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settings
{
main
{
Description: "Classic best skin wins/skin contest mode but on new maps and with new features. Created by Deadlibor#2872. v2.0"
Description: "The most feature rich Best skin wins/Skin contest mode with new maps, new functionality and customizable code. Created by Deadlibor#2872. v2.1."
}
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
{
Ayutthaya
Black Forest
Black Forest Winter
Castillo
Ecopoint: Antarctica
Ecopoint: Antarctica Winter
Ilios Lighthouse
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
20: use_sky_raycast
}
rule("Disable game HUD (you can disable HUD completely for full immersion)")
rule("Disable game HUD (this rule disables default HUD)")
{
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));
Disable Hero HUD(All Living Players(All Teams));
}
}
rule("HUD Readme (disable this rule to disable top left text)")
{
event
{
Ongoing - Global;
}
actions
{
"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 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("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("Play nice."), Left, 3, White, White, White, Visible To and String,
Default Visibility);
"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, 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, 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, 23, White,
White, Orange, 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,
Create HUD Text(All Players(Team 2), Null, Null, Custom String(
"Command board offers several commands that you may use. By default, some commands are bound to:"), Left, 1, White, White,
White, Visible To and String, Default Visibility);
Create HUD Text(All Players(Team 2), Null, Null, Custom String("'Group Up' commands toggles contestant movement"), Left, 2, White,
White, White, Visible To and String, Default Visibility);
Create HUD Text(All Players(Team 2), Null, Null, Custom String("'I need healing' command requests emotes from contestants"), Left,
3, White, White, White, Visible To and String, Default Visibility);
Create HUD Text(All Players(Team 2), Null, Null, Custom String("'Interact' command ends the current round"), Left, 4, 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, 5, 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,
Create HUD Text(All Players(Team 2), Null, Null, Custom String("Play fair"), Left, 6, White, White, White, Visible To and String,
Default Visibility);
}
}
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)")
rule("Icons (disable this rule to disable player icons, or enable 2nd judge icon)")
{
event
{
Ongoing - Global;
}
actions
{
"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 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;
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));
Global.use_sky_raycast = True;
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));
Global.use_sky_raycast = True;
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));
Global.use_sky_raycast = True;
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);
Global.map_position = Random Integer(1, 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;
Else If(Current Map == Map(Ayutthaya));
Global.use_sky_raycast = False;
Global.credits_position = Array(Vector(15.938, 4.291, 100.265), Vector(18.015, 4.970, -113.892));
Global.map_position = Random Integer(1, 3);
If(Global.map_position == 1);
Global.centre_point = Vector(15.964, 2.176, 43.329);
Global.map_tilt = 0;
Global.ring_radius = 7;
Global.judge_position = Vector(16.169, 7.200, 24.101);
Global.command_board_position = Vector(-5.101, 2.700, 46.435);
Global.command_board_radius = 3;
Else If(Global.map_position == 2);
Global.centre_point = Vector(17, -1, -7);
Global.map_tilt = 0;
Global.ring_radius = 11;
Global.judge_position = Vector(16.161, 1.350, 11.682);
Global.command_board_position = Global.centre_point;
Global.command_board_radius = 4.500;
Else If(Global.map_position == 3);
Global.centre_point = Vector(18.006, 2.426, -57.305);
Global.map_tilt = 0;
Global.ring_radius = 7;
Global.judge_position = Vector(17.925, 7.425, -36.905);
Global.command_board_position = Vector(40.859, 2.700, -60.859);
Global.command_board_radius = 3;
End;
Else If(Current Map == Map(Ecopoint: Antarctica) || Current Map == Map(Ecopoint: Antarctica Winter));
Global.use_sky_raycast = False;
Global.credits_position = Array(Vector(9.528, 9.311, -45.710), Vector(9.250, 9.335, 44.519));
Global.centre_point = Vector(2.200, 5.700, 0);
Global.map_tilt = 0;
Global.ring_radius = 7;
Global.judge_position = Vector(17.143, 10.300, -0.122);
Global.command_board_position = Vector(26, 3, 0);
Global.command_board_radius = 3;
Else If(Current Map == Map(Ilios Lighthouse));
Global.use_sky_raycast = True;
Global.credits_position = Array(Vector(313.212, -23.149, 61.688), Vector(246.434, -23.095, -100.567));
Global.map_position = Random Integer(1, 3);
If(Global.map_position == 1);
Global.centre_point = Vector(336.379, -23.774, 22.888);
Global.map_tilt = 0;
Global.ring_radius = 8.500;
Global.judge_position = Vector(331.836, -19.296, 9.741);
Global.command_board_position = Vector(323.204, -22.274, 37.237);
Global.command_board_radius = 3;
Else If(Global.map_position == 2);
Global.centre_point = Vector(338.120, -23.640, -43.297);
Global.map_tilt = -0.075;
Global.ring_radius = 7;
Global.judge_position = Vector(326.080, -22.305, -38.398);
Global.command_board_position = Vector(344.112, -23.941, -59.064);
Global.command_board_radius = 3;
Else If(Global.map_position == 3);
Global.centre_point = Vector(290.289, -24.174, -88.777);
Global.map_tilt = 0;
Global.ring_radius = 8.500;
Global.judge_position = Vector(296.329, -19.196, -76.283);
Global.command_board_position = Vector(270.830, -22.620, -93.815);
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
{
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])));
If(Global.use_sky_raycast == True);
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)));
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])));
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])));
Else;
Global.contestant_positions = Array(Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
0 * 0.628 + Global.map_tilt), Y Component Of(Global.centre_point) + 2 * Up, 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), Y Component Of(Global.centre_point) + 2 * Up,
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), Y Component Of(
Global.centre_point) + 2 * Up, 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), Y Component Of(Global.centre_point) + 2 * Up, 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), Y Component Of(Global.centre_point) + 2 * Up,
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), Y Component Of(
Global.centre_point) + 2 * Up, 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), Y Component Of(Global.centre_point) + 2 * Up, 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), Y Component Of(Global.centre_point) + 2 * Up,
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), Y Component Of(
Global.centre_point) + 2 * Up, 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), Y Component Of(Global.centre_point) + 2 * Up, Z Component Of(Global.centre_point)
+ Global.ring_radius * Sine From Radians(9 * 0.628 + Global.map_tilt)));
Global.command_board = Array(Vector(X Component Of(Global.command_board_position)
+ Global.command_board_radius * Cosine From Radians(0 * 0.698 + Global.map_tilt), Y Component Of(Global.command_board_position)
- 4 * Up, 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), Y Component Of(Global.command_board_position)
- 4 * Up, 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), Y Component Of(Global.command_board_position)
- 4 * Up, 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), Y Component Of(Global.command_board_position)
- 4 * Up, 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), Y Component Of(Global.command_board_position)
- 4 * Up, 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), Y Component Of(Global.command_board_position)
- 4 * Up, 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), Y Component Of(Global.command_board_position)
- 4 * Up, 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), Y Component Of(Global.command_board_position)
- 4 * Up, 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), Y Component Of(Global.command_board_position)
- 4 * Up, Z Component Of(Global.command_board_position) + Global.command_board_radius * Sine From Radians(
8 * 0.698 + Global.map_tilt)));
Global.partner_positions = Array(Vector(X Component Of(Global.centre_point) + Global.ring_radius * Cosine From Radians(
0 * 1.256 + Global.map_tilt), Y Component Of(Global.centre_point) + 2 * Up, 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), Y Component Of(Global.centre_point) + 2 * Up,
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), Y Component Of(
Global.centre_point) + 2 * Up, 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), Y Component Of(Global.centre_point) + 2 * Up, 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), Y Component Of(Global.centre_point) + 2 * Up,
Z Component Of(Global.centre_point) + Global.ring_radius * Sine From Radians(4 * 1.256 + Global.map_tilt)));
}
}
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 teleport")
{
event
{
Ongoing - Each Player;
Team 1;
Slot 0;
}
conditions
{
Is Game In Progress == True;
}
actions
{
Teleport(Event Player, Global.contestant_positions[0]);
Wait(0.100, Ignore Condition);
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 teleport")
{
event
{
Ongoing - Each Player;
Team 1;
Slot 1;
}
conditions
{
Is Game In Progress == True;
}
actions
{
Teleport(Event Player, Global.contestant_positions[5]);
Wait(0.100, Ignore Condition);
Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
}
}
rule("contestant 3 teleport")
{
event
{
Ongoing - Each Player;
Team 1;
Slot 2;
}
conditions
{
Is Game In Progress == True;
}
actions
{
Teleport(Event Player, Global.contestant_positions[3]);
Wait(0.100, Ignore Condition);
Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
}
}
rule("contestant 4 teleport")
{
event
{
Ongoing - Each Player;
Team 1;
Slot 3;
}
conditions
{
Is Game In Progress == True;
}
actions
{
Teleport(Event Player, Global.contestant_positions[8]);
Wait(0.100, Ignore Condition);
Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
}
}
rule("contestant 5 teleport")
{
event
{
Ongoing - Each Player;
Team 1;
Slot 4;
}
conditions
{
Is Game In Progress == True;
}
actions
{
Teleport(Event Player, Global.contestant_positions[7]);
Wait(0.100, Ignore Condition);
Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
}
}
rule("contestant 6 teleport")
{
event
{
Ongoing - Each Player;
Team 1;
Slot 5;
}
conditions
{
Is Game In Progress == True;
}
actions
{
Teleport(Event Player, Global.contestant_positions[2]);
Wait(0.100, Ignore Condition);
Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
}
}
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;
All;
}
conditions
{
Is Game In Progress == True;
}
actions
{
Teleport(Event Player, Global.judge_position);
Wait(0.100, Ignore Condition);
Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.centre_point), To World);
}
}
rule("draw contestant rings")
{
event
{
Ongoing - Global;
}
actions
{
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("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.contestant_movement == False;
Has Spawned(Event Player) == True;
}
actions
{
Set Status(Event Player, Null, Rooted, 9999);
}
}
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("Round counter add count")
{
event
{
Ongoing - Global;
}
conditions
{
Is Assembling Heroes == True;
}
actions
{
Global.round_counter = Global.round_counter + 1;
}
}
rule("Toggle automatic theme picker")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}
conditions
{
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.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!"));
}
}
rule("Reset Contestant Position")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}
conditions
{
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.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 Contestant Movement")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}
conditions
{
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
{
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("Emote Request")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}
conditions
{
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
{
Big Message(All Players(All Teams), Custom String("judge wants to see your emotes, voice lines or sprays!"));
}
}
rule("Ressurect dead contestants")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}
conditions
{
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
{
Big Message(All Players(All Teams), Custom String("Judge ressurected killed contestant"));
Resurrect(Last Of(All Dead Players(Team 1)));
}
}
rule("Call for vote")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}
conditions
{
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
{
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("Kill Random Contestant")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}
conditions
{
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(All Teams), Ring, Red, Global.partner_positions[0], 3, Visible To Position and Radius);
Create Effect(All Players(All Teams), Ring, Yellow, Global.partner_positions[1], 3, Visible To Position and Radius);
Create Effect(All Players(All Teams), Ring, Green, Global.partner_positions[2], 3, Visible To Position and Radius);
Create Effect(All Players(All Teams), Ring, Blue, Global.partner_positions[3], 3, Visible To Position and Radius);
Create Effect(All Players(All Teams), Ring, Purple, Global.partner_positions[4], 3, 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.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,
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,
disabled 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("Debug dummies")
{
event
{
Ongoing - Global;
}
actions
{
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));
}
}