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settings
{
main
{
Description: "Tryhard FFA 2.2.1 workshop.codes/D9977 Add me to find the lobby easier"
}
lobby
{
Allow Players Who Are In Queue: Yes
Match Voice Chat: Enabled
Max Spectators: 6
Return To Lobby: Never
}
modes
{
Deathmatch
{
enabled maps
{
Château Guillard
}
}
General
{
Game Mode Start: Immediately
Respawn Time Scalar: 59%
Score To Win: 50
}
}
heroes
{
General
{
Ashe
{
Dynamite: Off
Ultimate Ability B.O.B.: Off
}
Baptiste
{
Immortality Field: Off
}
Brigitte
{
Healing Dealt: 10%
Ultimate Ability Rally: Off
}
Echo
{
Ultimate Ability Duplicate: Off
}
Hanzo
{
Ultimate Ability Dragonstrike: Off
}
McCree
{
Secondary Fire: Off
Ultimate Ability Deadeye: Off
}
Mei
{
Ice Wall: Off
Primary Fire: Off
Ultimate Ability Blizzard: Off
}
Pharah
{
Ultimate Ability Barrage: Off
}
Reaper
{
Ultimate Ability Death Blossom: Off
}
Soldier: 76
{
Healing Dealt: 75%
Ultimate Ability Tactical Visor: Off
}
Sombra
{
Hack: Off
Ultimate Ability EMP: Off
}
Torbjörn
{
Deploy Turret: Off
Ultimate Ability Molten Core: Off
}
disabled heroes
{
Bastion
D.Va
Junkrat
Mercy
Moira
Orisa
Reinhardt
Roadhog
Sigma
Symmetra
Winston
Wrecking Ball
Zarya
}
}
}
}
variables
{
player:
0: destroy_hudtext_stats
1: goo_used
2: goo_hit
3: flash_used
4: flash_hit
5: threw_flash
6: helix_used
7: helix_hit
8: threw_helix
9: hammer_kill
10: pulse_hit
11: threw_pulse
12: sleep_used
13: sleep_hit
}
rule("Ban this player: \"lilwyte\" reason hard locking in ffa lol")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Custom String("{0}", Event Player) == Custom String("lilwyte");
}
actions
{
Big Message(Event Player, Custom String("get out"));
Wait(2, Ignore Condition);
Remove Player(Event Player);
}
}
rule("Kick afk players")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Button(Primary Fire)) != True;
Is Button Held(Event Player, Button(Secondary Fire)) != True;
}
actions
{
Wait(150, Abort When False);
Remove Player(Event Player);
}
}
rule("Restart game after potg")
{
event
{
Ongoing - Global;
}
conditions
{
Is Game In Progress == False;
}
actions
{
Wait(21, Abort When False);
Restart Match;
}
}
rule("skip assembling heroes")
{
event
{
Ongoing - Global;
}
conditions
{
Is Assembling Heroes == True;
}
actions
{
Disable Inspector Recording;
Set Match Time(0);
}
}
rule("init")
{
event
{
Ongoing - Global;
}
conditions
{
Is Game In Progress == True;
}
actions
{
Pause Match Time;
Set Match Time(0.001);
Disable Built-In Game Mode Announcer;
Enable Death Spectate Target HUD(All Players(All Teams));
Create HUD Text(All Players(All Teams), Null, Custom String("{0}60hp everyone else 80hp", Hero Icon String(Hero(Tracer)),
Hero Icon String(Hero(Widowmaker))), Null, Left, 0, Color(White), Color(Green), Color(White), Visible To and String,
Visible Always);
Create HUD Text(Empty Array, Null, Custom String(
"Esc -> Show lobby to check if you are in queue to play\r\nLoad: {0}\r\nAvg: {1}\r\nPeak: {2}", Server Load,
Server Load Average, Server Load Peak), Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String,
Visible Always);
Create HUD Text(All Players(All Teams), Null, Custom String(
" \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n discord.gg/qtuEPEwfuh"),
Null, Left, 3, Null, Color(Aqua), Null, Visible To and String, Visible Always);
}
}
rule("create hud")
{
event
{
Ongoing - Each Player;
All;
All;
}
actions
{
Create HUD Text(Event Player, Null, Custom String(" \r\n \r\n \r\n{0}\r\n{1}\r\n{2}", Custom String("KDR: {0}\r\n{1}\r\n{2}",
Player Stat(Event Player, Deaths) == 0 ? Player Stat(Event Player, Final Blows) + Player Stat(Event Player,
Environmental Kills) : (Player Stat(Event Player, Final Blows) + Player Stat(Event Player, Environmental Kills)) / Player Stat(
Event Player, Deaths), Hero Of(Event Player) != Hero(Ashe) && Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(
Event Player) != Hero(Ana) ? Custom String("Weapon acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(
Event Player), Weapon Accuracy) * 100, To Nearest)) : Custom String("Hipfire acc: {0}%", Round To Integer((Player Hero Stat(
Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Hits)) / (
Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired) - Player Hero Stat(Event Player, Hero Of(Event Player),
Scoped Shots)) * 100, To Nearest)), Hero Of(Event Player) != Hero(Reinhardt) && Hero Of(Event Player) != Hero(Sigma)
&& Hero Of(Event Player) != Hero(Winston) && Hero Of(Event Player) != Hero(Zarya) && Hero Of(Event Player) != Hero(Ashe)
&& Hero Of(Event Player) != Hero(Junkrat) && Hero Of(Event Player) != Hero(Pharah) && Hero Of(Event Player) != Hero(Symmetra)
&& Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(Event Player) != Hero(Ana) && Hero Of(Event Player) != Hero(Brigitte)
&& Hero Of(Event Player) != Hero(Moira) ? Custom String("Critical hit acc: {0}%", Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Pharah)
? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) : (
Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker) || Hero Of(Event Player) == Hero(Ana)
? Custom String("Scoped acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Accuracy)
* 100, To Nearest)) : Empty Array))), Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker)
? Custom String("Scoped critical hit acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player),
Scoped Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Doomfist) || Hero Of(Event Player) == Hero(
Lúcio) ? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills))
: (Hero Of(Event Player) == Hero(Echo) ? Custom String("Sticky direct hit acc: {0}%", Round To Integer(
Event Player.goo_hit / Event Player.goo_used * 100, To Nearest)) : (Hero Of(Event Player) == Hero(McCree) ? Custom String(
"Flashbang hits: {0}/{1}", Event Player.flash_hit, Event Player.flash_used) : (Hero Of(Event Player) == Hero(Soldier: 76)
? Custom String("Helixrocket hits: {0}/{1}", Event Player.helix_hit, Event Player.helix_used) : (Hero Of(Event Player) == Hero(
Torbjörn) ? Custom String("Hammer kills: {0}", Event Player.hammer_kill) : (Hero Of(Event Player) == Hero(Tracer)
? Custom String("Pulsebombs attached: {0}/{1}", Event Player.pulse_hit, Player Hero Stat(Event Player, Hero Of(Event Player),
Ultimates Used)) : (Hero Of(Event Player) == Hero(Ana) ? Custom String("Sleepdart hits: {0}/{1}", Event Player.sleep_hit,
Event Player.sleep_used) : Empty Array))))))), Empty Array), Null, Left, 1, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.destroy_hudtext_stats = Last Text ID;
}
}
rule("destroy hud")
{
event
{
Player Left Match;
All;
All;
}
actions
{
Destroy HUD Text(Event Player.destroy_hudtext_stats);
}
}
rule("heal on kill")
{
event
{
Player Dealt Final Blow;
All;
All;
}
actions
{
Set Player Health(Event Player, Max Health(Event Player) < 175 ? Health(Event Player) + Max Health(Event Player)
/ 100 * 40 : Health(Event Player) + 80);
}
}
rule("reset cooldowns on respawn")
{
event
{
Ongoing - Each Player;
All;
Tracer;
}
conditions
{
Is Alive(Event Player) == True;
}
actions
{
Set Ability Charge(Event Player, Button(Ability 1), 3);
}
}
rule("[variable] goo_used")
{
event
{
Ongoing - Each Player;
All;
Echo;
}
conditions
{
Is Firing Secondary(Event Player) == True;
Is Dead(Event Player) != True;
}
actions
{
Wait(0.035, Abort When False);
Event Player.goo_used += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
}
}
rule("[variable] goo_hit 1")
{
event
{
Player Dealt Damage;
All;
Echo;
}
conditions
{
(Event Damage == 2.500 || Event Damage == 5) == True;
}
actions
{
Event Player.goo_hit += 1;
}
}
rule("[variable] goo_hit 2")
{
event
{
Player Dealt Final Blow;
All;
Echo;
}
conditions
{
(Event Ability == Button(Secondary Fire) && Event Damage < 5) == True;
}
actions
{
Event Player.goo_hit += 1;
}
}
rule("[variable] flash_used")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
}
actions
{
Event Player.flash_used += 1;
}
}
rule("[variable] flash_hit")
{
event
{
Player Dealt Damage;
All;
McCree;
}
conditions
{
(Event Ability == Button(Ability 2) && Event Player.threw_flash == True) == True;
}
actions
{
Event Player.flash_hit += 1;
Event Player.threw_flash = False;
Big Message(Event Player, Custom String("Nice shot!"));
}
}
rule("[variable] threw_flash")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
}
actions
{
Event Player.threw_flash = True;
Wait(0.350, Ignore Condition);
Event Player.threw_flash = False;
}
}
rule("[variable] helix_used")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
conditions
{
Is Firing Secondary(Event Player) == True;
}
actions
{
Event Player.helix_used += 1;
}
}
rule("[variable] helix_hit")
{
event
{
Player Dealt Damage;
All;
Soldier: 76;
}
conditions
{
(Event Ability == Button(Secondary Fire) && Attacker != Victim && Event Player.threw_helix == True) == True;
}
actions
{
Event Player.helix_hit += 1;
Event Player.threw_helix = False;
}
}
rule("[variable] threw_helix")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
conditions
{
Is Firing Secondary(Event Player) == True;
}
actions
{
Event Player.threw_helix = True;
Wait(1, Ignore Condition);
Event Player.threw_helix = False;
}
}
rule("[variable] hammer_kill")
{
event
{
Player Dealt Final Blow;
All;
Torbjörn;
}
conditions
{
(Is In Alternate Form(Event Player) && Event Ability == Button(Primary Fire)) == True;
}
actions
{
Event Player.hammer_kill += 1;
}
}
rule("[variable] pulse_hit")
{
event
{
Player Dealt Damage;
All;
Tracer;
}
conditions
{
(Event Ability == Button(Ultimate) && Event Player.threw_pulse == True) == True;
}
actions
{
Event Player.pulse_hit += 1;
Event Player.threw_pulse = False;
}
}
rule("[variable] threw_pulse")
{
event
{
Ongoing - Each Player;
All;
Tracer;
}
conditions
{
Is Using Ultimate(Event Player) == True;
}
actions
{
Event Player.threw_pulse = True;
Wait(1, Ignore Condition);
Event Player.threw_pulse = False;
}
}
rule("[variable] sleep_used")
{
event
{
Ongoing - Each Player;
All;
Ana;
}
conditions
{
Is Using Ability 1(Event Player) == True;
}
actions
{
Event Player.sleep_used += 1;
}
}
rule("[variable] sleep_hit 1")
{
event
{
Player Dealt Damage;
All;
Ana;
}
conditions
{
Event Ability == Button(Ability 1);
}
actions
{
Event Player.sleep_hit += 1;
}
}
rule("[variable] sleep_hit 2")
{
event
{
Player Dealt Final Blow;
All;
Ana;
}
conditions
{
(Event Ability == Button(Ability 1) && Event Was Environment == True) == True;
}
actions
{
Event Player.sleep_hit -= 1;
}
}