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  • einstellungen
  • settings
  • {
  • hauptregeln
  • main
  • {
  • Beschreibung: "PART 2 = Map puzzle / Find the exit point - Hold F to respawn - Press F on circle to jump to the next lvl - Hold Crough+Interact to reset progress - Hint: The checkpoints are always outside the normal accessable area (=out of the real map) - Always-updated on: https://workshop.codes/escape-room v.3.6.5 - P2 Created by Kleator"
  • Description: "PART 2 = Map puzzle / Find the exit point - Hold F to respawn - Press F on circle to jump to the next lvl - Hold Crough+Interact to reset progress - Hint: The checkpoints are always outside the normal accessable area (=out of the real map) - Always-updated on: https://workshop.codes/escape-room v.3.6.5 - P2 Created by Kleator"
  • }
  • Lobby
  • lobby
  • {
  • Kartenrotation: Nach einem Match
  • Max. Anzahl Zuschauer: 12
  • Zurück zur Lobby: Nie
  • Map Rotation: After A Game
  • Max Spectators: 12
  • Return To Lobby: Never
  • }
  • modi
  • modes
  • {
  • Übungsgefecht
  • Skirmish
  • {
  • verfügbare karten
  • enabled maps
  • {
  • Blizzard World
  • Dorado
  • Tempel des Anubis
  • Temple of Anubis
  • }
  • }
  • Allgemein
  • General
  • {
  • Wiederbelebungszeit: 0%
  • Zufälliger Held nach Tod: Ein
  • Respawn As Random Hero: On
  • Respawn Time Scalar: 0%
  • }
  • }
  • helden
  • heroes
  • {
  • Allgemein
  • General
  • {
  • Ana
  • {
  • Betäubungspfeil: Aus
  • Sleep Dart: Off
  • }
  • Ashe
  • {
  • Doppelflinte – Abklingzeit: 60%
  • Doppelflinte – Rückstoß Gegner: 0%
  • Doppelflinte – Rückstoß selbst: 70%
  • Coach Gun Cooldown Time: 60%
  • Coach Gun Knockback Scalar Enemy: 0%
  • Coach Gun Knockback Scalar Self: 70%
  • }
  • Baptiste
  • {
  • Vertikale Sprunggeschwindigkeit: 60%
  • Jump Vertical Speed: 60%
  • }
  • Brigitte
  • {
  • Flegelstoß: Aus
  • Schildstoß – Abklingzeit: 80%
  • Schildstoß – Rückstoß: 25%
  • Ultimeteraufladung – Passiv Inbrunst: 500%
  • Shield Bash Cooldown Time: 80%
  • Shield Bash Knockback Scalar: 25%
  • Ultimate Generation - Passive Rally: 500%
  • Whip Shot: Off
  • }
  • D.Va
  • {
  • Booster: Aus
  • Booster – Rückstoß: 0%
  • Mech anfordern – Rückstoß: 0%
  • Mit aufgeladenem Ultimate starten: Ein
  • Selbstzerstörung – Rückstoß: 0%
  • Ultimeteraufladung Selbstzerstörung: 10%
  • Ultimeteraufladung – Passiv Selbstzerstörung: 500%
  • Boosters: Off
  • Boosters Knockback Scalar: 0%
  • Call Mech Knockback Scalar: 0%
  • Self Destruct Knockback Scalar: 0%
  • Spawn With Ultimate Ready: On
  • Ultimate Generation - Passive Self-Destruct: 500%
  • Ultimate Generation Self-Destruct: 10%
  • }
  • Doomfist
  • {
  • Dampfhammer – Rückstoß: 0%
  • Seismischer Schlag: Aus
  • Ultimative Fähigkeit Meteorschlag: Aus
  • Uppercut – Rückstoß: 0%
  • Vertikale Sprunggeschwindigkeit: 150%
  • Jump Vertical Speed: 150%
  • Rising Uppercut Knockback Scalar: 0%
  • Rocket Punch Knockback Scalar: 0%
  • Seismic Slam: Off
  • Ultimate Ability Meteor Strike: Off
  • }
  • Genji
  • {
  • Mit aufgeladenem Ultimate starten: Ein
  • Sturmschlag: Aus
  • Unbegrenzte Ultimatedauer: Ein
  • Infinite Ultimate Duration: On
  • Spawn With Ultimate Ready: On
  • Swift Strike: Off
  • }
  • Junkrat
  • {
  • Ferngezündete Mine – Abklingzeit: 10%
  • Ferngezündete Mine – Rückstoß: 60%
  • Granatwerfer – Rückstoß: 0%
  • Concussion Mine Cooldown Time: 10%
  • Concussion Mine Knockback Scalar: 60%
  • Frag Launcher Knockback Scalar: 0%
  • }
  • Lúcio
  • {
  • Schallwelle – Rückstoß: 0%
  • Soundwave Knockback Scalar: 0%
  • }
  • Mei
  • {
  • Blizzard – Einfrierrate: 0%
  • Eiswall – Abklingzeit: 65%
  • Blizzard Freeze Rate Scalar: 0%
  • Ice Wall Cooldown Time: 65%
  • }
  • Mercy
  • {
  • Schutzengel: Aus
  • Ultimative Fähigkeit Valkyrie: Aus
  • Wiederauferstehung: Aus
  • Guardian Angel: Off
  • Resurrect: Off
  • Ultimate Ability Valkyrie: Off
  • }
  • Moira
  • {
  • Phasensprung – Abklingzeit: 30%
  • Fade Cooldown Time: 30%
  • }
  • Pharah
  • {
  • Erschütterungs<hy>impuls: Aus
  • Senkrechtstarter – Abklingzeit: 160%
  • Senkrechtstarter – Beschleunigung: 50%
  • Concussive Blast: Off
  • Jump Jet Acceleration Scalar: 50%
  • Jump Jet Cooldown Time: 160%
  • }
  • Reaper
  • {
  • Schattenschritt – Abklingzeit: 30%
  • Shadow Step Cooldown Time: 30%
  • }
  • Reinhardt
  • {
  • Ansturm – Abklingzeit: 60%
  • Ansturm – Rückstoß: 0%
  • Raketenhammer – Rückstoß: 0%
  • Charge Cooldown Time: 60%
  • Charge Knockback Scalar: 0%
  • Rocket Hammer Knockback Scalar: 0%
  • }
  • Soldier: 76
  • {
  • Helix-Raketen – Abklingzeit: 0%
  • Helix-Raketen – Rückstoß: 145%
  • Helix Rockets Cooldown Time: 0%
  • Helix Rockets Knockback Scalar: 145%
  • }
  • Torbjörn
  • {
  • Geschütz aufstellen: Aus
  • Deploy Turret: Off
  • }
  • Tracer
  • {
  • Warp – Abklingzeit: 50%
  • Zeitschleife – Abklingzeit: 40%
  • Blink Cooldown Time: 50%
  • Recall Cooldown Time: 40%
  • }
  • Widowmaker
  • {
  • Spinnenfaden – Abklingzeit: 40%
  • Grappling Hook Cooldown Time: 40%
  • }
  • Wrecking Ball
  • {
  • Abrissbirne – Rückstoß: 0%
  • Minenfeld – Rückstoß: 0%
  • Grappling Claw Knockback Scalar: 0%
  • Minefield Knockback Scalar: 0%
  • }
  • verfügbare helden
  • enabled heroes
  • {
  • Soldier: 76
  • }
  • }
  • }
  • }
  • Variablen
  • variables
  • {
  • global:
  • 1: Highscorebutton
  • 7: TopHighscore
  • 11: LastWinner
  • 18: Serverload
  • 19: DEVHUD
  • 21: WinGlobalFix
  • 22: Win
  • 23: WinMaprotation
  • 24: WinMaprestartdoublevalfix
  • 25: Currentmap
  • player:
  • 0: Playerlevel
  • 1: Timerrunning
  • 2: TimerHUD
  • 3: Timer
  • 15: PreWinPos
  • 22: Won
  • 23: Winparticle
  • }
  • Subroutinen
  • subroutines
  • {
  • 1: DEVHudTextServerload
  • }
  • regel("----------------------------------------------------------=== Init ===--------------------------------------------------------")
  • rule("----------------------------------------------------------=== Init ===--------------------------------------------------------")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • regel("Init")
  • rule("Init")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • actions
  • {
  • Set Match Time(10000);
  • Global.Currentmap = Current Map;
  • Global.Win = False;
  • Global.WinMaprotation = False;
  • Global.TopHighscore[4] = False;
  • Create HUD Text(All Players(All Teams), Null, Custom String("Hold Interact to respawn // Hold Crouch + Interact to reset"),
  • Custom String("Goal: Find the checkpoint (which is always out of the real map)"), Left, -0.050, Purple, Purple, Blue,
  • Visible To and String, Visible Always);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Newest code always on workshop.codes:"), Custom String(
  • "Map puzzle / Map escape (v3.6.5 - P2)"), Right, -0.100, Green, Orange, Green, Visible To and String, Visible Always);
  • Call Subroutine(DEVHudTextServerload);
  • }
  • }
  • regel("Init player")
  • rule("Init player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • }
  • aktionen
  • actions
  • {
  • Event Player.Playerlevel[0] = 0;
  • Event Player.Playerlevel[1] = False;
  • Set Damage Received(Event Player, 0);
  • Set Status(Event Player, Null, Unkillable, 9999);
  • Set Status(Event Player, Null, Phased Out, 9999);
  • Create HUD Text(Event Player, String("{0} {1}", Hero Icon String(Hero Of(Event Player)), String("{0}: {1}", String(
  • "Aktueller Level"), 1 + Event Player.Playerlevel[0])), Null, Null, Top, 1, Green, White, White, Visible To and String,
  • "Current Level"), 1 + Event Player.Playerlevel[0])), Null, Null, Top, 1, Green, White, White, Visible To and String,
  • Default Visibility);
  • Wait(2.200, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Timerrunning[1] == True), String("{0}:{1}", String("{0}:{1}",
  • Event Player.TimerHUD[1], Event Player.TimerHUD[0]), Event Player.Timer), String("<- {0}", String("Zeit")), String("{0}: {1}",
  • Event Player.TimerHUD[1], Event Player.TimerHUD[0]), Event Player.Timer), String("<- {0}", String("Time")), String("{0}: {1}",
  • Custom String("Best Time"), String("{0}:{1}", Global.TopHighscore[0], String("{0}:{1}", Global.TopHighscore[1],
  • Global.TopHighscore[2]))), Right, -0.001, White, White, Purple, Visible To and String, Default Visibility);
  • Event Player.TimerHUD[2] = Last Text ID;
  • Event Player.Won = False;
  • }
  • }
  • regel("-------------------------------------------------------=== SETTINGS ===-------------------------------------------------------")
  • rule("-------------------------------------------------------=== SETTINGS ===-------------------------------------------------------")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • deaktiviert regel("ON/OFF - Server Crash Saver (Slowmotion)")
  • disabled rule("ON/OFF - Server Crash Saver (Slowmotion)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • conditions
  • {
  • Server Load >= 99;
  • }
  • aktionen
  • actions
  • {
  • Set Slow Motion((100 - (Server Load Average * 1.200 - 100)) / 1);
  • Global.Serverload[0] = Server Load;
  • Global.Serverload[1] = Server Load Average;
  • Global.Serverload[2] = Server Load Peak;
  • Wait(0.500, Restart When True);
  • Set Slow Motion(100);
  • }
  • }
  • deaktiviert regel("ON/OFF - Map rotation after Win")
  • disabled rule("ON/OFF - Map rotation after Win")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • actions
  • {
  • Global.WinMaprotation = True;
  • }
  • }
  • regel("ON/OFF - Punish (freeze) people who kill")
  • rule("ON/OFF - Punish (freeze) people who kill")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • All;
  • }
  • aktionen
  • actions
  • {
  • Set Status(Event Player, Null, Frozen, 15);
  • }
  • }
  • regel("ON/OFF - Highscore-Speedrun")
  • rule("ON/OFF - Highscore-Speedrun")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • }
  • aktionen
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • Global.TopHighscore[4] = True;
  • Wait(0.980, Ignore Condition);
  • Skip If(Global.Currentmap != Map(Blizzard World), 3);
  • Global.TopHighscore[0] = 0;
  • Global.TopHighscore[1] = 5;
  • Global.TopHighscore[2] = 24.090;
  • Skip If(Global.Currentmap != Map(Dorado), 3);
  • Global.TopHighscore[0] = 0;
  • Global.TopHighscore[1] = 0;
  • Global.TopHighscore[2] = 0;
  • Skip If(Global.Currentmap != Map(Tempel des Anubis), 3);
  • Skip If(Global.Currentmap != Map(Temple of Anubis), 3);
  • Global.TopHighscore[0] = 0;
  • Global.TopHighscore[1] = 4;
  • Global.TopHighscore[2] = 38.250;
  • }
  • }
  • regel("ON/OFF - DEV - Disable Inspector Recording (Serverload improving)")
  • rule("ON/OFF - DEV - Disable Inspector Recording (Serverload improving)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • actions
  • {
  • Disable Inspector Recording;
  • }
  • }
  • deaktiviert regel("ON/OFF - DEV - HUD: Facing direction")
  • disabled rule("ON/OFF - DEV - HUD: Facing direction")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • aktionen
  • actions
  • {
  • Create HUD Text(Event Player, String("{0} : {1} : {2}", Custom String("Facing direction"), Horizontal Facing Angle Of(
  • Event Player), Vertical Facing Angle Of(Event Player)), Null, Null, Left, 20, White, White, White, Visible To and String,
  • Default Visibility);
  • }
  • }
  • deaktiviert regel("ON/OFF - DEV - HUD: Player Pos")
  • disabled rule("ON/OFF - DEV - HUD: Player Pos")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • }
  • aktionen
  • actions
  • {
  • Create HUD Text(Event Player, Position Of(Event Player), Null, Null, Left, 21, White, White, White, Visible To and String,
  • Default Visibility);
  • Global.DEVHUD = True;
  • }
  • }
  • deaktiviert regel("ON/OFF - DEV - HUD: Serverload")
  • disabled rule("ON/OFF - DEV - HUD: Serverload")
  • {
  • event
  • {
  • Subroutine;
  • DEVHudTextServerload;
  • }
  • aktionen
  • actions
  • {
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Serverauslastung"), Server Load), Null, Null, Left, 22, White,
  • White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Durchschnittliche Serverauslastung"), Server Load Average),
  • Null, Null, Left, 23, White, White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Server Load"), Server Load), Null, Null, Left, 22, White, White,
  • White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Server Load Average"), Server Load Average), Null, Null, Left,
  • 23, White, White, White, Visible To and String, Default Visibility);
  • }
  • }
  • deaktiviert regel("ON/OFF - DEV - Add Level")
  • disabled rule("ON/OFF - DEV - Add Level")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • (Is Button Held(Event Player, Ultimate) && Is Button Held(Event Player, Interact)) == True;
  • deaktiviert True == False;
  • disabled True == False;
  • }
  • aktionen
  • actions
  • {
  • Event Player.Playerlevel[0] += 1;
  • Teleport(Event Player, Vector(0, -10000, 0));
  • Global.TopHighscore[4] = False;
  • Clear Status(Event Player, Hacked);
  • }
  • }
  • deaktiviert regel("ON/OFF - DEV - Teleport")
  • disabled rule("ON/OFF - DEV - Teleport")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • (Is Button Held(Event Player, Interact) && Is Button Held(Event Player, Crouch)) == True;
  • deaktiviert True == False;
  • disabled True == False;
  • }
  • aktionen
  • actions
  • {
  • Teleport(Event Player, Position Of(Event Player) + 3 * Facing Direction Of(Event Player));
  • Global.TopHighscore[4] = False;
  • }
  • }
  • deaktiviert regel("ON/OFF - DEV - Phara switch")
  • disabled rule("ON/OFF - DEV - Phara switch")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • (Is Button Held(Event Player, Primary Fire) && Is Button Held(Event Player, Jump) && Is Button Held(Event Player, Interact))
  • == True;
  • deaktiviert True == False;
  • disabled True == False;
  • }
  • aktionen
  • actions
  • {
  • Start Forcing Player To Be Hero(Event Player, Hero(Pharah));
  • Global.TopHighscore[4] = False;
  • }
  • }
  • regel("-------------------------------------------------------### Mode Setup ###-------------------------------------------------------")
  • rule("-------------------------------------------------------### Mode Setup ###-------------------------------------------------------")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • regel("BUTTON: GLOBAL: INIT")
  • rule("BUTTON: GLOBAL: INIT")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • conditions
  • {
  • Global.TopHighscore[4] == True;
  • }
  • aktionen
  • actions
  • {
  • Global.Highscorebutton = Empty Array;
  • Skip If(Global.Currentmap != Map(Blizzard World), 1);
  • Global.Highscorebutton = Append To Array(Global.Highscorebutton, Vector(-3.952, 1.572, 54.127));
  • Skip If(Global.Currentmap != Map(Dorado), 1);
  • Global.Highscorebutton = Append To Array(Global.Highscorebutton, Vector(133.099, -3.540, 65.253));
  • Skip If(Global.Currentmap != Map(Tempel des Anubis), 1);
  • Skip If(Global.Currentmap != Map(Temple of Anubis), 1);
  • Global.Highscorebutton = Append To Array(Global.Highscorebutton, Vector(-52.977, 4.385, -55.363));
  • Global.Highscorebutton = Append To Array(Global.Highscorebutton, 0.500);
  • Global.Highscorebutton = Append To Array(Global.Highscorebutton, 5);
  • Global.Highscorebutton[3] = Global.Highscorebutton[0] + Vector(0, 0.500, 0);
  • }
  • }
  • regel("BUTTON: player init")
  • rule("BUTTON: player init")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Global.TopHighscore[4] == True;
  • }
  • aktionen
  • actions
  • {
  • Event Player.Timerrunning = Empty Array;
  • Event Player.Timerrunning = Append To Array(Event Player.Timerrunning, False);
  • Event Player.Timerrunning = Append To Array(Event Player.Timerrunning, False);
  • }
  • }
  • regel("BUTTON: EFFECTS")
  • rule("BUTTON: EFFECTS")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • conditions
  • {
  • Global.TopHighscore[4] == True;
  • }
  • aktionen
  • actions
  • {
  • Create In-World Text(Filtered Array(All Players(All Teams), !Current Array Element.Timerrunning[1]), String("Aus"),
  • Create In-World Text(Filtered Array(All Players(All Teams), !Current Array Element.Timerrunning[1]), String("Off"),
  • Global.Highscorebutton[0], 1, Clip Against Surfaces, Visible To and String, White, Default Visibility);
  • Create Effect(Filtered Array(All Players(All Teams), !Current Array Element.Timerrunning[1]), Sphere, Red,
  • Global.Highscorebutton[0], Global.Highscorebutton[1], Visible To);
  • Create Effect(Filtered Array(Filtered Array(All Players(All Teams), Current Array Element.Timerrunning[0]),
  • !Current Array Element.Timerrunning[1]), Good Aura, Red, Global.Highscorebutton[0], Global.Highscorebutton[1], Visible To);
  • Create In-World Text(Filtered Array(All Players(All Teams), Current Array Element.Timerrunning[1]), String("Ein"),
  • Create In-World Text(Filtered Array(All Players(All Teams), Current Array Element.Timerrunning[1]), String("On"),
  • Global.Highscorebutton[0], 1, Clip Against Surfaces, Visible To and String, White, Default Visibility);
  • Create Effect(Filtered Array(All Players(All Teams), Current Array Element.Timerrunning[1]), Sphere, Yellow,
  • Global.Highscorebutton[0], Global.Highscorebutton[1] / 2, Visible To);
  • Create Effect(Filtered Array(Filtered Array(All Players(All Teams), Current Array Element.Timerrunning[0]),
  • Current Array Element.Timerrunning[1]), Good Aura, Yellow, Global.Highscorebutton[0], Global.Highscorebutton[1] / 2,
  • Visible To);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Zeit"), String("Rennen")), Global.Highscorebutton[3], 1,
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Time"), String("Run")), Global.Highscorebutton[3], 1,
  • Clip Against Surfaces, Visible To and String, White, Default Visibility);
  • }
  • }
  • regel("BUTTON: focus")
  • rule("BUTTON: focus")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Event Player.Timerrunning[0] == False;
  • (Distance Between(Global.Highscorebutton[0], Eye Position(Event Player)) <= Global.Highscorebutton[2] && Distance Between(
  • Global.Highscorebutton[0], Eye Position(Event Player) + Facing Direction Of(Event Player) * Distance Between(Eye Position(
  • Event Player), Global.Highscorebutton[0])) <= Global.Highscorebutton[1] && Is In Line of Sight(Eye Position(Event Player),
  • Eye Position(Event Player) + Facing Direction Of(Event Player) * Distance Between(Eye Position(Event Player),
  • Global.Highscorebutton[0]), Barriers Do Not Block LOS)) == True;
  • Event Player.Playerlevel[0] == 0;
  • }
  • aktionen
  • actions
  • {
  • Event Player.Timerrunning[0] = True;
  • }
  • }
  • regel("BUTTON: UNfocus")
  • rule("BUTTON: UNfocus")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Event Player.Timerrunning[0] == True;
  • (Distance Between(Global.Highscorebutton[0], Eye Position(Event Player)) <= Global.Highscorebutton[2] && Distance Between(
  • Global.Highscorebutton[0], Eye Position(Event Player) + Facing Direction Of(Event Player) * Distance Between(Eye Position(
  • Event Player), Global.Highscorebutton[0])) <= Global.Highscorebutton[1] && Is In Line of Sight(Eye Position(Event Player),
  • Eye Position(Event Player) + Facing Direction Of(Event Player) * Distance Between(Eye Position(Event Player),
  • Global.Highscorebutton[0]), Barriers Do Not Block LOS)) == False;
  • }
  • aktionen
  • actions
  • {
  • Event Player.Timerrunning[0] = False;
  • }
  • }
  • regel("BUTTON: INTERACT")
  • rule("BUTTON: INTERACT")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Timerrunning[0] == True;
  • Event Player.Playerlevel[0] == 0;
  • }
  • aktionen
  • actions
  • {
  • Play Effect(Event Player, Ring Explosion, White, Global.Highscorebutton[0], 2);
  • Play Effect(Event Player, Debuff Impact Sound, White, Event Player, 100);
  • Skip If(Event Player.Timerrunning[1], 2);
  • Event Player.Timerrunning[1] = True;
  • Abort;
  • Skip If(!Event Player.Timerrunning[1], 3);
  • Event Player.Timerrunning[1] = False;
  • Stop Chasing Player Variable(Event Player, Timer);
  • Event Player.Timer = 0;
  • }
  • }
  • regel("Soldier avoid bug: phased out")
  • rule("Soldier avoid bug: phased out")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Soldier: 76);
  • Is Button Held(Event Player, Secondary Fire) == True;
  • }
  • aktionen
  • actions
  • {
  • Clear Status(Event Player, Phased Out);
  • Wait(0.500, Restart When True);
  • Set Status(Event Player, Null, Phased Out, 9999);
  • }
  • }
  • regel("Self kill")
  • rule("Self kill")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Is Button Held(Event Player, Crouch) == False;
  • Global.Win == False;
  • }
  • aktionen
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Skip If(Is Button Held(Event Player, Interact) == False, 2);
  • Small Message(Event Player, String("{0} Sek.", 3));
  • Small Message(Event Player, String("{0} sec", 3));
  • Wait(0.800, Ignore Condition);
  • Skip If(Is Button Held(Event Player, Interact) == False, 2);
  • Small Message(Event Player, String("{0} Sek.", 2));
  • Small Message(Event Player, String("{0} sec", 2));
  • Wait(0.800, Ignore Condition);
  • Skip If(Is Button Held(Event Player, Interact) == False, 2);
  • Small Message(Event Player, String("{0} Sek.", 1));
  • Small Message(Event Player, String("{0} sec", 1));
  • Wait(0.800, Ignore Condition);
  • Skip If(Is Button Held(Event Player, Interact) == False, 1);
  • Teleport(Event Player, Vector(0, -10000, 0));
  • }
  • }
  • regel("Progress reset")
  • rule("Progress reset")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Is Button Held(Event Player, Crouch) == True;
  • Global.Win == False;
  • }
  • aktionen
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 3);
  • Play Effect(Event Player, Explosion Sound, White, Event Player, 50);
  • Big Message(Event Player, String("{0}!", String("{0}: {1}", String("Neuer Versuch"), 10), String("Neuer Highscore")));
  • Big Message(Event Player, String("{0}!", String("{0}: {1}", String("Try Again"), 10), String("New High Score")));
  • Wait(1, Ignore Condition);
  • Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 2);
  • Big Message(Event Player, String("{0}!", String("{0}: {1}", String("Neuer Versuch"), 9), String("Neuer Highscore")));
  • Big Message(Event Player, String("{0}!", String("{0}: {1}", String("Try Again"), 9), String("New High Score")));
  • Wait(1, Ignore Condition);
  • Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 1);
  • Wait(1, Ignore Condition);
  • Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 2);
  • Big Message(Event Player, String("{0}!", String("{0}: {1}", String("Neuer Versuch"), 7), String("Neuer Highscore")));
  • Big Message(Event Player, String("{0}!", String("{0}: {1}", String("Try Again"), 7), String("New High Score")));
  • Wait(1, Ignore Condition);
  • Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 2);
  • Play Effect(Event Player, Explosion Sound, White, Event Player, 70);
  • Wait(1, Ignore Condition);
  • Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 2);
  • Big Message(Event Player, String("{0}!!", String("{0}: {1}", String("Neuer Versuch"), 5), String("Neuer Highscore")));
  • Big Message(Event Player, String("{0}!!", String("{0}: {1}", String("Try Again"), 5), String("New High Score")));
  • Wait(1, Ignore Condition);
  • Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 1);
  • Wait(1, Ignore Condition);
  • Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 3);
  • Big Message(Event Player, String("{0}!!!", String("{0}: {1}", String("Neuer Versuch"), 3), String("Neuer Highscore")));
  • Big Message(Event Player, String("{0}!!!", String("{0}: {1}", String("Try Again"), 3), String("New High Score")));
  • Play Effect(Event Player, Explosion Sound, White, Event Player, 80);
  • Wait(1, Ignore Condition);
  • Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 3);
  • Big Message(Event Player, String("{0}!!!", String("{0}: {1}", String("Neuer Versuch"), 2), String("Neuer Highscore")));
  • Big Message(Event Player, String("{0}!!!", String("{0}: {1}", String("Try Again"), 2), String("New High Score")));
  • Play Effect(Event Player, Explosion Sound, White, Event Player, 100);
  • Wait(1, Ignore Condition);
  • Skip If((Is Button Held(Event Player, Crouch) && Is Button Held(Event Player, Interact)) == False, 8);
  • Big Message(Event Player, String("{0}!!!", String("{0}: {1}", String("Neuer Versuch"), 1), String("Neuer Highscore")));
  • Big Message(Event Player, String("{0}!!!", String("{0}: {1}", String("Try Again"), 1), String("New High Score")));
  • Play Effect(Event Player, Explosion Sound, White, Event Player, 120);
  • Wait(1, Ignore Condition);
  • Play Effect(Event Player, Bad Explosion, Red, Event Player, 30);
  • Wait(0.100, Ignore Condition);
  • Event Player.Playerlevel[0] = 0;
  • Event Player.Timerrunning[1] = False;
  • Teleport(Event Player, Vector(0, -10000, 0));
  • }
  • }
  • regel("Speedrun-Timer")
  • rule("Speedrun-Timer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Event Player.Timerrunning[1] == True;
  • }
  • aktionen
  • actions
  • {
  • Event Player.Timer[0] = 0;
  • Event Player.TimerHUD[0] = 0;
  • Event Player.TimerHUD[1] = 0;
  • Chase Player Variable At Rate(Event Player, Timer, 60, 1, Destination and Rate);
  • }
  • }
  • regel("Speedrun-Timer count reset")
  • rule("Speedrun-Timer count reset")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Event Player.Timerrunning[1] == True;
  • }
  • aktionen
  • actions
  • {
  • Skip If(Event Player.Timer != 60, 2);
  • Event Player.TimerHUD[0] += 1;
  • Event Player.Timer = 0;
  • Skip If(Event Player.TimerHUD[0] != 60, 2);
  • Event Player.TimerHUD[1] += 1;
  • Event Player.TimerHUD[0] = 0;
  • Wait(0.250, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • regel("Map Win-Player")
  • rule("Map Win-Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Global.Win == True;
  • Event Player.Won == True;
  • }
  • aktionen
  • actions
  • {
  • Chase Player Variable At Rate(All Players(All Teams), Timer, 60, 0, Destination and Rate);
  • Global.WinGlobalFix = True;
  • Global.LastWinner = Event Player;
  • Wait(0.250, Ignore Condition);
  • Set Match Time(17);
  • Skip If(Global.TopHighscore[4] == False, 3);
  • Destroy HUD Text(Event Player.TimerHUD[2]);
  • Skip If(Event Player.Timer == 0, 1);
  • Create HUD Text(All Players(All Teams), String("{0}:{1}", String("{0}:{1}", Event Player.TimerHUD[1], Event Player.TimerHUD[0]),
  • Event Player.Timer), String("<- {0}", String("Zeit")), String("{0}: {1}", String("Highscore"), String("{0}:{1}",
  • Event Player.Timer), String("<- {0}", String("Time")), String("{0}: {1}", String("High Score"), String("{0}:{1}",
  • Global.TopHighscore[0], String("{0}:{1}", Global.TopHighscore[1], Global.TopHighscore[2]))), Right, -0.001, Red, Yellow,
  • Purple, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Gewonnen"), Event Player), Null, Null, Top, 998, Purple, White,
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Win"), Event Player), Null, Null, Top, 998, Purple, White,
  • White, Visible To and String, Default Visibility);
  • Big Message(All Players(All Teams), String("{0}: {1}", String("Spiele gewonnen"), Event Player));
  • Big Message(All Players(All Teams), String("{0}: {1}", String("Games Won"), Event Player));
  • Wait(1, Ignore Condition);
  • Destroy Effect(Event Player.Winparticle);
  • Wait(0.100, Ignore Condition);
  • Create Effect(All Players(All Teams), Sparkles, Purple, Position Of(Event Player), 1, Visible To Position and Radius);
  • Event Player.Winparticle = Last Created Entity;
  • Wait(15, Ignore Condition);
  • Skip If(Global.WinMaprotation == True, 7);
  • Skip If(Event Player.Won == False, 6);
  • Event Player.Playerlevel = 0;
  • Event Player.Timerrunning[1] = False;
  • Event Player.Timer = 0;
  • Teleport(Event Player, Vector(0, -10000, 0));
  • Wait(5, Ignore Condition);
  • Event Player.Won = False;
  • }
  • }
  • regel("Map Win-Global")
  • rule("Map Win-Global")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • conditions
  • {
  • Global.WinGlobalFix == True;
  • Global.Win == True;
  • Global.WinMaprotation != True;
  • }
  • aktionen
  • actions
  • {
  • Wait(15.750, Ignore Condition);
  • Set Match Time(9999);
  • Global.WinMaprestartdoublevalfix = True;
  • Wait(0.100, Ignore Condition);
  • Global.Win = False;
  • Play Effect(All Players(All Teams), Ring Explosion Sound, White, All Players(All Teams), 80);
  • Global.WinGlobalFix = False;
  • }
  • }
  • regel("Map teleport back + HUD Recover")
  • rule("Map teleport back + HUD Recover")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Global.Win == False;
  • Global.WinMaprotation == False;
  • Global.WinMaprestartdoublevalfix == True;
  • }
  • aktionen
  • actions
  • {
  • Skip If(Event Player.Won == True, 3);
  • Teleport(Event Player, Event Player.PreWinPos);
  • Skip If(Event Player.Timerrunning[1] == False, 1);
  • Chase Player Variable At Rate(Event Player, Timer, 60, 1, Destination and Rate);
  • Wait(0.250, Ignore Condition);
  • Destroy All HUD Text;
  • Wait(0.050, Ignore Condition);
  • Create HUD Text(Event Player, String("{0} {1}", Hero Icon String(Hero Of(Event Player)), String("{0}: {1}", String(
  • "Aktueller Level"), 1 + Event Player.Playerlevel[0])), Custom String("Last winner:"), Global.LastWinner, Top, 1, Green, Red,
  • Red, Visible To and String, Default Visibility);
  • "Current Level"), 1 + Event Player.Playerlevel[0])), Custom String("Last winner:"), Global.LastWinner, Top, 1, Green, Red, Red,
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Timerrunning[1] == True), String("{0}:{1}", String("{0}:{1}",
  • Event Player.TimerHUD[1], Event Player.TimerHUD[0]), Event Player.Timer), String("<- {0}", String("Zeit")), String("{0}: {1}",
  • Event Player.TimerHUD[1], Event Player.TimerHUD[0]), Event Player.Timer), String("<- {0}", String("Time")), String("{0}: {1}",
  • Custom String("Best Time"), String("{0}:{1}", Global.TopHighscore[0], String("{0}:{1}", Global.TopHighscore[1],
  • Global.TopHighscore[2]))), Right, -0.001, White, White, Purple, Visible To and String, Default Visibility);
  • Global.WinMaprestartdoublevalfix = False;
  • }
  • }
  • regel("Map teleport HUD Recover")
  • rule("Map teleport HUD Recover")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • conditions
  • {
  • Global.Win == False;
  • Global.WinMaprotation == False;
  • Global.WinMaprestartdoublevalfix == True;
  • }
  • aktionen
  • actions
  • {
  • Wait(0.300, Ignore Condition);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Hold Interact to respawn // Hold Crouch + Interact to reset"),
  • Custom String("Goal: Find the checkpoint (which is always out of the real map)"), Left, -0.050, Purple, Purple, Blue,
  • Visible To and String, Visible Always);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Newest code always on workshop.codes:"), Custom String(
  • "Map puzzle / Map escape (v3.6.5 - P2)"), Right, -0.100, Green, Orange, Green, Visible To and String, Visible Always);
  • Call Subroutine(DEVHudTextServerload);
  • }
  • }
  • regel("-------------------------------------------------------===[ blizard ]===-------------------------------------------------------")
  • rule("-------------------------------------------------------===[ blizard ]===-------------------------------------------------------")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • regel("Init player")
  • rule("Init player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Start Forcing Player To Be Hero(Event Player, Hero(Ana));
  • Teleport(Event Player, Vector(-8.665, 2.546, 60.018));
  • }
  • }
  • regel("Respawn Death")
  • rule("Respawn Death")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Global.Win == False;
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Set Match Time(10000);
  • Respawn(Event Player);
  • Set Move Speed(Event Player, 0);
  • Wait(0.016, Ignore Condition);
  • Skip If(Event Player.Playerlevel[0] != 0, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Ana));
  • Teleport(Event Player, Vector(-8.665, 2.546, 60.018));
  • Skip If(Event Player.Playerlevel[0] != 1, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Hanzo));
  • Teleport(Event Player, Vector(7.927, 1.348, 24.287));
  • Skip If(Event Player.Playerlevel[0] != 2, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Widowmaker));
  • Teleport(Event Player, Vector(-102.534, 17.032, 35.721));
  • Skip If(Event Player.Playerlevel[0] != 3, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Ashe));
  • Teleport(Event Player, Vector(-74.615, 14.761, -4.730));
  • Skip If(Event Player.Playerlevel[0] != 4, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Mei));
  • Teleport(Event Player, Vector(2.524, -3.723, -49.382));
  • Skip If(Event Player.Playerlevel[0] != 5, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
  • Teleport(Event Player, Vector(-102.251, 17.231, 34.499));
  • Skip If(Event Player.Playerlevel[0] != 6, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Ashe));
  • Teleport(Event Player, Vector(-68.610, 2.463, 107.673));
  • Skip If(Event Player.Playerlevel[0] != 7, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Pharah));
  • Teleport(Event Player, Vector(-71.596, 1.880, 92.365));
  • Skip If(Event Player.Playerlevel[0] != 8, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
  • Teleport(Event Player, Vector(-39.943, 24.111, -14.509));
  • Skip If(Event Player.Playerlevel[0] != 9, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Sombra));
  • Teleport(Event Player, Vector(-70.799, 8.098, 170.162));
  • Set Move Speed(Event Player, 100);
  • }
  • }
  • regel("Setup (Circles / text / barrier bubble)")
  • rule("Setup (Circles / text / barrier bubble)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • conditions
  • {
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(-2.120, 0.002, 24.137), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 2), Vector(-2.120, 1.252, 24.137), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(35.052, 6.107, 51.389), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 3), Vector(35.052, 5.107, 51.389), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(-81.018, 45.286, 62.645), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 4), Vector(-81.018, 45.286, 62.645), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(36.868, 7.408, -24.941), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 5), Vector(36.868, 7.408, -24.941), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(69.393, 15.410, -0.382), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 6), Vector(69.393, 15.410, -0.382), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(-44.885, 13.509, 6.932), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 7), Vector(-44.885, 13.509, 6.932), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(-85.376, 6.359, 100.676), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 8), Vector(-85.376, 6.359, 100.676), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(-43.122, -2.107, 136.616), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 9), Vector(-43.122, -2.107, 136.616), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(62.446, 54.614, -29.626), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 10), Vector(62.446, 54.614, -29.626), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Blue, Vector(-100.999, 0.848, 77.019), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1} {2}", String("Level"), 11, String("Beenden")), Vector(-100.999, 2.098,
  • Create In-World Text(All Players(All Teams), String("{0} {1} {2}", String("Level"), 11, String("Finish")), Vector(-100.999, 2.098,
  • 77.019), 1, Clip Against Surfaces, Visible To Position and String, Blue, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Custom String("This map were created by:"), Custom String("Lmnoo"), Left, 4, White,
  • Red, Purple, Visible To and String, Default Visibility);
  • }
  • }
  • regel("Lvl1 = Ana")
  • rule("Lvl1 = Ana")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 0;
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-2.120, 0.002, 24.137)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-2.120, 0.002, 24.137), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 1;
  • Start Forcing Player To Be Hero(Event Player, Hero(Hanzo));
  • Teleport(Event Player, Vector(7.927, 2.048, 24.287));
  • }
  • }
  • regel("Lvl2 = Hanzo")
  • rule("Lvl2 = Hanzo")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 1;
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(35.052, 5.107, 51.389)) > 0.800, 7);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(35.052, 5.107, 51.389), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 2;
  • Start Forcing Player To Be Hero(Event Player, Hero(Widowmaker));
  • Teleport(Event Player, Vector(-102.534, 17.032, 35.721));
  • }
  • }
  • regel("Lvl3 = Widow")
  • rule("Lvl3 = Widow")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 2;
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-81.018, 45.286, 62.645)) > 0.800, 7);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-81.018, 45.286, 62.645), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 3;
  • Start Forcing Player To Be Hero(Event Player, Hero(Ashe));
  • Teleport(Event Player, Vector(-74.615, 14.761, -4.730));
  • }
  • }
  • regel("Lvl4 = Ashe")
  • rule("Lvl4 = Ashe")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 3;
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(36.868, 7.408, -24.941)) > 0.800, 7);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(36.868, 7.408, -24.941), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 4;
  • Start Forcing Player To Be Hero(Event Player, Hero(Mei));
  • Teleport(Event Player, Vector(2.524, -3.723, -49.382));
  • }
  • }
  • regel("Lvl5 = Mei")
  • rule("Lvl5 = Mei")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 4;
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(69.393, 15.410, -0.382)) > 0.800, 7);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(69.393, 15.410, -0.382), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 5;
  • Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
  • Teleport(Event Player, Vector(-102.251, 17.232, 34.499));
  • }
  • }
  • regel("Lvl6 = Soldier76")
  • rule("Lvl6 = Soldier76")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 5;
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-44.885, 13.509, 6.932)) > 0.800, 7);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-44.885, 13.509, 6.932), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 6;
  • Start Forcing Player To Be Hero(Event Player, Hero(Ashe));
  • Teleport(Event Player, Vector(-68.610, 2.463, 107.673));
  • }
  • }
  • regel("Lvl7 = Ashe2nd")
  • rule("Lvl7 = Ashe2nd")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 6;
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-85.376, 6.359, 100.676)) > 0.800, 7);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-85.376, 6.359, 100.676), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 7;
  • Start Forcing Player To Be Hero(Event Player, Hero(Pharah));
  • Teleport(Event Player, Vector(-71.596, 1.880, 92.365));
  • }
  • }
  • regel("Lvl8 = Pharah")
  • rule("Lvl8 = Pharah")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 7;
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-43.122, -2.107, 136.616)) > 0.800, 7);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-43.122, -2.107, 136.616), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 8;
  • Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
  • Teleport(Event Player, Vector(-39.943, 24.111, -14.509));
  • }
  • }
  • regel("Lvl9 = Reaper")
  • rule("Lvl9 = Reaper")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 8;
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(62.446, 54.614, -29.626)) > 0.800, 7);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(62.446, 54.614, -29.626), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 9;
  • Start Forcing Player To Be Hero(Event Player, Hero(Sombra));
  • Teleport(Event Player, Vector(-70.799, 8.098, 170.162));
  • }
  • }
  • regel("Lvl10 = Sombra")
  • rule("Lvl10 = Sombra")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] >= 9;
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-100.999, 0.848, 77.019)) > 0.800, 11);
  • Chase Player Variable At Rate(Event Player, Timer, 60, 0, Destination and Rate);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Play Effect(All Players(All Teams), Ring Explosion, Blue, Vector(-100.999, 0.848, 77.019), 3);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Beendet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Finished")));
  • Wait(3, Ignore Condition);
  • Event Player.Playerlevel[0] = 10;
  • Start Forcing Player To Be Hero(Event Player, Hero(Symmetra));
  • Wait(0.100, Ignore Condition);
  • Teleport(Event Player, Vector(-131.011, 3.056, 107.948));
  • Event Player.Won = True;
  • Global.Win = True;
  • }
  • }
  • regel("Map restart")
  • rule("Map restart")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Global.Win == True;
  • Global.Currentmap == Map(Blizzard World);
  • }
  • aktionen
  • actions
  • {
  • Event Player.PreWinPos = Position Of(Event Player);
  • Skip If(Event Player.Won == True, 1);
  • Teleport(Event Player, Vector(-116.941, 1.199, 112.043));
  • }
  • }
  • regel("-------------------------------------------------------===[ DORADO ]===-------------------------------------------------------")
  • rule("-------------------------------------------------------===[ DORADO ]===-------------------------------------------------------")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • regel("Init player")
  • rule("Init player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Global.Currentmap == Map(Dorado);
  • }
  • aktionen
  • actions
  • {
  • Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
  • Teleport(Event Player, Vector(131.336, -3.250, 64.804));
  • Set Facing(Event Player, Direction From Angles(20.410, 12.230), To World);
  • }
  • }
  • regel("Respawn Death")
  • rule("Respawn Death")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Global.Win == False;
  • Global.Currentmap == Map(Dorado);
  • }
  • aktionen
  • actions
  • {
  • Set Match Time(10000);
  • Respawn(Event Player);
  • Set Move Speed(Event Player, 0);
  • Wait(0.016, Ignore Condition);
  • Skip If(Event Player.Playerlevel[0] != 0, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
  • Teleport(Event Player, Vector(131.336, -3.250, 64.804));
  • Skip If(Event Player.Playerlevel[0] != 1, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
  • Teleport(Event Player, Vector(-15.839, -0.498, 34.045));
  • Skip If(Event Player.Playerlevel[0] != 2, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Ashe));
  • Teleport(Event Player, Vector(-10.771, -0.639, 25.205));
  • Skip If(Event Player.Playerlevel[0] != 3, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Sombra));
  • Teleport(Event Player, Vector(238.594, 30.351, 49.379));
  • Skip If(Event Player.Playerlevel[0] != 4, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Tracer));
  • Teleport(Event Player, Vector(114.885, 24.692, -47.238));
  • Skip If(Event Player.Playerlevel[0] != 5, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Doomfist));
  • Teleport(Event Player, Vector(-6.172, 5.098, -24.643));
  • Skip If(Event Player.Playerlevel[0] != 6, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Genji));
  • Teleport(Event Player, Vector(94.950, 8.359, 2.105));
  • Skip If(Event Player.Playerlevel[0] != 7, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Pharah));
  • Teleport(Event Player, Vector(47.798, 12.098, -8.736));
  • Skip If(Event Player.Playerlevel[0] != 8, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Junkrat));
  • Teleport(Event Player, Vector(153.840, 42.334, -11.966));
  • Skip If(Event Player.Playerlevel[0] != 9, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
  • Teleport(Event Player, Vector(-39.943, 24.111, -14.509));
  • Set Move Speed(Event Player, 100);
  • }
  • }
  • regel("Setup (Circles / text / barrier bubble)")
  • rule("Setup (Circles / text / barrier bubble)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • conditions
  • {
  • Global.Currentmap == Map(Dorado);
  • }
  • aktionen
  • actions
  • {
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(111.728, -1.534, 85.518), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 2), Vector(111.728, -0.500, 85.518), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(15.054, -5.869, 24.064), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 3), Vector(15.131, -5.076, 23.954), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(-30.427, 7.477, -63.211), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 4), Vector(-30.427, 7.477, -63.211), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(97.710, 46.315, -47.479), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 5), Vector(97.710, 46.315, -47.479), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(119, 21.500, -45), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 6), Vector(119, 23.040, -45), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(73.435, 19.182, -79.015), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 7), Vector(73.435, 19.182, -79.015), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(64.578, 14.564, 29.671), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 8), Vector(64.578, 14.564, 29.671), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(126.027, 12.348, 16.356), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 9), Vector(126.027, 12.348, 16.356), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Blue, Vector(166.951, 125.072, 35.933), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1} {2}", String("Level"), 10, String("Beenden")), Vector(166.951,
  • 125.072, 35.933), 1, Clip Against Surfaces, Visible To Position and String, Blue, Default Visibility);
  • Create In-World Text(All Players(All Teams), String("{0} {1} {2}", String("Level"), 10, String("Finish")), Vector(166.951, 125.072,
  • 35.933), 1, Clip Against Surfaces, Visible To Position and String, Blue, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(62.446, 54.614, -29.626), 0.800, Visible To Position and Radius);
  • Create HUD Text(All Players(All Teams), Null, Custom String("This map were created by:"), Custom String("Lmnoo"), Left, 4, White,
  • Red, Purple, Visible To and String, Default Visibility);
  • }
  • }
  • regel("Lvl1 = reaper")
  • rule("Lvl1 = reaper")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 0;
  • Global.Currentmap == Map(Dorado);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(111.728, -1.534, 85.518)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(111.728, -1.500, 85.518), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 1;
  • Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
  • Teleport(Event Player, Vector(-15.839, -0.498, 34.045));
  • }
  • }
  • regel("Lvl2 = Soldier")
  • rule("Lvl2 = Soldier")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 1;
  • Global.Currentmap == Map(Dorado);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(15.054, -5.869, 24.064)) > 1, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(15.054, -5.400, 24.064), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 2;
  • Start Forcing Player To Be Hero(Event Player, Hero(Ashe));
  • Teleport(Event Player, Vector(-10.877, -0.639, 24.677));
  • }
  • }
  • regel("Lvl3 = Ashe")
  • rule("Lvl3 = Ashe")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 2;
  • Global.Currentmap == Map(Dorado);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-30.427, 6.477, -63.211)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-30.427, 6.477, -63.211), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 3;
  • Start Forcing Player To Be Hero(Event Player, Hero(Sombra));
  • Teleport(Event Player, Vector(238.594, 30.351, 49.379));
  • }
  • }
  • regel("Lvl4 = Sombra")
  • rule("Lvl4 = Sombra")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 3;
  • Global.Currentmap == Map(Dorado);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(97.710, 45.315, -47.479)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(97.710, 45.315, -47.479), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 4;
  • Start Forcing Player To Be Hero(Event Player, Hero(Tracer));
  • Teleport(Event Player, Vector(114.906, 24.702, -47.225));
  • }
  • }
  • regel("Lvl5 = Tracer")
  • rule("Lvl5 = Tracer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 4;
  • Global.Currentmap == Map(Dorado);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(119, 21.840, -45)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(119, 21.600, -45), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 5;
  • Start Forcing Player To Be Hero(Event Player, Hero(Doomfist));
  • Teleport(Event Player, Vector(-6.172, 5.098, -24.643));
  • }
  • }
  • regel("Lvl6 = Doomfist")
  • rule("Lvl6 = Doomfist")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 5;
  • Global.Currentmap == Map(Dorado);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(73.435, 18.182, -79.015)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(73.435, 18.182, -79.015), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 6;
  • Start Forcing Player To Be Hero(Event Player, Hero(Genji));
  • Teleport(Event Player, Vector(94.950, 8.359, 2.105));
  • }
  • }
  • regel("lvl7 = Genji")
  • rule("lvl7 = Genji")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 6;
  • Global.Currentmap == Map(Dorado);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(64.578, 13.564, 29.671)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(64.578, 13.564, 29.671), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 7;
  • Start Forcing Player To Be Hero(Event Player, Hero(Pharah));
  • Teleport(Event Player, Vector(47.798, 12.098, -8.736));
  • }
  • }
  • regel("lvl8 = Pharah")
  • rule("lvl8 = Pharah")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 7;
  • Global.Currentmap == Map(Dorado);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(126.027, 11.348, 16.356)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(126.027, 11.348, 16.356), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 8;
  • Start Forcing Player To Be Hero(Event Player, Hero(Junkrat));
  • Teleport(Event Player, Vector(153.840, 42.334, -11.966));
  • }
  • }
  • regel("Lvl10 = Junkrat")
  • rule("Lvl10 = Junkrat")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] >= 8;
  • Global.Currentmap == Map(Dorado);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(166.951, 125.072, 35.933)) > 0.800, 11);
  • Chase Player Variable At Rate(Event Player, Timer, 60, 0, Destination and Rate);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Play Effect(All Players(All Teams), Ring Explosion, Blue, Vector(166.951, 125.072, 35.933), 3);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Beendet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Finished")));
  • Wait(3, Ignore Condition);
  • Event Player.Playerlevel[0] = 9;
  • Start Forcing Player To Be Hero(Event Player, Hero(Symmetra));
  • Wait(0.100, Ignore Condition);
  • Teleport(Event Player, Vector(66.798, 21.360, 21.443));
  • Event Player.Won = True;
  • Global.Win = True;
  • }
  • }
  • regel("Map restart")
  • rule("Map restart")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Global.Win == True;
  • Global.Currentmap == Map(Dorado);
  • }
  • aktionen
  • actions
  • {
  • Event Player.PreWinPos = Position Of(Event Player);
  • Skip If(Event Player.Won == True, 1);
  • Teleport(Event Player, Vector(72.693, 21.360, 12.988));
  • }
  • }
  • regel("-------------------------------------------------------===[ Anubis ]===-------------------------------------------------------")
  • rule("-------------------------------------------------------===[ Anubis ]===-------------------------------------------------------")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • regel("Init player")
  • rule("Init player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Start Forcing Player To Be Hero(Event Player, Hero(Ana));
  • Teleport(Event Player, Vector(-52.054, 4.719, -53.791));
  • }
  • }
  • regel("Respawn Death")
  • rule("Respawn Death")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Global.Win == False;
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Set Match Time(10000);
  • Respawn(Event Player);
  • Set Move Speed(Event Player, 0);
  • Wait(0.016, Ignore Condition);
  • Skip If(Event Player.Playerlevel[0] != 0, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Ana));
  • Teleport(Event Player, Vector(-52.054, 4.719, -53.791));
  • Skip If(Event Player.Playerlevel[0] != 1, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
  • Teleport(Event Player, Vector(27.279, 0.923, 9.552));
  • Skip If(Event Player.Playerlevel[0] != 2, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
  • Teleport(Event Player, Vector(51.973, 4.973, 66.290));
  • Skip If(Event Player.Playerlevel[0] != 3, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Mercy));
  • Teleport(Event Player, Vector(-19.946, 17.763, 132.179));
  • Skip If(Event Player.Playerlevel[0] != 4, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Widowmaker));
  • Teleport(Event Player, Vector(-36.728, 4.778, 94.738));
  • Skip If(Event Player.Playerlevel[0] != 5, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Sombra));
  • Teleport(Event Player, Vector(-23.680, 13.326, 11.008));
  • Skip If(Event Player.Playerlevel[0] != 6, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
  • Teleport(Event Player, Vector(-66.312, 10.858, 12.619));
  • Skip If(Event Player.Playerlevel[0] != 7, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Junkrat));
  • Teleport(Event Player, Vector(-11.966, 18.248, 135.427));
  • Skip If(Event Player.Playerlevel[0] != 8, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Tracer));
  • Teleport(Event Player, Vector(3.884, 10.588, 53.292));
  • Set Move Speed(Event Player, 100);
  • Skip If(Event Player.Playerlevel[0] != 9, 2);
  • Start Forcing Player To Be Hero(Event Player, Hero(Tracer));
  • Teleport(Event Player, Vector(11.376, 5.406, 57.100));
  • Set Move Speed(Event Player, 100);
  • }
  • }
  • regel("Setup (Circles / text / barrier bubble)")
  • rule("Setup (Circles / text / barrier bubble)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • conditions
  • {
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(-45.800, 5.200, -7.490), 0.200, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 2), Vector(-46.014, 7.180, -7.455), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Light Shaft, Yellow, Vector(32.190, -10, 55.754), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 3), Vector(32.190, 5.090, 55.754), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(59.310, 19.456, 58.646), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 4), Vector(59.310, 20.706, 58.646), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(-37.836, 6.300, 79.251), 0.300, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 5), Vector(-37.836, 7.924, 79.251), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(-15.923, 26.962, 38.505), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 6), Vector(-15.923, 26.962, 38.505), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(-41.341, 1.400, 29.789), 0.600, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 7), Vector(-41.341, 2.818, 29.789), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(-5.565, 19.916, 139.499), 0.800, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 8), Vector(-5.565, 21.166, 139.499), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(-9.613, 118.577, 180.907), 0.500, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 9), Vector(-9.613, 119.827, 180.907), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Yellow, Vector(-1.104, 18.937, 52.325), 0.500, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Level"), 10), Vector(-1.104, 18.937, 52.325), 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Blue, Vector(19.196, 15.536, -27.690), 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} {1} {2}", String("Level"), 11, String("Beenden")), Vector(19.196, 16.788,
  • Create In-World Text(All Players(All Teams), String("{0} {1} {2}", String("Level"), 11, String("Finish")), Vector(19.196, 16.788,
  • -27.690), 1, Clip Against Surfaces, Visible To Position and String, Blue, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Custom String("This map were created by:"), Custom String("Lmnoo"), Left, 4, White,
  • Red, Purple, Visible To and String, Default Visibility);
  • }
  • }
  • regel("Lvl1 = Ana")
  • rule("Lvl1 = Ana")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 0;
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-46.014, 6.180, -7.455)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-46.014, 6.180, -7.455), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 1;
  • Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
  • Teleport(Event Player, Vector(27.279, 0.923, 9.552));
  • }
  • }
  • regel("Lvl2 = Soldier76")
  • rule("Lvl2 = Soldier76")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 1;
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(32.190, 4.090, 55.754)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(32.190, 4.090, 55.754), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 2;
  • Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
  • Teleport(Event Player, Vector(51.973, 4.973, 66.290));
  • }
  • }
  • regel("Lvl3 = Soldier76")
  • rule("Lvl3 = Soldier76")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 2;
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(59.310, 19.706, 58.646)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(59.310, 19.706, 58.646), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 3;
  • Start Forcing Player To Be Hero(Event Player, Hero(Mercy));
  • Teleport(Event Player, Vector(-19.946, 17.763, 132.179));
  • }
  • }
  • regel("Lvl4 = Mercy")
  • rule("Lvl4 = Mercy")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 3;
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-37.836, 6.924, 79.251)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-37.836, 6.924, 79.251), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 4;
  • Start Forcing Player To Be Hero(Event Player, Hero(Widowmaker));
  • Teleport(Event Player, Vector(-36.728, 4.778, 94.738));
  • }
  • }
  • regel("Lvl5 = Widowmaker")
  • rule("Lvl5 = Widowmaker")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 4;
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-15.923, 25.962, 38.505)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-15.923, 25.962, 38.505), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 5;
  • Start Forcing Player To Be Hero(Event Player, Hero(Sombra));
  • Teleport(Event Player, Vector(-23.680, 13.326, 11.008));
  • }
  • }
  • regel("Lvl6 = Sombra")
  • rule("Lvl6 = Sombra")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 5;
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-41.341, 1.818, 29.789)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-41.341, 1.818, 29.789), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 6;
  • Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
  • Teleport(Event Player, Vector(-66.312, 10.858, 12.619));
  • }
  • }
  • regel("Lvl7 = Reaper")
  • rule("Lvl7 = Reaper")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 6;
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-5.565, 21.166, 139.499)) > 0.900, 8);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-5.565, 21.166, 139.499), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 7;
  • Start Forcing Player To Be Hero(Event Player, Hero(Junkrat));
  • Teleport(Event Player, Vector(-11.966, 18.248, 135.427));
  • }
  • }
  • regel("Lvl8 = Junkrat")
  • rule("Lvl8 = Junkrat")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 7;
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-9.613, 118.827, 180.907)) > 0.800, 11);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-9.613, 118.827, 180.907), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 8;
  • Start Forcing Player To Be Hero(Event Player, Hero(Tracer));
  • Teleport(Event Player, Vector(3.853, 10.589, 55.431));
  • }
  • }
  • regel("Lvl9 = Tracer")
  • rule("Lvl9 = Tracer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] == 8;
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(-1.104, 17.937, 52.325)) > 0.800, 11);
  • Play Effect(All Players(All Teams), Ring Explosion, Yellow, Vector(-1.104, 17.937, 52.325), 3);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Freigeschaltet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Unlocked")));
  • Wait(2, Ignore Condition);
  • Event Player.Playerlevel[0] = 9;
  • Start Forcing Player To Be Hero(Event Player, Hero(Tracer));
  • Teleport(Event Player, Vector(11.376, 5.406, 57.100));
  • }
  • }
  • regel("Lvl10 = Tracer")
  • rule("Lvl10 = Tracer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Playerlevel[0] >= 9;
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Skip If(Distance Between(Event Player, Vector(19.196, 15.536, -27.690)) > 1, 11);
  • Chase Player Variable At Rate(Event Player, Timer, 60, 0, Destination and Rate);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Play Effect(All Players(All Teams), Ring Explosion, Blue, Vector(19.196, 15.536, -27.690), 3);
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Beendet")));
  • Small Message(Event Player, String("{0} {1}", String("Level"), String("Finished")));
  • Wait(3, Ignore Condition);
  • Event Player.Playerlevel[0] = 10;
  • Start Forcing Player To Be Hero(Event Player, Hero(Symmetra));
  • Wait(0.100, Ignore Condition);
  • Teleport(Event Player, Vector(19.262, 13.721, 11.859));
  • Event Player.Won = True;
  • Global.Win = True;
  • }
  • }
  • regel("Map restart")
  • rule("Map restart")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Global.Win == True;
  • Global.Currentmap == Map(Tempel des Anubis);
  • Global.Currentmap == Map(Temple of Anubis);
  • }
  • aktionen
  • actions
  • {
  • Event Player.PreWinPos = Position Of(Event Player);
  • Skip If(Event Player.Won == True, 1);
  • Teleport(Event Player, Vector(11.606, 11.487, 12.085));
  • }
  • }
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