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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "Join the scouts team to sneak from spawn to the goal without being seen, use intel to see where the opposition is on the map and respond accordingly, hide in stealth zones to become completely invisible and immume. Play as a defender and become powered up, defend the objective from the attackers."
  • Description: "Join the scouts team to sneak from spawn to the goal without being seen, use intel to see where the opposition is on the map and respond accordingly, hide in stealth zones to become completely invisible and immume. Play as a defender and become powered up, defend the objective from the attackers. https://discord.gg/57jsmTM"
  • }
  • lobby
  • {
  • Allow Players Who Are In Queue: Yes
  • Map Rotation: After A Game
  • Match Voice Chat: Enabled
  • Max Team 1 Players: 9
  • Max Team 2 Players: 3
  • Return To Lobby: After A Game
  • Team Balancing: After A Game
  • }
  • modes
  • {
  • Assault
  • {
  • Capture Speed Modifier: 10%
  • enabled maps
  • {
  • }
  • }
  • Control
  • {
  • Capture Speed Modifier: 10%
  • Score To Win: 1
  • Scoring Speed Modifier: 10%
  • enabled maps
  • {
  • }
  • }
  • Hybrid
  • {
  • Capture Speed Modifier: 10%
  • Payload Speed Modifier: 10%
  • enabled maps
  • {
  • }
  • }
  • Team Deathmatch
  • {
  • Game Length In Minutes: 5
  • Score To Win: 100
  • Self Initiated Respawn: Off
  • enabled maps
  • {
  • Ilios Lighthouse
  • }
  • }
  • General
  • {
  • Game Mode Start: Manual
  • Hero Limit: Off
  • Spawn Health Packs: Enabled
  • }
  • }
  • heroes
  • {
  • Team 1
  • {
  • Baptiste
  • {
  • Spawn With Ultimate Ready: On
  • }
  • Bastion
  • {
  • Spawn With Ultimate Ready: On
  • }
  • Genji
  • {
  • Swift Strike Cooldown Time: 250%
  • }
  • Hanzo
  • {
  • Spawn With Ultimate Ready: On
  • }
  • Junkrat
  • {
  • Spawn With Ultimate Ready: On
  • }
  • McCree
  • {
  • Spawn With Ultimate Ready: On
  • }
  • Mei
  • {
  • Spawn With Ultimate Ready: On
  • }
  • Mercy
  • {
  • Spawn With Ultimate Ready: On
  • }
  • Orisa
  • {
  • Spawn With Ultimate Ready: On
  • }
  • Reaper
  • {
  • Shadow Step Cooldown Time: 500%
  • Spawn With Ultimate Ready: On
  • Wraith Form: Off
  • }
  • Reinhardt
  • {
  • Spawn With Ultimate Ready: On
  • }
  • Roadhog
  • {
  • Spawn With Ultimate Ready: On
  • }
  • Sigma
  • {
  • Spawn With Ultimate Ready: On
  • }
  • Soldier: 76
  • {
  • Helix Rockets Cooldown Time: 30%
  • Ultimate Duration: 150%
  • Ultimate Generation - Combat Tactical Visor: 200%
  • }
  • Tracer
  • {
  • Blink Cooldown Time: 500%
  • Spawn With Ultimate Ready: On
  • }
  • Widowmaker
  • {
  • Spawn With Ultimate Ready: On
  • }
  • Zarya
  • {
  • Spawn With Ultimate Ready: On
  • }
  • Zenyatta
  • {
  • Spawn With Ultimate Ready: On
  • }
  • }
  • Team 2
  • {
  • Ammunition Clip Size Scalar: 35%
  • Spawn With Ultimate Ready: On
  • Ultimate Duration: 200%
  • Ana
  • {
  • Ammunition Clip Size Scalar: 175%
  • Biotic Grenade Cooldown Time: 50%
  • Damage Dealt: 500%
  • Damage Received: 10%
  • Healing Dealt: 500%
  • Healing Received: 500%
  • Health: 500%
  • Jump Vertical Speed: 125%
  • Movement Speed: 150%
  • }
  • Ashe
  • {
  • Ammunition Clip Size Scalar: 150%
  • Coach Gun Cooldown Time: 50%
  • Damage Dealt: 500%
  • Damage Received: 10%
  • Dynamite Cooldown Time: 50%
  • Healing Received: 500%
  • Health: 500%
  • Jump Vertical Speed: 125%
  • Movement Speed: 150%
  • Ultimate Generation - Passive B.O.B.: 250%
  • Ultimate Generation B.O.B.: 250%
  • }
  • Brigitte
  • {
  • Damage Dealt: 500%
  • Damage Received: 10%
  • Healing Dealt: 500%
  • Healing Received: 500%
  • Health: 500%
  • Jump Vertical Speed: 125%
  • Movement Speed: 135%
  • Shield Bash Cooldown Time: 50%
  • Spawn With Ultimate Ready: On
  • Ultimate Generation - Passive Rally: 500%
  • Ultimate Generation Rally: 500%
  • Whip Shot Cooldown Time: 30%
  • }
  • Genji
  • {
  • Ammunition Clip Size Scalar: 175%
  • Damage Dealt: 400%
  • Damage Received: 10%
  • Deflect Cooldown Time: 200%
  • Healing Received: 500%
  • Health: 500%
  • Jump Vertical Speed: 125%
  • Movement Gravity: 130%
  • Swift Strike Cooldown Time: 15%
  • Ultimate Generation - Passive Dragonblade: 250%
  • Ultimate Generation Dragonblade: 250%
  • }
  • Reaper
  • {
  • Shadow Step Cooldown Time: 500%
  • Wraith Form: Off
  • }
  • Soldier: 76
  • {
  • Ammunition Clip Size Scalar: 140%
  • Damage Dealt: 400%
  • Damage Received: 10%
  • Healing Received: 500%
  • Health: 500%
  • Helix Rockets Cooldown Time: 30%
  • Movement Gravity: 125%
  • Movement Speed: 130%
  • Spawn With Ultimate Ready: On
  • Ultimate Duration: 150%
  • Ultimate Generation - Combat Tactical Visor: 200%
  • Ultimate Generation - Passive Tactical Visor: 500%
  • Ultimate Generation Tactical Visor: 500%
  • }
  • Tracer
  • {
  • Blink Cooldown Time: 500%
  • }
  • }
  • General
  • {
  • Doomfist
  • {
  • Rising Uppercut Cooldown Time: 300%
  • Rocket Punch Cooldown Time: 300%
  • Seismic Slam Cooldown Time: 300%
  • }
  • Reaper
  • {
  • Shadow Step Cooldown Time: 500%
  • Wraith Form: Off
  • }
  • Tracer
  • {
  • Blink Cooldown Time: 500%
  • }
  • enabled heroes
  • {
  • Ana
  • Ashe
  • Brigitte
  • Genji
  • Soldier: 76
  • }
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 20: tempVector
  • 21: tempRadius
  • 22: ILLighthousePlantsVector
  • 23: ILLighthousePlantsRadius
  • 24: RoundOver
  • 25: PLAYERSINRADIUS
  • 26: ScoutGoalVector
  • 27: ILLighthousePlantsVector2
  • 28: ILLighthousePlantsRadius2
  • 29: ScoutGoalRadius
  • 30: GB_RunOnce
  • 31: GV_ILBlueSpawnStairs
  • 32: GN_ILBlueSpawnStairs_R
  • 33: GV_ILBlueSpawnWall
  • 34: GN_ILBlueSpawnWall_R
  • 35: GV_ILBlueSideBushes
  • 36: GN_ILBlueSideBushes_R
  • 37: GV_ILBSBushesNearUmbr
  • 38: GN_ILBSBushesNearUmbr_R
  • 39: GV_ILBlueSideUmbrella
  • 40: GN_ILBlueSideUmbrella_R
  • 41: GV_ILBlueSideBath
  • 42: GN_ILBlueSideBath_R
  • 43: GV_ILTowerTop
  • 44: GN_ILTowerTop_R
  • 45: GV_ILTowerBack
  • 46: GN_ILTowerBack_R
  • 47: GV_ILBSPowerPole
  • 48: GN_ILBSPowerPole_R
  • 49: GV_ILBSMidPalmTree
  • 50: GN_ILBSMidPalmTree_R
  • 51: GV_ILBSMidBalcony
  • 52: GN_ILBSMidBalcony_R
  • 53: GV_ILRSMidScooter
  • 54: GN_ILRSMidScooter_R
  • 55: GV_ILRS_LRoom
  • 56: GN_ILRS_LRoom_R
  • 57: GV_ILRSSpawnGarden
  • 58: GN_ILRSSpawnGarden_R
  • 59: GV_ILRSSpawnFlowers
  • 60: GN_ILRSSpawnFlowers_R
  • 61: GV_ILRSOutsideShop
  • 62: GN_ILRSOutsideShop_R
  • 63: GV_ILRSPool
  • 64: GN_ILRSPool_R
  • 65: GV_ILRSSpawnBench
  • 66: GN_ILRSSpawnBench_R
  • 67: GV_ILRSDangerZone
  • 68: GN_ILRSDangerZone_R
  • 71: GA_T2StatusHudsLastID
  • 72: GA_T2StatusHudsCheck
  • player:
  • 25: SPAWNOFFSET
  • 26: PAB_RunOnce
  • 28: PA_T2StatusHudsCheck
  • }
  • subroutines
  • {
  • 8: S_AllScoutsDied
  • }
  • disabled rule("testing-Spawn Bot")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Communicating(Event Player, Need Healing) == True;
  • Host Player == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Genji), Team 1, -1, Vector(337.165, -22.120, -33.722), Vector(330.738, -22.121, -50.490));
  • Create Dummy Bot(Hero(Genji), Team 2, -1, Vector(331.048, -22.445, -47.369), Vector(331.048, -22.445, -47.369));
  • }
  • }
  • disabled rule("testing-Bot Shoots")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Hero Of(Event Player) == Hero(Genji);
  • }
  • actions
  • {
  • Press Button(Event Player, Reload);
  • Start Holding Button(Event Player, Primary Fire);
  • Wait(10, Ignore Condition);
  • Stop Holding Button(Event Player, Primary Fire);
  • Loop If Condition Is True;
  • }
  • }
  • disabled rule("testing - Useful settings #GB_RunOnce[1]")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Has Spawned(Host Player) == True;
  • Global.GB_RunOnce[1] == True;
  • }
  • actions
  • {
  • Create HUD Text(Host Player, Custom String("{0}", Position Of(Host Player)), Null, Null, Left, 0, White, White, White, String,
  • Default Visibility);
  • Create HUD Text(Host Player, Custom String("{0}", Facing Direction Of(Host Player)), Null, Null, Left, 0, White, White, White,
  • String, Default Visibility);
  • disabled Create HUD Text(Host Player, Custom String("who is in slot 9?:{0} - Number of players: - {1} Number of Dead Players - {2}",
  • Players In Slot(9, All Teams), Number of Players(Team 1), Number of Dead Players(Team 1)), Null, Null, Left, 0, White, White,
  • White, String, Default Visibility);
  • disabled Create HUD Text(Host Player, Custom String("Function Array: {1}", Null, Count Of(Players Within Radius(Vector(336.415, -24.098,
  • -48.429), 3, All Teams, Off))), Null, Null, Left, 0, White, White, White, String, Default Visibility);
  • "for testing"
  • disabled Pause Match Time;
  • Pause Match Time;
  • disabled Disable Movement Collision With Environment(Host Player, False);
  • Set Status(Host Player, Null, Invincible, 9999);
  • Global.GB_RunOnce[1] = False;
  • }
  • }
  • disabled rule("Historic Example - Remove Zone Effects")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • "init (do not copy or edit)"
  • disabled Global.RoundOver = All Players(Team 1);
  • "block start"
  • disabled Global.B = Players Within Radius(Global.ILLighthousePlantsVector2, Global.ILLighthousePlantsRadius2, Team 1, Off);
  • disabled If(Count Of(Global.B) > 0);
  • disabled Global.RoundOver = Remove From Array(Global.RoundOver, Global.B);
  • disabled End;
  • "clears statuses on zone exit (do not copy or edit)"
  • disabled For Global Variable(A, 0, Count Of(Global.RoundOver), 1);
  • disabled Clear Status(Global.RoundOver[Global.A], Phased Out);
  • disabled Set Invisible(Global.RoundOver[Global.A], None);
  • disabled End;
  • "this stays at the end of the action list"
  • disabled Wait(2, Ignore Condition);
  • "this stays at the very end of the action list"
  • disabled Loop If Condition Is True;
  • }
  • }
  • disabled rule("Example - Set Red team Point on Blue Goal Success")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • If(Match Time <= 40);
  • Modify Team Score(Team 2, 5);
  • Else If(Match Time <= 80);
  • Modify Team Score(Team 2, 4);
  • Else If(Match Time <= 140);
  • Modify Team Score(Team 2, 1);
  • End;
  • }
  • }
  • rule("Initialize Player Variables #PAB_RunOnce = NULL")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.PAB_RunOnce == Null;
  • }
  • actions
  • {
  • "get lobby slot number 0-11, will be used to represent metres"
  • Event Player.SPAWNOFFSET = Slot Of(Event Player);
  • If(Team Of(Event Player) == Team 2);
  • "set this as a array so it can be used in multiple events, must have an extra index added on end set to true in order to prevent the array being considered null when all its elements are set to false"
  • Event Player.PAB_RunOnce = Array(True, True);
  • End;
  • }
  • }
  • rule("Initialize Global Variables #GB_RunOnce = NULL")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • "runs when array is null then doesnt run again after"
  • Global.GB_RunOnce == Null;
  • }
  • actions
  • {
  • "start block"
  • Global.ILLighthousePlantsVector = Vector(338.070, -22.500, -57.269);
  • Global.ILLighthousePlantsRadius = 2.500;
  • "start block"
  • Global.ILLighthousePlantsVector2 = Vector(341.800, -24, -44.670);
  • Global.ILLighthousePlantsRadius2 = 2.800;
  • "start block"
  • Global.tempVector = Vector(337.897, -24.169, -48.438);
  • Global.tempRadius = 3.500;
  • "Goal Area in Defenders Base"
  • Global.ScoutGoalVector = Vector(269, -24, -91);
  • Global.ScoutGoalRadius = 2.500;
  • "scoring is done manually"
  • Disable Built-In Game Mode Scoring;
  • "start block"
  • Global.GV_ILBlueSpawnStairs = Vector(314.869, -22.035, 21.303);
  • Global.GN_ILBlueSpawnStairs_R = 2;
  • "start block"
  • Global.GV_ILBlueSpawnWall = Vector(328.840, -23.774, 36.064);
  • Global.GN_ILBlueSpawnWall_R = 2.500;
  • "start block"
  • Global.GV_ILBlueSideBushes = Vector(335.991, -25.738, 11.894);
  • Global.GN_ILBlueSideBushes_R = 3;
  • "start block"
  • Global.GV_ILBSBushesNearUmbr = Vector(356.091, -24.017, 5.668);
  • Global.GN_ILBSBushesNearUmbr_R = 2;
  • "start block"
  • Global.GV_ILBlueSideUmbrella = Vector(369.857, -27, -9.905);
  • Global.GN_ILBlueSideUmbrella_R = 2;
  • "start block"
  • Global.GV_ILBlueSideBath = Vector(352.651, -28.053, -17.185);
  • Global.GN_ILBlueSideBath_R = 2.500;
  • "start block"
  • Global.GV_ILTowerTop = Vector(355.145, -10.248, -53.294);
  • Global.GN_ILTowerTop_R = 1.700;
  • "start block"
  • Global.GV_ILTowerBack = Vector(361.800, -27.441, -62.653);
  • Global.GN_ILTowerBack_R = 2;
  • "start block"
  • Global.GV_ILBSPowerPole = Vector(321.201, -24.442, -1.096);
  • Global.GN_ILBSPowerPole_R = 1.600;
  • "start block"
  • Global.GV_ILBSMidPalmTree = Vector(320.291, -23.472, -26.575);
  • Global.GN_ILBSMidPalmTree_R = 2.200;
  • "start block"
  • Global.GV_ILBSMidBalcony = Vector(338.502, -17.409, -28.370);
  • Global.GN_ILBSMidBalcony_R = 2.200;
  • "start block"
  • Global.GV_ILRSMidScooter = Vector(315.973, -23.373, -41.504);
  • Global.GN_ILRSMidScooter_R = 1.800;
  • "start block"
  • Global.GV_ILRS_LRoom = Vector(297.284, -23.090, -73.508);
  • Global.GN_ILRS_LRoom_R = 3;
  • "start block"
  • Global.GV_ILRSSpawnGarden = Vector(304.237, -24.513, -88.391);
  • Global.GN_ILRSSpawnGarden_R = 2;
  • "start block"
  • Global.GV_ILRSSpawnFlowers = Vector(268.955, -20, -71.097);
  • Global.GN_ILRSSpawnFlowers_R = 1.600;
  • "start block"
  • Global.GV_ILRSOutsideShop = Vector(322.838, -24.141, -78.472);
  • Global.GN_ILRSOutsideShop_R = 1.800;
  • "start block"
  • Global.GV_ILRSPool = Vector(329.884, -27.751, -72.407);
  • Global.GN_ILRSPool_R = 3;
  • "start block"
  • Global.GV_ILRSSpawnBench = Vector(279.209, -24.127, -92.704);
  • Global.GN_ILRSSpawnBench_R = 1.800;
  • "start block"
  • Global.GV_ILRSDangerZone = Vector(294.302, -25.064, -85.426);
  • Global.GN_ILRSDangerZone_R = 38;
  • "set this as a array so it can be used in multiple events, must have an extra index added on end set to true in order to prevent the array being considered null when all its elements are set to false"
  • Global.GB_RunOnce = Array(True, True, True);
  • }
  • }
  • disabled rule("Create Widowmaker Bot")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Destroy All Dummy Bots;
  • Create Dummy Bot(Hero(Widowmaker), Team 1, 9, Vector(343.096, -24.441, -45.224), Vector(0, 0, 0));
  • disabled Global.T = Players In Slot(9, Team 1);
  • }
  • }
  • rule("Create Effects/Zones - Ilios Lighthouse #GB_RunOnce[0]")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Current Map == Map(Ilios Lighthouse);
  • Global.GB_RunOnce[0] == True;
  • }
  • actions
  • {
  • "icons to revel defender locations"
  • disabled Create Icon(Players In Slot(0, Team 2) != Null ? All Players(All Teams) : Null, Players In Slot(0, Team 2), Exclamation Mark,
  • Visible To and Position, Team 2, True);
  • disabled Create Icon(Players In Slot(1, Team 2) != Null ? All Players(All Teams) : Null, Players In Slot(1, Team 2), Exclamation Mark,
  • Visible To and Position, Team 2, True);
  • disabled Create Icon(Players In Slot(2, Team 2) != Null ? All Players(All Teams) : Null, Players In Slot(2, Team 2), Exclamation Mark,
  • Visible To and Position, Team 2, True);
  • "spawn location indicator - scouts side"
  • Create In-World Text(All Players(Team 2), Custom String("Spawn"), Vector(322.765, -22.774, 37.663), 1.700, Do Not Clip, Visible To,
  • Team 1, Visible Always);
  • "player goal at spawn - red side"
  • Create Effect(All Players(All Teams), Sphere, Orange, Global.ScoutGoalVector, Global.ScoutGoalRadius, Visible To);
  • "danger zone temp indicator"
  • Create Effect(All Players(All Teams), Sphere, Red, Global.GV_ILRSDangerZone, Global.GN_ILRSDangerZone_R, Visible To);
  • "goal marker at spawn - red side"
  • Create Icon(All Players(All Teams), Vector(268.930, -20.750, -91.373), Flag, Visible To, Orange, True);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.ILLighthousePlantsVector2, Global.ILLighthousePlantsRadius2,
  • Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.ILLighthousePlantsVector, Global.ILLighthousePlantsRadius,
  • Visible To);
  • "hiding spot"
  • disabled Create Effect(All Players(All Teams), Sphere, Purple, Global.tempVector, Global.tempRadius, None);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILBlueSpawnStairs, Global.GN_ILBlueSpawnStairs_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILBlueSpawnWall, Global.GN_ILBlueSpawnWall_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILBlueSideBushes, Global.GN_ILBlueSideBushes_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILBSBushesNearUmbr, Global.GN_ILBSBushesNearUmbr_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILBlueSideUmbrella, Global.GN_ILBlueSideUmbrella_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILBlueSideBath, Global.GN_ILBlueSideBath_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILTowerTop, Global.GN_ILTowerTop_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILTowerBack, Global.GN_ILTowerBack_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILBSPowerPole, Global.GN_ILBSPowerPole_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILBSMidPalmTree, Global.GN_ILBSMidPalmTree_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILBSMidBalcony, Global.GN_ILBSMidBalcony_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILRSMidScooter, Global.GN_ILRSMidScooter_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILRS_LRoom, Global.GN_ILRS_LRoom_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILRSSpawnGarden, Global.GN_ILRSSpawnGarden_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILRSSpawnFlowers, Global.GN_ILRSSpawnFlowers_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILRSOutsideShop, Global.GN_ILRSOutsideShop_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILRSPool, Global.GN_ILRSPool_R, Visible To);
  • "hiding spot"
  • Create Effect(All Players(All Teams), Sphere, Purple, Global.GV_ILRSSpawnBench, Global.GN_ILRSSpawnBench_R, Visible To);
  • "only runs once"
  • Global.GB_RunOnce[0] = False;
  • }
  • }
  • rule("Spawn in set locations")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Is Game In Progress == True;
  • Is Dummy Bot(Event Player) == False;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Respawning(Event Player);
  • Enable Death Spectate All Players(Event Player);
  • If(Team Of(Event Player) == Team 2);
  • "red spawn"
  • Teleport(Event Player, Vector(272.448, -22.432, -101.723 - Event Player.SPAWNOFFSET));
  • Else If(Team Of(Event Player) == Team 1);
  • "blue spawn"
  • Teleport(Event Player, Vector(332.789 - Event Player.SPAWNOFFSET, -22.505, 44.739));
  • Set Status(Event Player, Null, Invincible, 10);
  • Set Status(Event Player, Null, Rooted, 7);
  • Big Message(Event Player, Custom String("Starts in 7 Seconds."));
  • Wait(7, Ignore Condition);
  • Big Message(Event Player, Custom String("Go!"));
  • End;
  • Small Message(Event Player, Custom String("Press the Interact Key (Default F) if you need Tips."));
  • }
  • }
  • disabled rule("Infinite Widow Ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Is Game In Progress == True;
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Wait(6, Ignore Condition);
  • Set Ultimate Charge(Event Player, 100);
  • Press Button(Event Player, Ultimate);
  • Wait(120, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Effects/Zones Events - Ilios Lighthouse")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Current Map == Map(Ilios Lighthouse);
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • "cleanup"
  • Set Status(All Players(Team 1), Null, Phased Out, 0);
  • Set Invisible(All Players(Team 1), None);
  • "group - goal entry"
  • If(Count Of(Players Within Radius(Global.ScoutGoalVector, Global.ScoutGoalRadius, Team 1, Off)) > 0);
  • Global.RoundOver = True;
  • Big Message(All Players(All Teams), Custom String("The Scouts (Blue Team) Reached the Checkpoint! Starting Next Round,"));
  • "block start - red team, time based scoring"
  • If(Match Time <= 90);
  • Modify Team Score(Team 2, 50);
  • Else If(Match Time <= 180);
  • Modify Team Score(Team 2, 40);
  • Else If(Match Time <= 240);
  • Modify Team Score(Team 2, 10);
  • End;
  • "score blue team"
  • Modify Team Score(Team 1, 50);
  • "go to next round if game not won"
  • Wait(5, Ignore Condition);
  • Go To Assemble Heroes;
  • End;
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.ILLighthousePlantsVector2, Global.ILLighthousePlantsRadius2, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.ILLighthousePlantsVector, Global.ILLighthousePlantsRadius, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • disabled Global.PLAYERSINRADIUS = Players Within Radius(Global.tempVector, Global.tempRadius, Team 1, Off);
  • disabled Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • disabled Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILBlueSpawnStairs, Global.GN_ILBlueSpawnStairs_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILBlueSpawnWall, Global.GN_ILBlueSpawnWall_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILBlueSideBushes, Global.GN_ILBlueSideBushes_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILBSBushesNearUmbr, Global.GN_ILBSBushesNearUmbr_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILBlueSideUmbrella, Global.GN_ILBlueSideUmbrella_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILBlueSideBath, Global.GN_ILBlueSideBath_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILTowerTop, Global.GN_ILTowerTop_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILTowerBack, Global.GN_ILTowerBack_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILBSPowerPole, Global.GN_ILBSPowerPole_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILBSMidPalmTree, Global.GN_ILBSMidPalmTree_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILBSMidBalcony, Global.GN_ILBSMidBalcony_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILRSMidScooter, Global.GN_ILRSMidScooter_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILRS_LRoom, Global.GN_ILRS_LRoom_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILRSSpawnGarden, Global.GN_ILRSSpawnGarden_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILRSSpawnFlowers, Global.GN_ILRSSpawnFlowers_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILRSOutsideShop, Global.GN_ILRSOutsideShop_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILRSPool, Global.GN_ILRSPool_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "start hiding spot"
  • Global.PLAYERSINRADIUS = Players Within Radius(Global.GV_ILRSSpawnBench, Global.GN_ILRSSpawnBench_R, Team 1, Off);
  • Set Status(Global.PLAYERSINRADIUS, Null, Phased Out, 9999);
  • Set Invisible(Global.PLAYERSINRADIUS, Enemies);
  • "last actions - loop"
  • Wait(1, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Sleep on Damage")
  • {
  • event
  • {
  • Player Took Damage;
  • Team 2;
  • All;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Invincible, 37);
  • Set Status(Event Player, Null, Asleep, 7);
  • Set Facing(Event Player, Vector(0, -1, 0), To World);
  • Big Message(All Players(All Teams), Custom String("{0} Is sleeping for 7 seconds!", Event Player));
  • Big Message(All Players(All Teams), Custom String("{0}: Sleeping - 7 Seconds, Invulnerable - 30 Seconds", Event Player));
  • Wait(7, Ignore Condition);
  • Big Message(All Players(All Teams), Custom String("{0} Is Invulnerable to sleep effect for 30 seconds!", Event Player));
  • Wait(30, Ignore Condition);
  • Big Message(All Players(All Teams), Custom String("{0} Is no longer Invulnerable!", Event Player));
  • }
  • }
  • disabled rule("Refresh Soldier Ultimate (Team 2 Defenders)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) < 100;
  • }
  • actions
  • {
  • Set Ultimate Charge(Event Player, 100);
  • }
  • }
  • rule("Match Timer")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • If(Match Time <= 20);
  • Big Message(All Players(All Teams), Custom String("Red Team Success, Starting Next Round"));
  • "prevent accessing the goal"
  • Global.ScoutGoalRadius = 0;
  • "scoring"
  • Modify Team Score(Team 2, 60);
  • Wait(5, Ignore Condition);
  • "reenable goal access for next round"
  • Global.ScoutGoalRadius = 2.500;
  • Go To Assemble Heroes;
  • End;
  • Wait(5, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Press I for Help Message")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • disabled Host Player == True;
  • Is Button Held(Event Player, Interact) == True;
  • Is Game In Progress == True;
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • "for testing"
  • disabled Teleport(Event Player, Global.ScoutGoalVector);
  • "start block"
  • If(Team Of(Event Player) == Team 1);
  • Big Message(Event Player, Custom String("You are a scout, reach the goal marked on the map without being seen."));
  • Wait(3.500, Ignore Condition);
  • Big Message(Event Player, Custom String("Hide in the purple stealth zones to become invisible and untargetable."));
  • Wait(3.500, Ignore Condition);
  • Big Message(Event Player, Custom String("Shoot the defenders to make them sleep."));
  • Else If(Team Of(Event Player) == Team 2);
  • Big Message(Event Player, Custom String(
  • "You are a defender, prevent the scouts from sneaking into the goal, earn more points the longer you delay."));
  • Wait(3.500, Ignore Condition);
  • Big Message(Event Player, Custom String("The opponents know where you are at all times, dont get shot or you will get stunned!"));
  • Wait(3.500, Ignore Condition);
  • Big Message(Event Player, Custom String("When the scouts hide in the purple zones they are invisible and untargetable."));
  • End;
  • }
  • }
  • rule("Speed up Assemble Heroes Stage")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Set Match Time(15);
  • }
  • }
  • disabled rule("Move Match Timer Forward")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • "should be set to the seconds of length that you want the match to be + 20 seconds for end of game handling"
  • Set Match Time(200);
  • }
  • }
  • rule("Define Subroutine S_AllScoutsDied")
  • {
  • event
  • {
  • Subroutine;
  • S_AllScoutsDied;
  • }
  • actions
  • {
  • If(Is Dead(Event Player));
  • "team1 spawn"
  • Teleport(Event Player, Vector(332.789 - Event Player.SPAWNOFFSET, -22.505, 44.739));
  • End;
  • "start block"
  • disabled If(Number of Players(Team 1) == Number of Dead Players(Team 1) && Number of Players(Team 1) > 0);
  • "start block"
  • If(Number of Players(Team 1) == Number of Dead Players(Team 1) && Number of Players(Team 1) > 0 && !Global.RoundOver);
  • "wait for kill cam"
  • Wait(13, Ignore Condition);
  • Big Message(All Players(All Teams), Custom String("All Scouts Were Defeated in Combat. Starting Next Round."));
  • Modify Team Score(Team 2, 60);
  • "go to next round if game not won"
  • Wait(5, Ignore Condition);
  • Go To Assemble Heroes;
  • End;
  • }
  • }
  • rule("Scout Killed")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Call Subroutine(S_AllScoutsDied);
  • }
  • }
  • disabled rule("All Defenders Killed")
  • {
  • event
  • {
  • Player Died;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • "wait for kill cam"
  • Wait(15, Ignore Condition);
  • "start block"
  • If(Number of Players(Team 2) == Number of Dead Players(Team 2) && Number of Players(Team 2) > 0);
  • Big Message(All Players(All Teams), Custom String("All Defenders Died Somehow?. Starting Next Round."));
  • Modify Team Score(Team 1, 50);
  • "go to next round if game not won"
  • Wait(5, Ignore Condition);
  • Go To Assemble Heroes;
  • End;
  • }
  • }
  • rule("Player Left Match")
  • rule("Player Left Match Team 1")
  • {
  • event
  • {
  • Player Left Match;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Call Subroutine(S_AllScoutsDied);
  • }
  • }
  • rule("Team 2 Danger Zone Notify && Location Markers text added on #PAB_RunOnce[0]")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Has Spawned(Event Player) == True;
  • Event Player.PAB_RunOnce[0] == True;
  • }
  • actions
  • {
  • "show if players are in the danger zone"
  • Create HUD Text(Event Player, Custom String(" {0} ", Count Of(Players Within Radius(Global.GV_ILRSDangerZone,
  • Global.GN_ILRSDangerZone_R, Team 1, Off))), Custom String(" - Opponents within 70 metres of the goal -"), Custom String(
  • " * Danger Zone *"), Left, 0, White, White, White, String, Default Visibility);
  • "icons to revel defender locations"
  • Create Icon(Entity Exists(Event Player) == True ? All Players(All Teams) : Null, Event Player, Exclamation Mark,
  • Visible To and Position, Team 2, True);
  • "run once only per player"
  • Event Player.PAB_RunOnce[0] = False;
  • }
  • }
  • rule("Game in Progress (Round Start)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Global.RoundOver = False;
  • }
  • }
  • rule("Team 2 Invulnerability Status HUB Text - Auto Cleaner")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.GA_T2StatusHudsCheck != All Players(Team 2);
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Global.GA_T2StatusHudsCheck = All Players(Team 2);
  • "remove hud texts using the array we made"
  • For Global Variable(A, 0, Count Of(Global.GA_T2StatusHudsLastID), 1);
  • Destroy HUD Text(Global.GA_T2StatusHudsLastID[Global.A]);
  • End;
  • "after cleanup is complete, setting array to empty so that it can recieve new append's"
  • Global.GA_T2StatusHudsLastID = Empty Array;
  • }
  • }
  • rule("Team 2 Invulnerability Status HUB Text")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • "if somone joined or left team 2"
  • Event Player.PA_T2StatusHudsCheck != All Players(Team 2);
  • "dont run before game starts"
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • "important property to make sure that this event stops and lets the Auto Cleaner run first"
  • Wait(0.500, Ignore Condition);
  • "update the control variable"
  • Event Player.PA_T2StatusHudsCheck = All Players(Team 2);
  • "create hud text"
  • Create HUD Text(All Players(All Teams), Custom String("{0}", Has Status(Event Player, Invincible) ? Custom String("Invulnerable")
  • : Custom String("Vulnerable")), Custom String(" - - - - - - "), Custom String(
  • "{0}", Event Player), Right, Slot Of(Event Player), White, White, White, Visible To and String, Default Visibility);
  • "add last text id to array of hud text ids"
  • Global.GA_T2StatusHudsLastID = Append To Array(Global.GA_T2StatusHudsLastID, Last Text ID);
  • }
  • }
  • rule("Warning Message if Team 1 enters Danger Zone")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Count Of(Players Within Radius(Global.GV_ILRSDangerZone, Global.GN_ILRSDangerZone_R, Team 1, Off)) > 0;
  • }
  • actions
  • {
  • Big Message(All Players(Team 2), Custom String("Warning: A player has entered the Danger Zone!"));
  • }
  • }
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