = Append To Array(Global.themes, Custom String("Green"));
  • Global.themes = Append To Array(Global.themes, Custom String("Cyan"));
  • Global.themes = Append To Array(Global.themes, Custom String("Blue"));
  • Global.themes = Append To Array(Global.themes, Custom String("Purple"));
  • Global.themes = Append To Array(Global.themes, Custom String("Pink"));
  • Global.themes = Append To Array(Global.themes, Custom String("White"));
  • Global.themes = Append To Array(Global.themes, Custom String("Gray"));
  • Global.themes = Append To Array(Global.themes, Custom String("Black"));
  • Global.themes = Append To Array(Global.themes, Custom String("Gold"));
  • Global.themes = Append To Array(Global.themes, Custom String("Colorful - as many colors"));
  • Global.themes = Append To Array(Global.themes, Custom String("Color coordinated - colors that go well together"));
  • Global.themes = Append To Array(Global.themes, Custom String("Overwatch League or Pay-to-Win"));
  • Global.themes = Append To Array(Global.themes, Custom String("Summer Games Event"));
  • Global.themes = Append To Array(Global.themes, Custom String("Halloween Terror Event"));
  • Global.themes = Append To Array(Global.themes, Custom String("Winter Wonderland Event"));
  • Global.themes = Append To Array(Global.themes, Custom String("Lunar New Year Event"));
  • Global.themes = Append To Array(Global.themes, Custom String("Archives Event"));
  • Global.themes = Append To Array(Global.themes, Custom String("Anniversary Event"));
  • Global.themes = Append To Array(Global.themes, Custom String("Omnics"));
  • Global.themes = Append To Array(Global.themes, Custom String("Cyborgs"));
  • Global.themes = Append To Array(Global.themes, Custom String("Machinery or Industry"));
  • Global.themes = Append To Array(Global.themes, Custom String("Nature"));
  • Global.themes = Append To Array(Global.themes, Custom String("Fantasy"));
  • Global.themes = Append To Array(Global.themes, Custom String("Punk or Rock or Cyberpunk"));
  • Global.themes = Append To Array(Global.themes, Custom String("Animals"));
  • Global.themes = Append To Array(Global.themes, Custom String("Animals - but don't use Winston or Hammond"));
  • Global.themes = Append To Array(Global.themes, Custom String("Toxic"));
  • Global.themes = Append To Array(Global.themes, Custom String("War"));
  • Global.themes = Append To Array(Global.themes, Custom String("Love"));
  • Global.themes = Append To Array(Global.themes, Custom String("Leadership"));
  • Global.themes = Append To Array(Global.themes, Custom String("Poor Leadership"));
  • Global.themes = Append To Array(Global.themes, Custom String("Lone Wolf"));
  • Global.themes = Append To Array(Global.themes, Custom String("Spec Ops or Stealth"));
  • Global.themes = Append To Array(Global.themes, Custom String("Snipers"));
  • Global.themes = Append To Array(Global.themes, Custom String("Cute"));
  • Global.themes = Append To Array(Global.themes, Custom String("Sexy"));
  • Global.themes = Append To Array(Global.themes, Custom String("Scary or Spooky"));
  • Global.themes = Append To Array(Global.themes, Custom String("Fire"));
  • Global.themes = Append To Array(Global.themes, Custom String("Water"));
  • Global.themes = Append To Array(Global.themes, Custom String("Earth"));
  • Global.themes = Append To Array(Global.themes, Custom String("Air"));
  • Global.themes = Append To Array(Global.themes, Custom String("Ice"));
  • Global.themes = Append To Array(Global.themes, Custom String("Ugly"));
  • Global.themes = Append To Array(Global.themes, Custom String("Boring"));
  • Global.themes = Append To Array(Global.themes, Custom String("What you like, but others dislike"));
  • Global.themes = Append To Array(Global.themes, Custom String("The Alpha Male"));
  • Global.themes = Append To Array(Global.themes, Custom String("The Most Beautiful Female"));
  • Global.themes = Append To Array(Global.themes, Custom String("Casual Clothes"));
  • Global.themes = Append To Array(Global.themes, Custom String("Science"));
  • Global.themes = Append To Array(Global.themes, Custom String("Old or Ancient"));
  • Global.themes = Append To Array(Global.themes, Custom String("Elegant"));
  • Global.themes = Append To Array(Global.themes, Custom String("Filthy or Dirty"));
  • Global.themes = Append To Array(Global.themes, Custom String("Devils or Demons"));
  • Global.themes = Append To Array(Global.themes, Custom String("Divine - both angels and demons"));
  • Global.themes = Append To Array(Global.themes, Custom String("Angels"));
  • Global.themes = Append To Array(Global.themes, Custom String("Dead or Death"));
  • Global.themes = Append To Array(Global.themes, Custom String("Viking or Norse"));
  • Global.themes = Append To Array(Global.themes, Custom String("Bandits"));
  • Global.themes = Append To Array(Global.themes, Custom String("Wilderness"));
  • Global.themes = Append To Array(Global.themes, Custom String("Music"));
  • Global.themes = Append To Array(Global.themes, Custom String("Your first main hero"));
  • Global.themes = Append To Array(Global.themes, Custom String("Your first legendary skin"));
  • Global.themes = Append To Array(Global.themes, Custom String("Your favorite"));
  • Global.themes = Append To Array(Global.themes, Custom String("Somebody who dies first in a horror movie"));
  • Global.themes = Append To Array(Global.themes, Custom String("Sports"));
  • Global.themes = Append To Array(Global.themes, Custom String("Carbon"));
  • Global.themes = Append To Array(Global.themes, Custom String("Posh"));
  • Global.themes = Append To Array(Global.themes, Custom String("Nationality skins"));
  • Global.themes = Append To Array(Global.themes, Custom String("American"));
  • Global.themes = Append To Array(Global.themes, Custom String("African"));
  • Global.themes = Append To Array(Global.themes, Custom String("European"));
  • Global.themes = Append To Array(Global.themes, Custom String("Asian"));
  • Global.themes = Append To Array(Global.themes, Custom String("Talon"));
  • Global.themes = Append To Array(Global.themes, Custom String("Overwatch"));
  • Global.themes = Append To Array(Global.themes, Custom String("Blackwatch"));
  • Global.themes = Append To Array(Global.themes, Custom String("Jobs"));
  • Global.themes = Append To Array(Global.themes, Custom String("High altitude or Space"));
  • Global.themes = Append To Array(Global.themes, Custom String("Mystery"));
  • Global.themes = Append To Array(Global.themes, Custom String("Small or Tiny"));
  • Global.themes = Append To Array(Global.themes, Custom String("Large"));
  • Global.themes = Append To Array(Global.themes, Custom String("Hairy"));
  • Global.themes = Append To Array(Global.themes, Custom String("Beards"));
  • Global.themes = Append To Array(Global.themes, Custom String("Colored Hair"));
  • Global.themes = Append To Array(Global.themes, Custom String("Dancing competition"));
  • Global.themes = Append To Array(Global.themes, Custom String("Emote competition"));
  • Global.themes = Append To Array(Global.themes, Custom String("Laugh competition"));
  • Global.themes = Append To Array(Global.themes, Custom String("Sitting competition"));
  • Global.themes = Append To Array(Global.themes, Custom String("Voice line competition"));
  • Global.themes = Append To Array(Global.themes, Custom String("Sprays competition"));
  • Global.themes = Append To Array(Global.themes, Custom String("Literature or Theatre or Culture"));
  • Global.themes = Append To Array(Global.themes, Custom String("Movie characters"));
  • Global.themes = Append To Array(Global.themes, Custom String("Power Rangers"));
  • Global.themes = Append To Array(Global.themes, Custom String("Gays"));
  • Global.themes = Append To Array(Global.themes, Custom String("Coronavirus"));
  • Global.themes = Append To Array(Global.themes, Custom String("Eyes"));
  • Global.themes = Append To Array(Global.themes, Custom String("Shoes"));
  • Global.themes = Append To Array(Global.themes, Custom String("Dresses"));
  • Global.themes = Append To Array(Global.themes, Custom String("Hats"));
  • Global.themes = Append To Array(Global.themes, Custom String("Glasses"));
  • Global.themes = Append To Array(Global.themes, Custom String("Memes"));
  • Global.themes = Append To Array(Global.themes, Custom String("Cringe"));
  • Global.themes = Append To Array(Global.themes, Custom String("Engravings or Carvings"));
  • Global.themes = Append To Array(Global.themes, Custom String("Silken or Smooth"));
  • Global.themes = Append To Array(Global.themes, Custom String("Cloth Patterns - like checkers"));
  • Global.themes = Append To Array(Global.themes, Custom String("Sun or Day"));
  • Global.themes = Append To Array(Global.themes, Custom String("Moon or Night"));
  • Global.themes = Append To Array(Global.themes, Custom String("Current Map"));
  • Global.themes = Append To Array(Global.themes, Custom String("Sharp Edges"));
  • Global.themes = Append To Array(Global.themes, Custom String("Smooth Edges"));
  • Global.themes = Append To Array(Global.themes, Custom String("One Week Challenges"));
  • Global.current_theme = Custom String("The game has not started yet!");
  • Global.next_theme = Random Value In Array(Global.themes);
  • }
  • }
  • disabled rule("Keybinding Toggle automatic theme picker (change IsButtonHeld or IsCommunicating to customize keybinding)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • disabled Is Button Held(Event Player, Interact) == True;
  • Is Communicating(Event Player, Group Up) == True;
  • }
  • actions
  • {
  • If(Global.automatic_theme_selector == False);
  • Global.automatic_theme_selector = True;
  • Create In-World Text(All Players(All Teams), Custom String("Current theme: {0}\r\nNext theme: {1}", Global.current_theme,
  • Global.next_theme), Global.centre_point + 5 * Up, 1.500, Do Not Clip, Visible To Position and String, Yellow,
  • Default Visibility);
  • Big Message(All Players(All Teams), Custom String("Judge enabled automatic theme picker!"));
  • Else;
  • Global.automatic_theme_selector = False;
  • Destroy In-World Text(Last Text ID);
  • Big Message(All Players(All Teams), Custom String("Judge disabled automatic theme picker!"));
  • }
  • }
  • disabled rule("Keybinding Reset Contestant Position (change IsButtonHeld or IsCommunicating to customize keybinding)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • disabled Is Button Held(Event Player, Interact) == True;
  • Is Communicating(Event Player, Group Up) == True;
  • }
  • actions
  • {
  • Teleport(Players In Slot(0, Team 1), Global.contestant_positions[0]);
  • Teleport(Players In Slot(1, Team 1), Global.contestant_positions[5]);
  • Teleport(Players In Slot(2, Team 1), Global.contestant_positions[3]);
  • Teleport(Players In Slot(3, Team 1), Global.contestant_positions[8]);
  • Teleport(Players In Slot(4, Team 1), Global.contestant_positions[7]);
  • Teleport(Players In Slot(5, Team 1), Global.contestant_positions[2]);
  • Teleport(Players In Slot(6, Team 1), Global.contestant_positions[4]);
  • Teleport(Players In Slot(7, Team 1), Global.contestant_positions[9]);
  • Teleport(Players In Slot(8, Team 1), Global.contestant_positions[6]);
  • Teleport(Players In Slot(9, Team 1), Global.contestant_positions[1]);
  • Big Message(All Players(All Teams), Custom String("judge resets your positions"));
  • }
  • }
  • rule("Keybinding Toggle Contestant Movement (change IsButtonHeld or IsCommunicating to customize keybinding)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • disabled Is Button Held(Event Player, Interact) == True;
  • Is Communicating(Event Player, Group Up) == True;
  • }
  • actions
  • {
  • If(Global.contestant_movement == False);
  • Global.contestant_movement = True;
  • Clear Status(All Players(Team 1), Rooted);
  • Big Message(All Players(All Teams), Custom String("judge permits you to move"));
  • Else;
  • Global.contestant_movement = False;
  • Set Status(All Players(Team 1), Null, Rooted, 9999);
  • Teleport(Players In Slot(0, Team 1), Global.contestant_positions[0]);
  • Teleport(Players In Slot(1, Team 1), Global.contestant_positions[5]);
  • Teleport(Players In Slot(2, Team 1), Global.contestant_positions[3]);
  • Teleport(Players In Slot(3, Team 1), Global.contestant_positions[8]);
  • Teleport(Players In Slot(4, Team 1), Global.contestant_positions[7]);
  • Teleport(Players In Slot(5, Team 1), Global.contestant_positions[2]);
  • Teleport(Players In Slot(6, Team 1), Global.contestant_positions[4]);
  • Teleport(Players In Slot(7, Team 1), Global.contestant_positions[9]);
  • Teleport(Players In Slot(8, Team 1), Global.contestant_positions[6]);
  • Teleport(Players In Slot(9, Team 1), Global.contestant_positions[1]);
  • Big Message(All Players(All Teams), Custom String("judge restricts your movement"));
  • }
  • }
  • rule("Keybinding Emote Request (change IsButtonHeld or IsCommunicating to customize keybinding)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • disabled Is Button Held(Event Player, Interact) == True;
  • Is Communicating(Event Player, Need Healing) == True;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("judge wants to see your emotes, voice lines or sprays!"));
  • }
  • }
  • disabled rule("Keybinding Ressurect last dead contestant (change IsButtonHeld or IsCommunicating to customize keybinding)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • disabled Is Button Held(Event Player, Interact) == True;
  • Is Communicating(Event Player, Group Up) == True;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("Judge ressurected killed contestant"));
  • Resurrect(Last Of(All Dead Players(Team 1)));
  • }
  • }
  • disabled rule("Keybinding Call for vote (change IsButtonHeld or IsCommunicating to customize keybinding)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • disabled Is Button Held(Event Player, Interact) == True;
  • Is Communicating(Event Player, Group Up) == True;
  • }
  • actions
  • {
  • If(Count Of(All Living Players(Team 1)) == 2);
  • Big Message(All Players(All Teams), Custom String("Judge wants dead contestants to vote!"));
  • Small Message(All Players(All Teams), Custom String("Type 1 to vote for {0}!", All Living Players(Team 1)[0]));
  • Small Message(All Players(All Teams), Custom String("Type 2 to vote for {0}!", All Living Players(Team 1)[1]));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Type 1 to vote for {0}!", All Living Players(Team 1)[0]));
  • Small Message(All Players(All Teams), Custom String("Type 2 to vote for {0}!", All Living Players(Team 1)[1]));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Type 1 to vote for {0}!", All Living Players(Team 1)[0]));
  • Small Message(All Players(All Teams), Custom String("Type 2 to vote for {0}!", All Living Players(Team 1)[1]));
  • Else;
  • Small Message(Event Player, Custom String("You may only use this when there are two players left!"));
  • }
  • }
  • disabled rule("Keybinding Kill Random Contestant (change IsButtonHeld or IsCommunicating to customize keybinding)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • disabled Is Button Held(Event Player, Interact) == True;
  • Is Communicating(Event Player, Group Up) == True;
  • }
  • actions
  • {
  • Kill(Random Value In Array(All Living Players(Team 1)), Null);
  • Big Message(All Players(All Teams), Custom String("Judge executed a random player"));
  • }
  • }
  • rule("Keybinding End of Round (change IsButtonHeld or IsCommunicating to customize keybinding)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • disabled Is Communicating(Event Player, Group Up) == True;
  • }
  • actions
  • {
  • Small Message(All Players(Team 2), Custom String("Ending round ..."));
  • If(Number of Living Players(Team 1) > 1);
  • Big Message(All Living Players(Team 1), Custom String("Draw!"));
  • Else;
  • Big Message(All Living Players(Team 1), Custom String("Winner!"));
  • End;
  • Wait(1, Ignore Condition);
  • Declare Round Victory(Team 1);
  • }
  • }
  • disabled rule("Keybinding Toggle Partner Mode (change IsButtonHeld or IsCommunicating to customize keybinding)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • disabled Is Button Held(Players In Slot(0, Team 2), Interact) == True;
  • Is Communicating(Players In Slot(0, Team 2), Hello) == True;
  • }
  • actions
  • {
  • Destroy All Effects;
  • Wait(0.250, Ignore Condition);
  • If(Global.partner_mode == False);
  • Global.partner_mode = True;
  • Big Message(All Players(All Teams), Custom String("judge wants you to find a partner!"));
  • Create Effect(All Players(All Teams), Ring, White, Global.judge_position, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Red, Global.partner_positions[0], 4, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Yellow, Global.partner_positions[1], 4, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Green, Global.partner_positions[2], 4, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Blue, Global.partner_positions[3], 4, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Purple, Global.partner_positions[4], 4, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[0] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[1] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[2] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[3] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[4] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[5] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[6] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[7] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[8] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • If(Global.contestant_movement == False);
  • Global.contestant_movement = True;
  • Clear Status(All Players(Team 1), Rooted);
  • End;
  • Else;
  • Global.partner_mode = False;
  • Big Message(All Players(All Teams), Custom String("judge disabled partner mode!"));
  • Create Effect(All Players(All Teams), Ring, Red, Global.contestant_positions[0], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Orange, Global.contestant_positions[1], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Yellow, Global.contestant_positions[2], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Lime Green, Global.contestant_positions[3], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Green, Global.contestant_positions[4], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Turquoise, Global.contestant_positions[5], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Aqua, Global.contestant_positions[6], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Global.contestant_positions[7], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Blue, Global.contestant_positions[8], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Purple, Global.contestant_positions[9], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, White, Global.judge_position, 2, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[0] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[1] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[2] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[3] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[4] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[5] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[6] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[7] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[8] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • }
  • }
  • rule("variables (how to add new map: 1 copy elseif statement and edit its map name 2 edit its variables by recording your position)")
  • rule("variables and map setup (you may add new maps here)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • "global setup"
  • Disable Built-In Game Mode Music;
  • Disable Built-In Game Mode Announcer;
  • "contestant movement restriction"
  • Global.C = True;
  • "contestant pairing mode"
  • Global.Q = False;
  • "automatic theme selector"
  • Global.R = False;
  • "current map"
  • Global.contestant_movement = False;
  • Global.partner_mode = False;
  • Global.automatic_theme_selector = False;
  • Global.round_counter = 0;
  • "specific map setup"
  • If(Current Map == Map(Black Forest) || Current Map == Map(Black Forest Winter));
  • "contestant facing direction"
  • Global.A = Vector(-18.193, 13.661, 4.537);
  • "judge facing direction"
  • Global.B = Vector(-3.265, 19.487, 5.065);
  • "contestant standing positions"
  • Global.D = Vector(-9.215, 18.024, 4.890);
  • Global.E = Vector(-13.452, 14.552, -1.347);
  • Global.F = Vector(-22.519, 13.700, -2.670);
  • Global.G = Vector(-25.475, 13.476, 4.816);
  • Global.H = Vector(-21.758, 13.761, 12.304);
  • Global.I = Vector(-13.572, 14.535, 11.039);
  • "judge spawning position"
  • Global.J = Vector(1.663, 18.423, 4.986);
  • "contestant pairs"
  • Global.K = Vector(-25.027, 13.200, 3.305);
  • Global.L = Vector(-25.276, 13.200, 6.728);
  • Global.M = Vector(-14.506, 14.500, -2.252);
  • Global.N = Vector(-12.214, 14.650, -0.358);
  • Global.O = Vector(-11.945, 14.900, 9.610);
  • Global.P = Vector(-13.988, 14.445, 12.213);
  • "credits"
  • Global.Y = Vector(36.273, 13.698, -26.087);
  • Global.Z = Vector(38.700, 13.700, 37.447);
  • "current map"
  • Global.credits_position = Array(Vector(29.323, 13.549, -22.499), Vector(28.906, 13.551, 32.266));
  • Global.map_position = Random Integer(1, 3);
  • If(Global.map_position == 1);
  • Global.centre_point = Vector(-16.900, 13.364, 5);
  • Global.map_tilt = 0;
  • Global.ring_radius = 9;
  • Global.judge_position = Vector(1.347, 18, 5.069);
  • Global.command_board_position = Vector(-20.105, 14.811, -9.621);
  • Global.command_board_radius = 3;
  • Else If(Global.map_position == 2);
  • Global.centre_point = Vector(15.323, 12.926, -19.399);
  • Global.map_tilt = 0;
  • Global.ring_radius = 6;
  • Global.judge_position = Vector(20.294, 18.320, -2.352);
  • Global.command_board_position = Vector(1.748, 13.640, -16.370);
  • Global.command_board_radius = 3;
  • Else If(Global.map_position == 3);
  • Global.centre_point = Vector(14.760, 12.881, 29.604);
  • Global.map_tilt = 0;
  • Global.ring_radius = 6;
  • Global.judge_position = Vector(20.976, 18.318, 12.060);
  • Global.command_board_position = Vector(2.352, 13.720, 26.861);
  • Global.command_board_radius = 3;
  • End;
  • Else If(Current Map == Map(Castillo));
  • "contestant facing direction"
  • Global.A = Vector(-101.611, 37.329, 58.240);
  • "judge facing direction"
  • Global.B = Vector(-90.098, 40.340, 55.918);
  • "contestant standing positions"
  • Global.D = Vector(-110.213, 34.731, 59.659);
  • Global.E = Vector(-106.639, 35, 67.473);
  • Global.F = Vector(-95.065, 35, 64.963);
  • Global.G = Vector(-93.214, 34.980, 56.533);
  • Global.H = Vector(-97.451, 35, 49.474);
  • Global.I = Vector(-109.353, 35, 50.164);
  • "judge spawning position"
  • Global.J = Vector(-85.502, 40.340, 54.999);
  • "contestant pairs"
  • Global.K = Vector(-109.653, 34.756, 61.718);
  • Global.L = Vector(-110.405, 34.753, 57.538);
  • Global.M = Vector(-96.332, 35, 66.312);
  • Global.N = Vector(-93.484, 35, 63.064);
  • Global.O = Vector(-95.646, 35, 50.810);
  • Global.P = Vector(-99.018, 35, 48.723);
  • "credits"
  • Global.Y = Vector(-99.539, 34.266, 95.273);
  • Global.Z = Vector(-119.257, 34.268, 27.371);
  • "current map"
  • Global.credits_position = Array(Vector(-101.380, 33.817, 87.382), Vector(-112.597, 34.828, 31.449));
  • Global.centre_point = Vector(-102.500, 36.881, 58.241);
  • Global.map_tilt = 9.250;
  • Global.ring_radius = 9;
  • Global.judge_position = Vector(-86.855, 39.891, 55.298);
  • Global.command_board_position = Global.centre_point;
  • Global.command_board_radius = 4;
  • Else If(Current Map == Map(Ilios Well));
  • "contestant facing direction"
  • Global.A = Vector(-212.172, 2.283, -20.028);
  • "judge facing direction"
  • Global.B = Vector(-212.172, 2.283, -20.028);
  • "contestant standing positions"
  • Global.D = Vector(-202.300, 1.500, -22.730);
  • Global.E = Vector(-207.518, 1.500, -26.479);
  • Global.F = Vector(-218.913, 1.500, -15.137);
  • Global.G = Vector(-214.993, 1.500, -9.966);
  • Global.H = Vector(-209.978, 1.500, -6.007);
  • Global.I = Vector(-198.489, 1.500, -17.289);
  • "judge spawning position"
  • Global.J = Vector(-226.113, 0.699, -34.082);
  • "contestant pairs"
  • Global.K = Vector(-202.311, 1.500, -13.062);
  • Global.L = Vector(-205.023, 1.500, -10.296);
  • Global.M = Vector(-201.286, 1.500, -21.511);
  • Global.N = Vector(-203.509, 1.500, -23.944);
  • Global.O = Vector(-216.277, 1.500, -11.269);
  • Global.P = Vector(-213.650, 1.500, -8.724);
  • "credits"
  • Global.Y = Vector(-131.660, -2.586, -118.406);
  • Global.Z = Vector(-311.690, -2.260, 62.035);
  • }
  • }
  • rule("themes (you may add or remove themes here - I 100% RECOMMEND USING AN EXTERNAL TEXT EDITOR)")
  • Global.credits_position = Array(Vector(-139.203, -2.585, -106.590), Vector(-299.192, -2.479, 53.624));
  • Global.map_position = Random Integer(3, 3);
  • If(Global.map_position == 1);
  • Global.centre_point = Vector(-208.537, 2.284, -16.550);
  • Global.map_tilt = 0.475;
  • Global.ring_radius = 8;
  • Global.judge_position = Vector(-217.422, 1.700, -25.501);
  • Global.command_board_position = Global.centre_point;
  • Global.command_board_radius = 6;
  • Else If(Global.map_position == 2);
  • Global.centre_point = Vector(-179.389, -3.039, -66.069);
  • Global.map_tilt = 0.475;
  • Global.ring_radius = 7;
  • Global.judge_position = Vector(-154.085, 5.427, -67.316);
  • Global.command_board_position = Vector(-164.537, -3.391, -67.745);
  • Global.command_board_radius = 3;
  • Else If(Global.map_position == 3);
  • Global.centre_point = Vector(-257.987, -3.030, 12.724);
  • Global.map_tilt = 0.475;
  • Global.ring_radius = 7;
  • Global.judge_position = Vector(-259.186, 4.417, 38.929);
  • Global.command_board_position = Vector(-259.610, -3.391, 27.479);
  • Global.command_board_radius = 3;
  • End;
  • }
  • }
  • rule("ring and board position calculation (don't edit this rule or any rule bellow or you may break your game)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • "First random theme"
  • Global.U = Custom String("{0}", Random Value In Array(Global.S));
  • Global.T = Custom String("The game has not started yet!", Random Value In Array(Global.S));
  • "list of themes - COPY THIS ACTION AND PASTE IT INTO YOUR EXTERNAL TEXT EDITOR TO EDIT IT"
  • Global.S = Array(Custom String("Ana"), Custom String("Ashe"), Custom String("Baptiste"), Custom String("Bastion"), Custom String(
  • "Brigitte"), Custom String("D.Va"), Custom String("Doomfist"), Custom String("Echo"), Custom String("Genji"), Custom String(
  • "Hanzo"), Custom String("Junkrat"), Custom String("Lucio"), Custom String("McCree"), Custom String("Mei"), Custom String(
  • "Mercy"), Custom String("Moira"), Custom String("Orisa"), Custom String("Pharah"), Custom String("Reaper"), Custom String(
  • "Reinhardt"), Custom String("Roadhog"), Custom String("Sigma"), Custom String("Soldier: 76"), Custom String("Sombra"),
  • Custom String("Symmetra"), Custom String("Torbjorn"), Custom String("Tracer"), Custom String("Widowmaker"), Custom String(
  • "Winston"), Custom String("Wrecking Ball"), Custom String("Zarya"), Custom String("Zenyatta"), Custom String("Omnics only"),
  • Custom String("Machinery or Industry"), Custom String("Nature"), Custom String("Fantasy"), Custom String(
  • "Punk, Rock or Cyberpunk"), Custom String("Animals"), Custom String("Toxic"), Custom String("War"), Custom String("Love"),
  • Custom String("Overwatch League"), Custom String("Leadership"), Custom String("Poor leadership"), Custom String(
  • "Lone Warrior"), Custom String("Special Forces or Stealth"), Custom String("Snipers"), Custom String("Cute"), Custom String(
  • "Spooky"), Custom String("Fire"), Custom String("Ice"), Custom String("Water or Sea"), Custom String("Ugly"), Custom String(
  • "The Alpha Male"), Custom String("The most beautiful Female"), Custom String("Normal or casual clothes"), Custom String(
  • "Job clothes"), Custom String("Ancient"), Custom String("Elegant"), Custom String("Filthy or dirty"), Custom String("Devil"),
  • Custom String("Divine"), Custom String("Boring"), Custom String("Dead or death"), Custom String("Viking or Norse"),
  • Custom String("Pirate"), Custom String("Bandit"), Custom String("Wilderness"), Custom String("Sexy"), Custom String("Music"),
  • Custom String("Your first main"), Custom String("Your first legendary skin"), Custom String("Your favorite skin"),
  • Custom String("Sports"), Custom String("Carbon fiber"), Custom String("Posh"), Custom String("Nationality skins"),
  • Custom String("American"), Custom String("Asian"), Custom String("African"), Custom String("European"), Custom String("Talon"),
  • Custom String("Overwatch"), Custom String("Blackwatch"), Custom String("High altitude or Space"), Custom String("Mystery"),
  • Custom String("Small or tiny"), Custom String("Large"), Custom String("Hairy"), Custom String("Beards"), Custom String(
  • "Dancing competition"), Custom String("Emote competition"), Custom String("Laugh Competition"), Custom String(
  • "Sitting competition"), Custom String("Voice line competition"), Custom String("Sprays competition"), Custom String(
  • "Literature or Theatre or Culture"), Custom String("Power Rangers"), Custom String("Gay"), Custom String("Coronavirus"),
  • Custom String("Eyes"), Custom String("Shoes"), Custom String("Music"), Custom String("Memes"), Custom String(
  • "Engravings or Carvings"), Custom String("Silk and Cloth"), Custom String("Red"), Custom String("Green"), Custom String(
  • "Blue"), Custom String("Yellow"), Custom String("Orange"), Custom String("Cyan"), Custom String("White"), Custom String(
  • "Black"), Custom String("Gray"), Custom String("Brown"), Custom String("Purple"), Custom String("Pink"), Custom String("Gold"),
  • Custom String("Colorful"), Custom String("Tanks"), Custom String("Dps"), Custom String("Supports"), Custom String(
  • "Summer Games"), Custom String("Halloween Terror"), Custom String("Winter Wonderland"), Custom String("Chinese New Year"),
  • Custom String("Archives"), Custom String("Anniversary"), Custom String("One wekk Challenges"));
  • Global.sky_positions = Array(Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 0 * 0.628 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 0 * 0.628 + Global.map_tilt)), Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 1 * 0.628 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 1 * 0.628 + Global.map_tilt)), Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 2 * 0.628 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 2 * 0.628 + Global.map_tilt)), Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 3 * 0.628 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 3 * 0.628 + Global.map_tilt)), Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 4 * 0.628 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 4 * 0.628 + Global.map_tilt)), Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 5 * 0.628 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 5 * 0.628 + Global.map_tilt)), Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 6 * 0.628 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 6 * 0.628 + Global.map_tilt)), Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 7 * 0.628 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 7 * 0.628 + Global.map_tilt)), Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 8 * 0.628 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 8 * 0.628 + Global.map_tilt)), Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 9 * 0.628 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 9 * 0.628 + Global.map_tilt)));
  • disabled Global.sky_positions = Array(Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(0 * 0.628), 100,
  • Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(0 * 0.628)), Vector(X Component Of(
  • Global.centre_point) + Global.ring_radius * Cosine From Radians(1 * 0.628), 100, Z Component Of(Global.centre_point)
  • + Global.ring_radius * Sine From Radians(1 * 0.628)), Vector(X Component Of(Global.centre_point)
  • + Global.ring_radius * Cosine From Radians(2 * 0.628), 100, Z Component Of(Global.centre_point)
  • + Global.ring_radius * Sine From Radians(2 * 0.628)), Vector(X Component Of(Global.centre_point)
  • + Global.ring_radius * Cosine From Radians(3 * 0.628), 100, Z Component Of(Global.centre_point)
  • + Global.ring_radius * Sine From Radians(3 * 0.628)), Vector(X Component Of(Global.centre_point)
  • + Global.ring_radius * Cosine From Radians(4 * 0.628), 100, Z Component Of(Global.centre_point)
  • + Global.ring_radius * Sine From Radians(4 * 0.628)), Vector(X Component Of(Global.centre_point)
  • + Global.ring_radius * Cosine From Radians(5 * 0.628), 100, Z Component Of(Global.centre_point)
  • + Global.ring_radius * Sine From Radians(5 * 0.628)), Vector(X Component Of(Global.centre_point)
  • + Global.ring_radius * Cosine From Radians(6 * 0.628), 100, Z Component Of(Global.centre_point)
  • + Global.ring_radius * Sine From Radians(6 * 0.628)), Vector(X Component Of(Global.centre_point)
  • + Global.ring_radius * Cosine From Radians(7 * 0.628), 100, Z Component Of(Global.centre_point)
  • + Global.ring_radius * Sine From Radians(7 * 0.628)), Vector(X Component Of(Global.centre_point)
  • + Global.ring_radius * Cosine From Radians(8 * 0.628), 100, Z Component Of(Global.centre_point)
  • + Global.ring_radius * Sine From Radians(8 * 0.628)), Vector(X Component Of(Global.centre_point)
  • + Global.ring_radius * Cosine From Radians(9 * 0.628), 100, Z Component Of(Global.centre_point)
  • + Global.ring_radius * Sine From Radians(9 * 0.628)));
  • Global.contestant_positions = Array(Vector(X Component Of(Global.sky_positions[0]), Y Component Of(Ray Cast Hit Position(
  • Global.sky_positions[0], Global.sky_positions[0] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[0])),
  • Vector(X Component Of(Global.sky_positions[1]), Y Component Of(Ray Cast Hit Position(Global.sky_positions[1],
  • Global.sky_positions[1] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[1])), Vector(X Component Of(
  • Global.sky_positions[2]), Y Component Of(Ray Cast Hit Position(Global.sky_positions[2], Global.sky_positions[2] - 200 * Up,
  • Null, Null, False)), Z Component Of(Global.sky_positions[2])), Vector(X Component Of(Global.sky_positions[3]), Y Component Of(
  • Ray Cast Hit Position(Global.sky_positions[3], Global.sky_positions[3] - 200 * Up, Null, Null, False)), Z Component Of(
  • Global.sky_positions[3])), Vector(X Component Of(Global.sky_positions[4]), Y Component Of(Ray Cast Hit Position(
  • Global.sky_positions[4], Global.sky_positions[4] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[4])),
  • Vector(X Component Of(Global.sky_positions[5]), Y Component Of(Ray Cast Hit Position(Global.sky_positions[5],
  • Global.sky_positions[5] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[5])), Vector(X Component Of(
  • Global.sky_positions[6]), Y Component Of(Ray Cast Hit Position(Global.sky_positions[6], Global.sky_positions[6] - 200 * Up,
  • Null, Null, False)), Z Component Of(Global.sky_positions[6])), Vector(X Component Of(Global.sky_positions[7]), Y Component Of(
  • Ray Cast Hit Position(Global.sky_positions[7], Global.sky_positions[7] - 200 * Up, Null, Null, False)), Z Component Of(
  • Global.sky_positions[7])), Vector(X Component Of(Global.sky_positions[8]), Y Component Of(Ray Cast Hit Position(
  • Global.sky_positions[8], Global.sky_positions[8] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[8])),
  • Vector(X Component Of(Global.sky_positions[9]), Y Component Of(Ray Cast Hit Position(Global.sky_positions[9],
  • Global.sky_positions[9] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[9])));
  • disabled Global.command_board = Array(Global.command_board_position + Global.round_counter * Forward * 4 - 0.500 * Up,
  • Global.command_board_position + Global.round_counter * Forward * 3 - 0.500 * Up,
  • Global.command_board_position + Global.round_counter * Forward * 2 - 0.500 * Up,
  • Global.command_board_position + Global.round_counter * Forward * 1 - 0.500 * Up,
  • Global.command_board_position + Global.round_counter * Forward * 0 - 0.500 * Up,
  • Global.command_board_position + Global.round_counter * Forward * -1 - 0.500 * Up,
  • Global.command_board_position + Global.round_counter * Forward * -2 - 0.500 * Up,
  • Global.command_board_position + Global.round_counter * Forward * -3 - 0.500 * Up,
  • Global.command_board_position + Global.round_counter * Forward * -4 - 0.500 * Up);
  • Global.sky_positions = Array(Vector(X Component Of(Global.command_board_position)
  • + Global.command_board_radius * Cosine From Radians(0 * 0.698 + Global.map_tilt), 100, Z Component Of(
  • Global.command_board_position) + Global.command_board_radius * Sine From Radians(0 * 0.698 + Global.map_tilt)), Vector(
  • X Component Of(Global.command_board_position) + Global.command_board_radius * Cosine From Radians(1 * 0.698 + Global.map_tilt),
  • 100, Z Component Of(Global.command_board_position) + Global.command_board_radius * Sine From Radians(
  • 1 * 0.698 + Global.map_tilt)), Vector(X Component Of(Global.command_board_position)
  • + Global.command_board_radius * Cosine From Radians(2 * 0.698 + Global.map_tilt), 100, Z Component Of(
  • Global.command_board_position) + Global.command_board_radius * Sine From Radians(2 * 0.698 + Global.map_tilt)), Vector(
  • X Component Of(Global.command_board_position) + Global.command_board_radius * Cosine From Radians(3 * 0.698 + Global.map_tilt),
  • 100, Z Component Of(Global.command_board_position) + Global.command_board_radius * Sine From Radians(
  • 3 * 0.698 + Global.map_tilt)), Vector(X Component Of(Global.command_board_position)
  • + Global.command_board_radius * Cosine From Radians(4 * 0.698 + Global.map_tilt), 100, Z Component Of(
  • Global.command_board_position) + Global.command_board_radius * Sine From Radians(4 * 0.698 + Global.map_tilt)), Vector(
  • X Component Of(Global.command_board_position) + Global.command_board_radius * Cosine From Radians(5 * 0.698 + Global.map_tilt),
  • 100, Z Component Of(Global.command_board_position) + Global.command_board_radius * Sine From Radians(
  • 5 * 0.698 + Global.map_tilt)), Vector(X Component Of(Global.command_board_position)
  • + Global.command_board_radius * Cosine From Radians(6 * 0.698 + Global.map_tilt), 100, Z Component Of(
  • Global.command_board_position) + Global.command_board_radius * Sine From Radians(6 * 0.698 + Global.map_tilt)), Vector(
  • X Component Of(Global.command_board_position) + Global.command_board_radius * Cosine From Radians(7 * 0.698 + Global.map_tilt),
  • 100, Z Component Of(Global.command_board_position) + Global.command_board_radius * Sine From Radians(
  • 7 * 0.698 + Global.map_tilt)), Vector(X Component Of(Global.command_board_position)
  • + Global.command_board_radius * Cosine From Radians(8 * 0.698 + Global.map_tilt), 100, Z Component Of(
  • Global.command_board_position) + Global.command_board_radius * Sine From Radians(8 * 0.698 + Global.map_tilt)));
  • Global.command_board = Array(Vector(X Component Of(Global.sky_positions[0]), Y Component Of(Ray Cast Hit Position(
  • Global.sky_positions[0], Global.sky_positions[0] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[0])),
  • Vector(X Component Of(Global.sky_positions[1]), Y Component Of(Ray Cast Hit Position(Global.sky_positions[1],
  • Global.sky_positions[1] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[1])), Vector(X Component Of(
  • Global.sky_positions[2]), Y Component Of(Ray Cast Hit Position(Global.sky_positions[2], Global.sky_positions[2] - 200 * Up,
  • Null, Null, False)), Z Component Of(Global.sky_positions[2])), Vector(X Component Of(Global.sky_positions[3]), Y Component Of(
  • Ray Cast Hit Position(Global.sky_positions[3], Global.sky_positions[3] - 200 * Up, Null, Null, False)), Z Component Of(
  • Global.sky_positions[3])), Vector(X Component Of(Global.sky_positions[4]), Y Component Of(Ray Cast Hit Position(
  • Global.sky_positions[4], Global.sky_positions[4] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[4])),
  • Vector(X Component Of(Global.sky_positions[5]), Y Component Of(Ray Cast Hit Position(Global.sky_positions[5],
  • Global.sky_positions[5] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[5])), Vector(X Component Of(
  • Global.sky_positions[6]), Y Component Of(Ray Cast Hit Position(Global.sky_positions[6], Global.sky_positions[6] - 200 * Up,
  • Null, Null, False)), Z Component Of(Global.sky_positions[6])), Vector(X Component Of(Global.sky_positions[7]), Y Component Of(
  • Ray Cast Hit Position(Global.sky_positions[7], Global.sky_positions[7] - 200 * Up, Null, Null, False)), Z Component Of(
  • Global.sky_positions[7])), Vector(X Component Of(Global.sky_positions[8]), Y Component Of(Ray Cast Hit Position(
  • Global.sky_positions[8], Global.sky_positions[8] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[8])));
  • Global.sky_positions = Array(Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 0 * 1.256 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 0 * 1.256 + Global.map_tilt)), Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 1 * 1.256 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 1 * 1.256 + Global.map_tilt)), Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 2 * 1.256 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 2 * 1.256 + Global.map_tilt)), Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 3 * 1.256 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 3 * 1.256 + Global.map_tilt)), Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
  • 4 * 1.256 + Global.map_tilt), 100, Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(
  • 4 * 1.256 + Global.map_tilt)));
  • Global.partner_positions = Array(Vector(X Component Of(Global.sky_positions[0]), Y Component Of(Ray Cast Hit Position(
  • Global.sky_positions[0], Global.sky_positions[0] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[0])),
  • Vector(X Component Of(Global.sky_positions[1]), Y Component Of(Ray Cast Hit Position(Global.sky_positions[1],
  • Global.sky_positions[1] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[1])), Vector(X Component Of(
  • Global.sky_positions[2]), Y Component Of(Ray Cast Hit Position(Global.sky_positions[2], Global.sky_positions[2] - 200 * Up,
  • Null, Null, False)), Z Component Of(Global.sky_positions[2])), Vector(X Component Of(Global.sky_positions[3]), Y Component Of(
  • Ray Cast Hit Position(Global.sky_positions[3], Global.sky_positions[3] - 200 * Up, Null, Null, False)), Z Component Of(
  • Global.sky_positions[3])), Vector(X Component Of(Global.sky_positions[4]), Y Component Of(Ray Cast Hit Position(
  • Global.sky_positions[4], Global.sky_positions[4] - 200 * Up, Null, Null, False)), Z Component Of(Global.sky_positions[4])));
  • }
  • }
  • rule("Get new theme")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Global.current_theme = Global.next_theme;
  • Global.next_theme = Custom String("{0}", Random Value In Array(Global.themes));
  • }
  • }
  • rule("contestant 1 tp (don't edit this rule or any rule bellow or you may break your game)")
  • rule("contestant 1 teleport")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 0;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Global.D);
  • Teleport(Event Player, Global.contestant_positions[0]);
  • Wait(0.100, Ignore Condition);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.A), To World);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
  • disabled If(Global.contestant_movement == True);
  • disabled Clear Status(Event Player, Rooted);
  • }
  • }
  • rule("contestant 2 tp")
  • rule("contestant 2 teleport")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 1;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Global.E);
  • Teleport(Event Player, Global.contestant_positions[5]);
  • Wait(0.100, Ignore Condition);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.A), To World);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
  • }
  • }
  • rule("contestant 3 tp")
  • rule("contestant 3 teleport")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 2;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Global.F);
  • Teleport(Event Player, Global.contestant_positions[3]);
  • Wait(0.100, Ignore Condition);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.A), To World);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
  • }
  • }
  • rule("contestant 4 tp")
  • rule("contestant 4 teleport")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 3;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Global.G);
  • Teleport(Event Player, Global.contestant_positions[8]);
  • Wait(0.100, Ignore Condition);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.A), To World);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
  • }
  • }
  • rule("contestant 5 tp")
  • rule("contestant 5 teleport")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 4;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Global.H);
  • Teleport(Event Player, Global.contestant_positions[7]);
  • Wait(0.100, Ignore Condition);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.A), To World);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
  • }
  • }
  • rule("contestant 6 tp")
  • rule("contestant 6 teleport")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 5;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Global.I);
  • Teleport(Event Player, Global.contestant_positions[2]);
  • Wait(0.100, Ignore Condition);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.A), To World);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
  • }
  • }
  • rule("judge tp")
  • rule("contestant 7 teleport")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 6;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Global.contestant_positions[4]);
  • Wait(0.100, Ignore Condition);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
  • }
  • }
  • rule("contestant 8 teleport")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 7;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Global.contestant_positions[9]);
  • Wait(0.100, Ignore Condition);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
  • }
  • }
  • rule("contestant 9 teleport")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 8;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Global.contestant_positions[6]);
  • Wait(0.100, Ignore Condition);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
  • }
  • }
  • rule("contestant 10 teleport")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 9;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Global.contestant_positions[1]);
  • Wait(0.100, Ignore Condition);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
  • }
  • }
  • rule("judge(s) teleport")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Slot 0;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Global.J);
  • Teleport(Event Player, Global.judge_position);
  • Wait(0.100, Ignore Condition);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.B), To World);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
  • }
  • }
  • rule("contestant rings on startup")
  • rule("draw contestant rings")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Ring, Red, Global.D, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Orange, Global.E, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Yellow, Global.F, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Green, Global.G, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Blue, Global.H, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Purple, Global.I, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, White, Global.J, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Red, Global.contestant_positions[0], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Orange, Global.contestant_positions[1], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Yellow, Global.contestant_positions[2], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Lime Green, Global.contestant_positions[3], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Green, Global.contestant_positions[4], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Turquoise, Global.contestant_positions[5], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Aqua, Global.contestant_positions[6], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Global.contestant_positions[7], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Blue, Global.contestant_positions[8], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Purple, Global.contestant_positions[9], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, White, Global.judge_position, 2, Visible To Position and Radius);
  • }
  • }
  • rule("contestants cant move by default")
  • rule("draw command board")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create In-World Text(All Players(Team 2), Custom String("Toggle Auto Theme"), Global.command_board[0] + 2 * Up, 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create In-World Text(All Players(Team 2), Custom String("Reset Positions"), Global.command_board[1] + 2 * Up, 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create In-World Text(All Players(Team 2), Custom String("Toggle Movement"), Global.command_board[2] + 2 * Up, 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create In-World Text(All Players(Team 2), Custom String("Request Emotes"), Global.command_board[3] + 2 * Up, 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create In-World Text(All Players(Team 2), Custom String("Ressurect contestant"), Global.command_board[4] + 2 * Up, 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create In-World Text(All Players(Team 2), Custom String("Call for vote"), Global.command_board[5] + 2 * Up, 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create In-World Text(All Players(Team 2), Custom String("Kill random"), Global.command_board[6] + 2 * Up, 1, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • Create In-World Text(All Players(Team 2), Custom String("End Round"), Global.command_board[7] + 2 * Up, 1, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • Create In-World Text(All Players(Team 2), Custom String("toggle partner mode"), Global.command_board[8] + 2 * Up, 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[0] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[1] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[2] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[3] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[4] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[5] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[6] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[7] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[8] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • }
  • }
  • rule("Contestants cant move by default")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.C == True;
  • Global.contestant_movement == False;
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Rooted, 9999);
  • }
  • }
  • rule("judge is invincible")
  • rule("Judge is invincible")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Invincible, 9999);
  • Set Status(Event Player, Null, Phased Out, 9999);
  • }
  • }
  • rule("emote request")
  • rule("Round counter add count")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Communicating(Players In Slot(0, Team 2), Need Healing) == True;
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("judge wants to see your emotes, voice lines or sprays!"));
  • Global.round_counter = Global.round_counter + 1;
  • }
  • }
  • rule("toggle contestant movement")
  • rule("Toggle automatic theme picker")
  • {
  • event
  • {
  • Ongoing - Global;
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Communicating(Players In Slot(0, Team 2), Group Up) == True;
  • Is In View Angle(Event Player, Global.command_board[0], 45) == True;
  • Distance Between(Position Of(Event Player), Global.command_board[0]) < 2;
  • (Is Button Held(Event Player, Primary Fire) || Is Button Held(Event Player, Melee)) == True;
  • }
  • actions
  • {
  • If(Global.C == True);
  • Global.C = False;
  • Clear Status(All Players(Team 1), Rooted);
  • Big Message(All Players(All Teams), Custom String("judge permits you to move"));
  • If(Global.automatic_theme_selector == False);
  • Global.automatic_theme_selector = True;
  • Create In-World Text(All Players(All Teams), Custom String("Current theme: {0}\r\nNext theme: {1}", Global.current_theme,
  • Global.next_theme), Global.centre_point + 5 * Up, 1.500, Do Not Clip, Visible To Position and String, Yellow,
  • Default Visibility);
  • Big Message(All Players(All Teams), Custom String("Judge enabled automatic theme picker!"));
  • Else;
  • Global.C = True;
  • Teleport(Players In Slot(0, Team 1), Global.D);
  • Teleport(Players In Slot(1, Team 1), Global.E);
  • Teleport(Players In Slot(2, Team 1), Global.F);
  • Teleport(Players In Slot(3, Team 1), Global.G);
  • Teleport(Players In Slot(4, Team 1), Global.H);
  • Teleport(Players In Slot(5, Team 1), Global.I);
  • Set Status(All Players(Team 1), Null, Rooted, 9999);
  • Big Message(All Players(All Teams), Custom String("judge restricts your movement"));
  • Global.automatic_theme_selector = False;
  • Destroy In-World Text(Last Text ID);
  • Big Message(All Players(All Teams), Custom String("Judge disabled automatic theme picker!"));
  • }
  • }
  • rule("reset contestant position")
  • rule("Reset Contestant Position")
  • {
  • event
  • {
  • Ongoing - Global;
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Communicating(Players In Slot(0, Team 2), Acknowledge) == True;
  • Is In View Angle(Event Player, Global.command_board[1], 45) == True;
  • Distance Between(Position Of(Event Player), Global.command_board[1]) < 2;
  • (Is Button Held(Event Player, Primary Fire) || Is Button Held(Event Player, Melee)) == True;
  • }
  • actions
  • {
  • Teleport(Players In Slot(0, Team 1), Global.D);
  • Teleport(Players In Slot(1, Team 1), Global.E);
  • Teleport(Players In Slot(2, Team 1), Global.F);
  • Teleport(Players In Slot(3, Team 1), Global.G);
  • Teleport(Players In Slot(4, Team 1), Global.H);
  • Teleport(Players In Slot(5, Team 1), Global.I);
  • Big Message(All Players(All Teams), Custom String("judge resets your position"));
  • Teleport(Players In Slot(0, Team 1), Global.contestant_positions[0]);
  • Teleport(Players In Slot(1, Team 1), Global.contestant_positions[5]);
  • Teleport(Players In Slot(2, Team 1), Global.contestant_positions[3]);
  • Teleport(Players In Slot(3, Team 1), Global.contestant_positions[8]);
  • Teleport(Players In Slot(4, Team 1), Global.contestant_positions[7]);
  • Teleport(Players In Slot(5, Team 1), Global.contestant_positions[2]);
  • Teleport(Players In Slot(6, Team 1), Global.contestant_positions[4]);
  • Teleport(Players In Slot(7, Team 1), Global.contestant_positions[9]);
  • Teleport(Players In Slot(8, Team 1), Global.contestant_positions[6]);
  • Teleport(Players In Slot(9, Team 1), Global.contestant_positions[1]);
  • Big Message(All Players(All Teams), Custom String("judge resets your positions"));
  • }
  • }
  • rule("toggle pairing mode")
  • rule("Toggle Contestant Movement")
  • {
  • event
  • {
  • Ongoing - Global;
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Communicating(Players In Slot(0, Team 2), Ultimate Status) == True;
  • Is In View Angle(Event Player, Global.command_board[2], 45) == True;
  • Distance Between(Position Of(Event Player), Global.command_board[2]) < 2;
  • (Is Button Held(Event Player, Primary Fire) || Is Button Held(Event Player, Melee)) == True;
  • }
  • actions
  • {
  • Destroy All Effects;
  • If(Global.Q == True);
  • Big Message(All Players(All Teams), Custom String("judge disabled partner mode!"));
  • Global.Q = False;
  • Create Effect(All Players(All Teams), Ring, Red, Global.D, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Orange, Global.E, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Yellow, Global.F, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Green, Global.G, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Blue, Global.H, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Purple, Global.I, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, White, Global.J, 2, Visible To Position and Radius);
  • If(Global.contestant_movement == False);
  • Global.contestant_movement = True;
  • Clear Status(All Players(Team 1), Rooted);
  • Big Message(All Players(All Teams), Custom String("judge permits you to move"));
  • Else;
  • Big Message(All Players(All Teams), Custom String("judge wants you to find a partner!"));
  • Global.Q = True;
  • Create Effect(All Players(All Teams), Ring, Orange, Global.K, 1, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Orange, Global.L, 1, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Aqua, Global.M, 1, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Aqua, Global.N, 1, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Lime Green, Global.O, 1, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Lime Green, Global.P, 1, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, White, Global.J, 2, Visible To Position and Radius);
  • If(Global.C == True);
  • Global.C = False;
  • Clear Status(All Players(Team 1), Rooted);
  • Global.contestant_movement = False;
  • Set Status(All Players(Team 1), Null, Rooted, 9999);
  • Teleport(Players In Slot(0, Team 1), Global.contestant_positions[0]);
  • Teleport(Players In Slot(1, Team 1), Global.contestant_positions[5]);
  • Teleport(Players In Slot(2, Team 1), Global.contestant_positions[3]);
  • Teleport(Players In Slot(3, Team 1), Global.contestant_positions[8]);
  • Teleport(Players In Slot(4, Team 1), Global.contestant_positions[7]);
  • Teleport(Players In Slot(5, Team 1), Global.contestant_positions[2]);
  • Teleport(Players In Slot(6, Team 1), Global.contestant_positions[4]);
  • Teleport(Players In Slot(7, Team 1), Global.contestant_positions[9]);
  • Teleport(Players In Slot(8, Team 1), Global.contestant_positions[6]);
  • Teleport(Players In Slot(9, Team 1), Global.contestant_positions[1]);
  • Big Message(All Players(All Teams), Custom String("judge restricts your movement"));
  • }
  • }
  • rule("toggle automatic theme selector")
  • rule("Emote Request")
  • {
  • event
  • {
  • Ongoing - Global;
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Communicating(Players In Slot(0, Team 2), Countdown) == True;
  • Is In View Angle(Event Player, Global.command_board[3], 45) == True;
  • Distance Between(Position Of(Event Player), Global.command_board[3]) < 2;
  • (Is Button Held(Event Player, Primary Fire) || Is Button Held(Event Player, Melee)) == True;
  • }
  • actions
  • {
  • If(Global.R == True);
  • Global.R = False;
  • disabled Destroy All In-World Text;
  • Destroy In-World Text(Last Text ID);
  • Else;
  • Global.R = True;
  • Create In-World Text(All Players(All Teams), Custom String("Current theme: {0}\r\nNext theme: {1}", Global.T, Global.U), Vector(0,
  • 5, 0) + Global.A, 1.500, Do Not Clip, Visible To Position and String, Yellow, Default Visibility);
  • Big Message(All Players(All Teams), Custom String("judge wants to see your emotes, voice lines or sprays!"));
  • }
  • }
  • rule("get new theme")
  • rule("Ressurect dead contestants")
  • {
  • event
  • {
  • Ongoing - Global;
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • Is In View Angle(Event Player, Global.command_board[4], 45) == True;
  • Distance Between(Position Of(Event Player), Global.command_board[4]) < 2;
  • (Is Button Held(Event Player, Primary Fire) || Is Button Held(Event Player, Melee)) == True;
  • }
  • actions
  • {
  • Global.T = Global.U;
  • Global.U = Custom String("{0}", Random Value In Array(Global.S));
  • Big Message(All Players(All Teams), Custom String("Judge ressurected killed contestant"));
  • Resurrect(Last Of(All Dead Players(Team 1)));
  • }
  • }
  • rule("secret teleport")
  • rule("Call for vote")
  • {
  • event
  • {
  • Ongoing - Global;
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Host Player, Crouch) == True;
  • Is Button Held(Host Player, Reload) == True;
  • Is In View Angle(Event Player, Global.command_board[5], 45) == True;
  • Distance Between(Position Of(Event Player), Global.command_board[5]) < 2;
  • (Is Button Held(Event Player, Primary Fire) || Is Button Held(Event Player, Melee)) == True;
  • }
  • actions
  • {
  • Teleport(Host Player, Ray Cast Hit Position(Eye Position(Host Player), Position Of(Host Player) + Facing Direction Of(Host Player)
  • * 1000, All Players(All Teams), Host Player, True));
  • If(Count Of(All Living Players(Team 1)) == 2);
  • Big Message(All Players(All Teams), Custom String("Judge wants dead contestants to vote!"));
  • Small Message(All Players(All Teams), Custom String("Type 1 to vote for {0}!", All Living Players(Team 1)[0]));
  • Small Message(All Players(All Teams), Custom String("Type 2 to vote for {0}!", All Living Players(Team 1)[1]));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Type 1 to vote for {0}!", All Living Players(Team 1)[0]));
  • Small Message(All Players(All Teams), Custom String("Type 2 to vote for {0}!", All Living Players(Team 1)[1]));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Type 1 to vote for {0}!", All Living Players(Team 1)[0]));
  • Small Message(All Players(All Teams), Custom String("Type 2 to vote for {0}!", All Living Players(Team 1)[1]));
  • Else;
  • Small Message(Event Player, Custom String("You may only use this when there are two players left!"));
  • }
  • }
  • rule("end of round")
  • rule("Kill Random Contestant")
  • {
  • event
  • {
  • Ongoing - Global;
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Players In Slot(0, Team 2), Interact) == True;
  • Is In View Angle(Event Player, Global.command_board[6], 45) == True;
  • Distance Between(Position Of(Event Player), Global.command_board[6]) < 2;
  • (Is Button Held(Event Player, Primary Fire) || Is Button Held(Event Player, Melee)) == True;
  • }
  • actions
  • {
  • Kill(Random Value In Array(All Living Players(Team 1)), Null);
  • Big Message(All Players(All Teams), Custom String("Judge executed a random player"));
  • }
  • }
  • rule("End Round")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is In View Angle(Event Player, Global.command_board[7], 45) == True;
  • Distance Between(Position Of(Event Player), Global.command_board[7]) < 2;
  • (Is Button Held(Event Player, Primary Fire) || Is Button Held(Event Player, Melee)) == True;
  • }
  • actions
  • {
  • Small Message(All Players(Team 2), Custom String("Ending round ..."));
  • If(Number of Living Players(Team 1) > 1);
  • Big Message(All Living Players(Team 1), Custom String("Draw!"));
  • Else;
  • Big Message(All Living Players(Team 1), Custom String("Winner!"));
  • End;
  • Wait(1, Ignore Condition);
  • Declare Round Victory(Team 1);
  • }
  • }
  • rule("Toggle Partner Mode")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is In View Angle(Players In Slot(0, Team 2), Global.command_board[8], 45) == True;
  • Distance Between(Position Of(Players In Slot(0, Team 2)), Global.command_board[8]) < 2;
  • (Is Button Held(Players In Slot(0, Team 2), Primary Fire) || Is Button Held(Players In Slot(0, Team 2), Melee)) == True;
  • }
  • actions
  • {
  • Destroy All Effects;
  • Wait(0.250, Ignore Condition);
  • If(Global.partner_mode == False);
  • Global.partner_mode = True;
  • Big Message(All Players(All Teams), Custom String("judge wants you to find a partner!"));
  • Create Effect(All Players(All Teams), Ring, White, Global.judge_position, 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Red, Global.partner_positions[0], 4, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Yellow, Global.partner_positions[1], 4, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Green, Global.partner_positions[2], 4, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Blue, Global.partner_positions[3], 4, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Purple, Global.partner_positions[4], 4, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[0] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[1] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[2] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[3] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[4] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[5] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[6] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[7] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[8] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • If(Global.contestant_movement == False);
  • Global.contestant_movement = True;
  • Clear Status(All Players(Team 1), Rooted);
  • End;
  • Else;
  • Global.partner_mode = False;
  • Big Message(All Players(All Teams), Custom String("judge disabled partner mode!"));
  • Create Effect(All Players(All Teams), Ring, Red, Global.contestant_positions[0], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Orange, Global.contestant_positions[1], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Yellow, Global.contestant_positions[2], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Lime Green, Global.contestant_positions[3], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Green, Global.contestant_positions[4], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Turquoise, Global.contestant_positions[5], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Aqua, Global.contestant_positions[6], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Global.contestant_positions[7], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Blue, Global.contestant_positions[8], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Purple, Global.contestant_positions[9], 2, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, White, Global.judge_position, 2, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[0] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[1] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[2] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[3] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[4] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[5] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[6] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[7] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Sphere, White, Global.command_board[8] + 1.500 * Up, 0.200, Visible To Position and Radius);
  • }
  • }
  • rule("credits (you may add your name, if you add something new)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create In-World Text(All Players(All Teams), Custom String("Made by Deadlibor#2872"), Global.Y, 1, Clip Against Surfaces,
  • Visible To Position and String, Red, Default Visibility);
  • Create In-World Text(All Players(All Teams), Custom String("Made by Deadlibor#2872"), Global.Z, 1, Clip Against Surfaces,
  • Visible To Position and String, Red, Default Visibility);
  • Create In-World Text(All Players(All Teams), Custom String("Made by Deadlibor#2872"), Global.credits_position[0], 1,
  • Clip Against Surfaces, Visible To Position and String, Red, Default Visibility);
  • Create In-World Text(All Players(All Teams), Custom String("Made by Deadlibor#2872"), Global.credits_position[1], 1,
  • Clip Against Surfaces, Visible To Position and String, Red, Default Visibility);
  • }
  • }
  • disabled rule("Debug global")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Sphere, Orange, Global.centre_point, 0.500, Visible To Position and Radius);
  • }
  • }
  • disabled rule("Debug each player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • "position"
  • disabled Create HUD Text(Event Player, Custom String("position: {0}", Position Of(Event Player)), Null, Null, Top, 0, White, White, White,
  • Visible To and String, Default Visibility);
  • "raycast to floor"
  • disabled Create HUD Text(Event Player, Custom String("raycast: {0}", Ray Cast Hit Position(Position Of(Event Player), Position Of(
  • Event Player) - 100 * Up, All Players(All Teams), Event Player, True)), Null, Null, Top, 1, White, White, White,
  • Visible To and String, Default Visibility);
  • "serverload"
  • disabled Create HUD Text(Event Player, Custom String("serverload: {0} | average: {1} | peak: {2}", Server Load, Server Load Average,
  • Server Load Peak), Null, Null, Top, 2, White, White, White, Visible To and String, Default Visibility);
  • "living players"
  • disabled Create HUD Text(Event Player, Custom String("alive players: {0}", All Living Players(Team 1)), Null, Null, Top, 2, White, White,
  • White, Visible To and String, Default Visibility);
  • "map position"
  • Create HUD Text(Event Player, Custom String("map pos: {0}", Global.map_position), Null, Null, Top, 2, White, White, White,
  • Visible To and String, Default Visibility);
  • }
  • }
  • disabled rule("Debug quick assembly")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Set Match Time(5);
  • }
  • }
  • disabled rule("testing dummy bots")
  • disabled rule("Debug dummies")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • "testing bots"
  • Create Dummy Bot(Hero(Echo), Team 1, 0, Global.D, Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Sombra), Team 1, 1, Global.E, Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Ana), Team 1, 2, Global.F, Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Bastion), Team 1, 3, Global.G, Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Tracer), Team 1, 4, Global.H, Vector(0, 0, 0));
  • disabled Create Dummy Bot(Hero(Wrecking Ball), Team 1, 5, Global.I, Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Ashe), Team 1, 0, Global.contestant_positions[0], Direction Towards(Global.contestant_positions[0],
  • Global.centre_point));
  • Create Dummy Bot(Hero(Doomfist), Team 1, 1, Global.contestant_positions[1], Direction Towards(Global.contestant_positions[1],
  • Global.centre_point));
  • Create Dummy Bot(Hero(Echo), Team 1, 2, Global.contestant_positions[2], Direction Towards(Global.contestant_positions[2],
  • Global.centre_point));
  • Create Dummy Bot(Hero(McCree), Team 1, 3, Global.contestant_positions[3], Direction Towards(Global.contestant_positions[3],
  • Global.centre_point));
  • Create Dummy Bot(Hero(Mei), Team 1, 4, Global.contestant_positions[4], Direction Towards(Global.contestant_positions[4],
  • Global.centre_point));
  • Create Dummy Bot(Hero(Soldier: 76), Team 1, 5, Global.contestant_positions[5], Direction Towards(Global.contestant_positions[5],
  • Global.centre_point));
  • Create Dummy Bot(Hero(Sombra), Team 1, 6, Global.contestant_positions[6], Direction Towards(Global.contestant_positions[6],
  • Global.centre_point));
  • Create Dummy Bot(Hero(Symmetra), Team 1, 7, Global.contestant_positions[7], Direction Towards(Global.contestant_positions[7],
  • Global.centre_point));
  • Create Dummy Bot(Hero(Torbjörn), Team 1, 8, Global.contestant_positions[8], Direction Towards(Global.contestant_positions[8],
  • Global.centre_point));
  • Create Dummy Bot(Hero(Tracer), Team 1, 9, Global.contestant_positions[9], Direction Towards(Global.contestant_positions[9],
  • Global.centre_point));
  • disabled Create Dummy Bot(Hero(Doomfist), Team 2, 0, Global.contestant_positions[1], Direction Towards(Global.contestant_positions[1],
  • Global.centre_point));
  • }
  • }
Join the Workshop.codes Discord