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settings
{
main
{
Description: "Infinite punch deathmatch. Have fun!\r\n\r\nMore cool modes: workshop.codes"
Mode Name: "Jojo's Bizarre Deathmatch"
}
lobby
{
Allow Players Who Are In Queue: Yes
Map Rotation: Paused
Match Voice Chat: Enabled
Max Spectators: 12
Return To Lobby: Never
Use Experimental Update If Available: Yes
}
modes
{
Deathmatch
{
Game Length In Minutes: 15
Score To Win: 50
enabled maps
{
Workshop Island Night
}
}
General
{
Game Mode Start: Immediately
Hero Limit: Off
Respawn Time Scalar: 0%
}
}
heroes
{
General
{
Jump Vertical Speed: 130%
Movement Speed: 120%
Primary Fire: Off
Ana
{
Biotic Grenade: Off
Primary Fire: Off
Projectile Speed: 65%
Sleep Dart Cooldown Time: 41%
}
Ashe
{
Coach Gun Cooldown Time: 60%
Coach Gun Knockback Scalar Enemy: 80%
Coach Gun Knockback Scalar Self: 130%
Dynamite: Off
}
Baptiste
{
Healing Dealt: 150%
Primary Fire: Off
Regenerative Burst Cooldown Time: 75%
Secondary Fire: Off
}
Bastion
{
Health: 83%
Reconfigure: Off
Self-Repair Maximum Time: 75%
}
Cassidy
{
Combat Roll Cooldown Time: 8%
Flashbang: Off
Health: 89%
Primary Fire: Off
Secondary Fire: Off
}
Doomfist
{
Rising Uppercut: Off
Rocket Punch Cooldown Time: 125%
Rocket Punch Knockback Scalar: 75%
Seismic Slam Cooldown Time: 150%
}
Echo
{
Flight Cooldown Time: 50%
Focusing Beam: Off
Primary Fire: Off
Sticky Bombs: Off
}
Genji
{
Deflect Cooldown Time: 25%
Primary Fire: Off
Secondary Fire: Off
Swift Strike: Off
}
Hanzo
{
Lunge Cooldown Time: 40%
Lunge Distance Scalar: 150%
Sonic Arrow: Off
Storm Arrows: Off
}
Junkrat
{
Concussion Mine: Off
Projectile Speed: 300%
Steel Trap Cooldown Time: 40%
}
Lúcio
{
Amp It Up Cooldown Time: 75%
Healing Dealt: 125%
Soundwave: Off
}
Mei
{
Cryo-Freeze Cooldown Time: 66%
Healing Dealt: 33%
Ice Wall Cooldown Time: 53%
Primary Fire: Off
Secondary Fire: Off
}
Mercy
{
Guardian Angel: Off
Healing Dealt: 200%
Resurrect: Off
}
Moira
{
Biotic Orb Cooldown Time: 70%
Biotic Orb Max Damage Scalar: 20%
Biotic Orb Max Healing Scalar: 25%
Fade Cooldown Time: 50%
Primary Fire: Off
Projectile Speed: 0%
Secondary Fire: Off
}
Orisa
{
Fortify Cooldown Time: 90%
Halt! Cooldown Time: 75%
Health: 50%
Projectile Speed: 75%
Protective Barrier: Off
}
Pharah
{
Concussive Blast Cooldown Time: 66%
Concussive Blast Knockback Scalar: 80%
Jump Jet Acceleration Scalar: 50%
Jump Jet Cooldown Time: 30%
}
Reaper
{
Healing Dealt: 10%
Shadow Step Cooldown Time: 0%
Wraith Form Cooldown Time: 50%
}
Roadhog
{
Chain Hook Cooldown Time: 87%
Healing Dealt: 33%
Health: 42%
Primary Fire: Off
Secondary Fire: Off
Take a Breather Cooldown Time: 50%
}
Sigma
{
Accretion Cooldown Time: 90%
Accretion Knockback Scalar: 150%
Experimental Barrier: Off
Health: 63%
Kinetic Grasp Cooldown Time: 16%
Projectile Gravity: 30%
Projectile Speed: 85%
}
Soldier: 76
{
Biotic Field Cooldown Time: 53%
Healing Dealt: 125%
Helix Rockets: Off
}
Sombra
{
Hack: Off
Stealth Cooldown Time: 33%
Translocator Cooldown Time: 50%
}
Symmetra
{
Primary Fire: Off
Projectile Speed: 50%
Secondary Fire: Off
Sentry Turret Cooldown Time: 200%
Teleporter: Off
}
Torbjörn
{
Deploy Turret: Off
Overload Duration Scalar: 80%
Primary Fire: Off
Secondary Fire: Off
}
Tracer
{
Blink Cooldown Time: 150%
Health: 113%
Recall Cooldown Time: 66%
}
Widowmaker
{
Grappling Hook Cooldown Time: 16%
Primary Fire: Off
Venom Mine: Off
}
Winston
{
Barrier Projector: Off
Health: 50%
Jump Pack Cooldown Time: 83%
Jump Pack Knockback Scalar: 0%
}
Wrecking Ball
{
Health: 42%
Piledriver: Off
}
Zarya
{
Health: 63%
Particle Barrier Cooldown Time: 80%
Primary Fire: Off
Projected Barrier: Off
Secondary Fire: Off
}
Zenyatta
{
Orb of Harmony: Off
Primary Fire: Off
Secondary Fire: Off
}
disabled heroes
{
Brigitte
D.Va
Reinhardt
}
}
}
workshop
{
MELEE INTERVAL: 0.097
}
}
- variables
- {
- global:
- 0: MeleeINT
- 1: Wipe
- 2: WipeINT
3: RezMaxHeight
- player:
- 0: menacingSpots
- 1: menacingStartSpots
- 2: menacingAge
- 3: counter
- 4: indexPosition
- 5: randOffset
6: OnCam
- 7: Streak
- 8: MaxStreak
- }
- rule("Init global")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
Global.MeleeINT = Workshop Setting Real(Custom String("GENERAL"), Custom String("MELEE INTERVAL"), 0.100, 0.017, 1, 0);
Global.Wipe = Workshop Setting Toggle(Custom String("GENERAL"), Custom String("SCORE AND STREAK WIPE EVERY 4 MIN"), True, 0);
Global.WipeINT = Workshop Setting Integer(Custom String("GENERAL"), Custom String("WIPE INTERVAL"), 300, 60, 1000, 0);
Global.RezMaxHeight = Workshop Setting Integer(Custom String("GENERAL"), Custom String("RESPAWN MAX ALTITUDE"), 15, 0, 300, 0);
Create HUD Text(All Players(All Teams), Null, Custom String("BY ALOMARE#4788\r\nIMPORT CODE 'FRKYT' FOR LATEST VERSION"), Null,
Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
- Global.MeleeINT = Workshop Setting Real(Custom String("GENERAL"), Custom String("MELEE INTERVAL"), 0.100, 0.017, 1);
- Global.Wipe = Workshop Setting Toggle(Custom String("GENERAL"), Custom String("SCORE AND STREAK WIPE EVERY 4 MIN"), True);
- Global.WipeINT = Workshop Setting Integer(Custom String("GENERAL"), Custom String("WIPE INTERVAL"), 300, 60, 1000);
- Create HUD Text(All Players(All Teams), Null, Null, Custom String("CODE {0} NTQA2", Ability Icon String(Hero(Doomfist), Button(
- Ultimate))), Left, 0, White, White, White, Visible To and String, Default Visibility);
- Disable Inspector Recording;
- Disable Built-In Game Mode Completion;
- Disable Built-In Game Mode Announcer;
- Create HUD Text(Count Of(Filtered Array(All Players(All Teams), Current Array Element.MaxStreak > 0)) > 0 ? All Players(All Teams)
: Null, Null, Custom String(" \r\n"), Custom String("HIGHEST STREAKS"), Left, 0.500, Color(White), Color(White), Color(Yellow),
- : Null, Null, Custom String(" \r\n"), Custom String("HIGHEST STREAKS"), Left, 0.500, White, White, Yellow,
- Visible To and String, Default Visibility);
- Create HUD Text(Count Of(Filtered Array(All Players(All Teams), Current Array Element.MaxStreak > 0)) > 0 ? All Players(All Teams)
- : Null, Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[0].MaxStreak, Null, Custom String("{0} {1}",
- Hero Icon String(Hero Of(Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[0])), Sorted Array(
All Players(All Teams), Current Array Element.MaxStreak * -1)[0]), Left, 1, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
- All Players(All Teams), Current Array Element.MaxStreak * -1)[0]), Left, 1, White, White, White, Visible To and String,
- Default Visibility);
- Create HUD Text(Count Of(Filtered Array(All Players(All Teams), Current Array Element.MaxStreak > 0)) > 1 ? All Players(All Teams)
- : Null, Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[1].MaxStreak, Null, Custom String("{0} {1}",
- Hero Icon String(Hero Of(Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[1])), Sorted Array(
All Players(All Teams), Current Array Element.MaxStreak * -1)[1]), Left, 2, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
- All Players(All Teams), Current Array Element.MaxStreak * -1)[1]), Left, 2, White, White, White, Visible To and String,
- Default Visibility);
- Create HUD Text(Count Of(Filtered Array(All Players(All Teams), Current Array Element.MaxStreak > 0)) > 2 ? All Players(All Teams)
- : Null, Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[2].MaxStreak, Null, Custom String("{0} {1}",
- Hero Icon String(Hero Of(Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[2])), Sorted Array(
All Players(All Teams), Current Array Element.MaxStreak * -1)[2]), Left, 3, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Create HUD Text(Count Of(Filtered Array(All Players(All Teams), Current Array Element.MaxStreak > 0)) > 3 ? All Players(All Teams)
: Null, Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[3].MaxStreak, Null, Custom String("{0} {1}",
Hero Icon String(Hero Of(Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[3])), Sorted Array(
All Players(All Teams), Current Array Element.MaxStreak * -1)[3]), Left, 4, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Create HUD Text(Count Of(Filtered Array(All Players(All Teams), Current Array Element.MaxStreak > 0)) > 4 ? All Players(All Teams)
: Null, Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[4].MaxStreak, Null, Custom String("{0} {1}",
Hero Icon String(Hero Of(Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[4])), Sorted Array(
All Players(All Teams), Current Array Element.MaxStreak * -1)[4]), Left, 5, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
- All Players(All Teams), Current Array Element.MaxStreak * -1)[2]), Left, 3, White, White, White, Visible To and String,
- Default Visibility);
- }
- }
- rule("Init each")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
- Set Primary Fire Enabled(Event Player, False);
- Set Ultimate Ability Enabled(Event Player, False);
Set Objective Description(Event Player, Custom String("HOLD [{0}] TO CHANGE HERO / [{0}] + [{2}] FOR 3RD PERSON",
Input Binding String(Button(Interact)), Null, Input Binding String(Button(Crouch))), Visible To and String);
Create HUD Text(Event Player, Null, Custom String(" \r\n\r\n\r\n\r\n"), Custom String(" \r\n\r\n\r\n\r\n"), Top, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
- Set Objective Description(Event Player, Custom String("HOLD {1} TO PUNCH, HOLD {0} TO CHANGE HERO", Input Binding String(Button(
- Interact)), Input Binding String(Button(Primary Fire))), Visible To and String);
- Create HUD Text(Event Player, Null, Custom String(" \r\n\r\n\r\n\r\n"), Custom String(" \r\n\r\n\r\n\r\n"), Top, 1, White, White,
- White, Visible To and String, Default Visibility);
- Create HUD Text(Event Player.Streak > 0 ? Event Player : Null, Event Player.Streak, Custom String("PUNCH STREAK"), Custom String(
"HIGH SCORE: {0}", Event Player.MaxStreak), Top, 2, Color(White), Color(White), Color(White), Visible To and String,
Default Visibility);
Create In-World Text(Event Player.OnCam == 0 ? Null : Remove From Array(All Players(All Teams), Event Player), Custom String(
"{0} 3RD", Icon String(Eye)), Event Player, 0.750, Clip Against Surfaces, Visible To Position and String, Color(White),
Default Visibility);
- "HIGH SCORE: {0}", Event Player.MaxStreak), Top, 2, White, White, White, Visible To and String, Default Visibility);
- }
- }
- rule("Skip assemble")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
- Is Assembling Heroes == True;
- }
- actions
- {
- Set Match Time(7);
- Wait(8, Ignore Condition);
- Set Match Time(Global.WipeINT);
- }
- }
- rule("Menacing 1")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
- "open up a spot if 10 shells already exit on the field"
- If(Count Of(Filtered Array(Event Player.menacingSpots, Current Array Element != Null && True)) >= 8);
- Event Player.menacingSpots[Index Of Array Value(Event Player.menacingSpots, First Of(Filtered Array(Sorted Array(
- Event Player.menacingSpots, Event Player.menacingAge[Index Of Array Value(Event Player.menacingSpots, Current Array Element)]),
- Current Array Element != Null)))] = Null;
- End;
- Event Player.randOffset = 1.500 * Normalize(Vector(Random Real(0, 1), 0, Random Real(0, 1)));
- If(Filtered Array(Event Player.menacingSpots, Current Array Element == Null) != Empty Array);
- Event Player.indexPosition = Index Of Array Value(Event Player.menacingSpots, Null);
- Event Player.menacingSpots[Event Player.indexPosition] = Eye Position(Event Player) + Vector(0, -2, 0) + Event Player.randOffset;
- Event Player.menacingStartSpots[Event Player.indexPosition] = Eye Position(Event Player) + Vector(0, -2, 0)
- + Event Player.randOffset;
- Event Player.menacingAge[Event Player.indexPosition] = Total Time Elapsed;
- Else;
- Modify Player Variable(Event Player, menacingSpots, Append To Array, Eye Position(Event Player) + Vector(0, -2, 0)
- + Event Player.randOffset);
- Modify Player Variable(Event Player, menacingStartSpots, Append To Array, Eye Position(Event Player) + Vector(0, -2, 0)
- + Event Player.randOffset);
- Modify Player Variable(Event Player, menacingAge, Append To Array, Total Time Elapsed);
- End;
- Wait(0.200, Ignore Condition);
- Loop;
- }
- }
- rule("Menacing 2")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
- Create In-World Text(All Players(All Teams), Custom String("ゴ"), Event Player.menacingSpots[0], Random Real(1, 3),
Clip Against Surfaces, Visible To Position and String, Color(Purple), Default Visibility);
- Clip Against Surfaces, Visible To Position and String, Purple, Default Visibility);
- Create In-World Text(All Players(All Teams), Custom String("ゴ"), Event Player.menacingSpots[1], Random Real(1, 3),
Clip Against Surfaces, Visible To Position and String, Color(Purple), Default Visibility);
- Clip Against Surfaces, Visible To Position and String, Purple, Default Visibility);
- Create In-World Text(All Players(All Teams), Custom String("ゴ"), Event Player.menacingSpots[2], Random Real(1, 3),
Clip Against Surfaces, Visible To Position and String, Color(Purple), Default Visibility);
- Clip Against Surfaces, Visible To Position and String, Purple, Default Visibility);
- Create In-World Text(All Players(All Teams), Custom String("ゴ"), Event Player.menacingSpots[3], Random Real(1, 3),
Clip Against Surfaces, Visible To Position and String, Color(Purple), Default Visibility);
- Clip Against Surfaces, Visible To Position and String, Purple, Default Visibility);
- }
- }
- rule("Menacing 3")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
- For Player Variable(Event Player, counter, 0, Count Of(Event Player.menacingSpots), 1);
- Event Player.menacingSpots[Event Player.counter] += Vector(0, 0.031 * 1, 0);
- If(Distance Between(Event Player.menacingSpots[Event Player.counter], Event Player.menacingStartSpots[Event Player.counter]) >= 5);
- Event Player.menacingSpots[Event Player.counter] = Null;
- Event Player.menacingStartSpots[Event Player.counter] = Null;
- End;
- End;
- Wait(0.016, Ignore Condition);
- Loop;
- }
- }
rule("Camera")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Is Button Held(Event Player, Button(Crouch)) == True;
}
actions
{
If(Event Player.OnCam == 0);
Event Player.OnCam = 1;
Start Camera(Event Player, Facing Direction Of(Event Player) * -2.500 + Update Every Frame(Eye Position(Event Player)) + Vector(0,
0.600, 0), Facing Direction Of(Event Player) * 10 + Update Every Frame(Eye Position(Event Player)), 70);
Else;
Event Player.OnCam = 0;
Stop Camera(Event Player);
}
}
- rule("Change")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Is Button Held(Event Player, Button(Interact)) == True;
- Is Button Held(Event Player, Interact) == True;
- }
- actions
- {
- Cancel Primary Action(Event Player);
Wait(0.350, Abort When False);
- Wait(0.200, Abort When False);
- Set Player Allowed Heroes(Event Player, Remove From Array(All Heroes, Hero Of(Event Player)));
- Wait(0.016, Ignore Condition);
- Reset Player Hero Availability(Event Player);
- }
- }
- rule("Punch")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Is Meleeing(Event Player) == True;
- }
- actions
- {
- Wait(0.016, Ignore Condition);
Set Ability Cooldown(Event Player, Button(Melee), 0);
Loop If Condition Is True;
}
}
rule("Spam")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Button(Primary Fire)) == True;
}
actions
{
Skip If(Hero Of(Event Player) == Hero(Reaper) && Is Using Ability 2(Event Player), 4);
- Cancel Primary Action(Event Player);
Press Button(Event Player, Button(Melee));
Wait(Global.MeleeINT, Abort When False);
- Set Status(Event Player, Null, Knocked Down, 0.001);
- Set Ability Cooldown(Event Player, Button(Melee), 0);
- Loop If Condition Is True;
- }
- }
- rule("Killed")
- {
- event
- {
- Player Dealt Final Blow;
- All;
- All;
- }
- actions
- {
- Start Heal Over Time(Event Player, Event Player, 1, 600);
- Set Status(Event Player, Null, Burning, 1);
- Communicate(Event Player, Goodbye);
- }
- }
- rule("Reload")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Is Button Held(Event Player, Button(Reload)) == True;
- Is Button Held(Event Player, Reload) == True;
- }
- actions
- {
- Set Ammo(Event Player, 0, 0);
- Set Ammo(Event Player, 1, 0);
Wait Until(!Is Reloading(Event Player), 4);
Loop If Condition Is True;
}
}
rule("Streak")
{
event
{
Player Dealt Damage;
All;
All;
}
conditions
{
Event Ability == Button(Melee);
}
actions
{
Event Player.Streak += 1;
Skip If(Event Player.Streak <= Event Player.MaxStreak, 2);
Event Player.MaxStreak = Event Player.Streak;
Play Effect(Event Player, Buff Explosion Sound, Color(White), Event Player, 25);
Wait(2.500, Restart When True);
Event Player.Streak = 0;
Play Effect(Event Player, Debuff Impact Sound, Color(White), Event Player, 25);
- }
- }
rule("Quick rez")
{
event
{
Player Died;
All;
All;
}
actions
{
Wait(0.500, Ignore Condition);
Teleport(Event Player, Vector(Random Real(-13, 13), Random Real(0, Global.RezMaxHeight), Random Real(-13, 13)));
Resurrect(Event Player);
Play Effect(All Players(All Teams), Ring Explosion, Color(Purple), Position Of(Event Player), 6);
Play Effect(All Players(All Teams), Explosion Sound, Color(White), Position Of(Event Player), 45);
Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Closest Player To(Event Player, All Teams))),
To World);
}
}
rule("Short punch")
{
event
{
Ongoing - Each Player;
All;
Doomfist;
}
conditions
{
Is Firing Secondary(Event Player) == False;
}
actions
{
Wait(0.035, Restart When True);
Set Status(Event Player, Null, Knocked Down, 0.001);
}
}
rule("Short sleep")
- rule("Spam")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Has Status(Event Player, Asleep) == True;
- Is Button Held(Event Player, Primary Fire) == True;
- }
- actions
- {
Wait(1.400, Abort When False);
Clear Status(Event Player, Asleep);
- Press Button(Event Player, Melee);
- Wait(Global.MeleeINT, Abort When False);
- Loop If Condition Is True;
- }
- }
rule("Moira no infinite fade")
- rule("Streak")
- {
- event
- {
Ongoing - Each Player;
- Player Dealt Damage;
- All;
- All;
Moira;
- }
- conditions
- {
Is Using Ability 1(Event Player) == False;
- Event Ability == Button(Melee);
- }
- actions
- {
Set Ability Cooldown(Event Player, Button(Ability 1), 3);
- Event Player.Streak += 1;
- Skip If(Event Player.Streak <= Event Player.MaxStreak, 2);
- Event Player.MaxStreak = Event Player.Streak;
- Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 18);
- Wait(2.500, Restart When True);
- Event Player.Streak = 0;
- }
- }
- rule("Wipe")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
- Is Assembling Heroes == False;
- Global.Wipe == True;
- Match Time <= 10;
- }
- actions
- {
- Big Message(All Players(All Teams), Custom String("------------- SCORE WIPE IN 10 SECONDS -------------"));
- Wait(10, Ignore Condition);
Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Vector(0, 0, 0), 70);
Play Effect(All Players(All Teams), Ring Explosion, Color(White), Vector(0, 0, 0), 80);
- Play Effect(All Players(All Teams), Ring Explosion Sound, White, Vector(0, 0, 0), 70);
- Play Effect(All Players(All Teams), Ring Explosion, White, Vector(0, 0, 0), 80);
- All Players(All Teams).Streak = 0;
- All Players(All Teams).MaxStreak = 0;
- Set Player Score(All Players(All Teams), 0);
}
}
rule("Reset wipe timer")
{
event
{
Ongoing - Global;
}
conditions
{
Number Of Players(All Teams) <= 1;
Is Assembling Heroes == False;
}
actions
{
- Set Match Time(Global.WipeINT);
Play Effect(All Players(All Teams), Ring Explosion, Color(White), Vector(0, 0, 0), 80);
All Players(All Teams).Streak = 0;
All Players(All Teams).MaxStreak = 0;
Set Player Score(All Players(All Teams), 0);
- }
- }
rule("Match time zero")
- rule("Quick rez")
- {
- event
- {
Ongoing - Global;
}
conditions
{
Match Time <= 0;
- Player Died;
- All;
- All;
- }
- actions
- {
Set Match Time(Global.WipeINT);
Wait(0.250, Abort When False);
Loop If Condition Is True;
- Wait(0.750, Ignore Condition);
- Teleport(Event Player, Vector(Random Real(-13, 13), Random Real(0, 5), Random Real(-13, 13)));
- Resurrect(Event Player);
- Play Effect(All Players(All Teams), Ring Explosion, Purple, Position Of(Event Player), 6);
- Play Effect(All Players(All Teams), Explosion Sound, White, Position Of(Event Player), 45);
- }
- }