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  • settings
  • {
  • main
  • {
  • Description: "■■■■■■■■■■■■■■■■■■■■■■ ■■■■ ScrimTime v1.21 ■■■■ ■■ Standard ■■ ■■ workshop.codes/scrimtime ■■ ■■ Configure in Workshop Settings ■■ ■■ Ready Up: Interact + Reload ■■ ■■■■■■■■■■■■■■■■■■■■■■"
  • Description: "=====ScrimTime===== > Version: 0.9 > Full information at: workshop.codes/scrimtime > Check Workshop Settings for customisation options > Interact + Reload to ready up"
  • }
  • lobby
  • {
  • Map Rotation: After A Game
  • Map Rotation: Paused
  • Max Spectators: 12
  • Return To Lobby: After A Game
  • }
  • modes
  • {
  • Assault
  • {
  • disabled maps
  • {
  • Hanamura Winter
  • }
  • }
  • Control
  • {
  • Score To Win: 3
  • disabled maps
  • {
  • Lijiang Tower Lunar New Year
  • }
  • }
  • Escort
  • Hybrid
  • {
  • disabled maps
  • {
  • Blizzard World Winter
  • Eichenwalde Halloween
  • Hollywood Halloween
  • King's Row Winter
  • }
  • }
  • General
  • {
  • Competitive Rules: On
  • Game Mode Start: Immediately
  • Kill Cam: Off
  • Limit Roles: 2 Of Each Role Per Team
  • Skins: Off
  • }
  • }
  • workshop
  • {
  • Control Point Progress Increment: 33.330
  • }
  • }
  • variables
  • {
  • global:
  • 0: Colour_TeamOne
  • 1: Colour_TeamTwo
  • 2: Colour_TextTypeA
  • 3: Colour_TextTypeB
  • 4: Colour_TextTypeC
  • 5: Scrim_DebugMode
  • 6: Scrim_RemoveAssemblingHeroes
  • 7: Scrim_ReadyUpFreqMode
  • 8: Scrim_SetupTimeOverride
  • 9: Scrim_ReadyUpCaptainMode
  • 10: Scrim_EnableReadyVoiceLine
  • 11: Scrim_MinimumPlayersToStart
  • 12: Scrim_SetupCountdownTime
  • 13: Scrim_FreezeSetupTime
  • 14: Scrim_AllowForceTeamReady
  • 15: Scrim_ForceTeamReadyHoldTime
  • 16: Scrim_MapCompletionMode
  • 17: Scrim_ForceNonControlTwoRounds
  • 18: Scrim_ForceControlThreeRounds
  • 19: Scrim_TeamOneScore
  • 20: Scrim_TeamTwoScore
  • 21: Scrim_AllowDefendersTeleport
  • 22: Scrim_EnableSpecScoreboard
  • 23: Scrim_AllowHostHideScoreboard
  • 24: Scrim_HideScoreboardID
  • 25: Scrim_DisplayScoreboardLegend
  • 26: Scrim_ScoreboardGroupMode
  • 27: Scrim_ScoreboardSize
  • 28: Scrim_DisplayMatchTime
  • 29: Scrim_MatchTime
  • 30: Scrim_SetupAddTimeCaptainMode
  • 31: Scrim_SetupAddTimeStep
  • 32: Scrim_SetupAddTimeMax
  • 33: Scrim_DisplayServerLoad
  • 34: Scrims_KeybindButtonArray
  • 35: Scrims_KeybindCommand
  • 36: Scrims_KeybindReady
  • 37: Scrims_KeybindDefenderTeleport
  • 38: Scrims_KeybindAddSetupTime
  • 39: Logs_EnableLogTracker
  • 40: Logs_OutputFormat
  • 41: Logs_AutoMatchEndTime
  • 42: Logs_CurrentObjectiveIndex
  • 43: Logs_CurrentControlScoringTeam
  • 44: Logs_ControlMapArray
  • 45: Logs_ControlStageArray
  • 46: Logs_AbilityNameArray
  • 47: Logs_TrackKills
  • 48: Logs_TrackHeroSwaps
  • 49: Logs_TrackObjectiveCapture
  • 50: Logs_PointCaptureProgressStep
  • 51: Logs_PayloadCaptureProgressStep
  • 52: Logs_PointCaptureProgress
  • 53: Logs_PayloadCaptureProgress
  • 54: Logs_TrackAbilities
  • 55: Logs_TrackUltimates
  • 56: Logs_TrackOffensiveAssists
  • 57: Logs_TrackDefensiveAssists
  • 58: Logs_TrackDamage
  • 59: Logs_TrackHealing
  • 60: Logs_TrackDvaDemechs
  • 61: Logs_TrackEchoDuplicates
  • 62: Logs_TrackRoundStartEnd
  • 63: Logs_TrackMatchStartEnd
  • 64: Logs_PlayerSummaryFrequency
  • 65: Logs_PlayerSummaryCount
  • 66: Logs_TrackMercyRez
  • 0: Scrim_DebugMode
  • 1: Scrim_CaptainOnlyMode
  • 2: Scrim_MapCompleteMode
  • 3: Scrim_ForceMatchEndAftTwoRounds
  • 4: Scrim_RemoveAssemblingHeroes
  • 5: Scrim_SetupCountdownTime
  • 6: Scrim_RequireReadyEveryRound
  • 7: Scrim_AllowDefendersTeleport
  • 8: Logs_DebugMode
  • 26: Scrim_ScoreboardEnabled
  • player:
  • 0: Scrim_PlayerReady
  • 1: Scrim_CurrentHoldTime
  • 2: Logs_LastHero
  • 3: Logs_LastHeroTime
  • 4: Logs_HeroesPlayedTimeArray
  • 5: Logs_HeroesPlayedArray
  • 6: Logs_OffensiveAssists
  • 7: Logs_DefensiveAssists
  • 8: Logs_CurrentHeroIterator
  • 9: Logs_CurrentHeroIterated
  • 10: Logs_UltimateID
  • 11: Logs_DuplicateID
  • }
  • subroutines
  • {
  • 0: CalcHeroPlayedTime
  • }
  • rule("Settings: Ready Up Options")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Scrim_ReadyUpFreqMode = Workshop Setting Combo(Custom String("Ready Up System"), Custom String("Enable Ready Up System"), 1,
  • Array(Custom String("Only Round One"), Custom String("Every Round"), Custom String("Off")), 0);
  • Global.Scrim_ReadyUpCaptainMode = Workshop Setting Combo(Custom String("Ready Up System"), Custom String("Who Needs to Ready Up"),
  • 1, Array(Custom String("Only Players in First Slot"), Custom String("All Players")), 1);
  • Global.Scrim_AllowForceTeamReady = Workshop Setting Toggle(Custom String("Ready Up System"), Custom String(
  • "Allow Players to Force Team Ready"), True, 2);
  • Global.Scrim_ForceTeamReadyHoldTime = Workshop Setting Integer(Custom String("Ready Up System"), Custom String(
  • "Force Team Ready Button Hold Time"), 3, 1, 5, 3);
  • Global.Scrim_SetupCountdownTime = Workshop Setting Integer(Custom String("Ready Up System"), Custom String("Countdown Timer"), 5,
  • 5, 10, 4);
  • Global.Scrim_MinimumPlayersToStart = Workshop Setting Integer(Custom String("Ready Up System"), Custom String(
  • "Minimum Number of Players in Game"), 12, 1, 12, 5);
  • Global.Scrim_FreezeSetupTime = Workshop Setting Toggle(Custom String("Ready Up System"), Custom String("Freeze Setup Timer"),
  • False, 6);
  • Global.Scrim_EnableReadyVoiceLine = Workshop Setting Toggle(Custom String("Ready Up System"), Custom String(
  • "Play Voice Line When Readying"), True, 7);
  • }
  • 0: PlayerReady
  • 1: PlayerReadyIcon
  • 6: Logs_HeroesPlayedArray
  • }
  • rule("Settings: Setup Phase Options")
  • rule("Settings: Option Configuration")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Scrim_RemoveAssemblingHeroes = Workshop Setting Toggle(Custom String("Setup Phase"), Custom String(
  • Global.Scrim_RemoveAssemblingHeroes = Workshop Setting Toggle(Custom String("Setup Options"), Custom String(
  • "Remove Assembling Heroes Phase"), True, 0);
  • Global.Scrim_AllowDefendersTeleport = Workshop Setting Toggle(Custom String("Setup Phase"), Custom String(
  • "Allow Defenders to Teleport Between Objective and Spawn"), True, 1);
  • Global.Scrim_SetupTimeOverride = Workshop Setting Integer(Custom String("Setup Phase"), Custom String("Setup Time Override"), 60,
  • 45, 120, 2);
  • Global.Scrim_SetupAddTimeCaptainMode = Workshop Setting Combo(Custom String("Setup Phase"), Custom String(
  • "Who Can Add Setup Time"), 1, Array(Custom String("Only Players in First Slot"), Custom String("All Players"), Custom String(
  • "Off")), 3);
  • Global.Scrim_SetupAddTimeStep = Workshop Setting Integer(Custom String("Setup Phase"), Custom String("Setup Time Added"), 30, 1,
  • 60, 4);
  • Global.Scrim_SetupAddTimeMax = Workshop Setting Integer(Custom String("Setup Phase"), Custom String("Setup Time Maximum"), 90, 45,
  • 600, 5);
  • }
  • }
  • rule("Settings: Map Completion Options")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Scrim_MapCompletionMode = Workshop Setting Toggle(Custom String("Map Completion"), Custom String(
  • "Ensure Full Map is Attacked on Round 2 for Non-Control Maps"), True, 0);
  • Global.Scrim_ForceNonControlTwoRounds = Workshop Setting Combo(Custom String("Map Completion"), Custom String(
  • "End Non-Control Maps After Two Rounds"), 0, Array(Custom String("If either team fails to complete map"), Custom String(
  • "Always"), Custom String("Off")), 1);
  • Global.Scrim_ForceControlThreeRounds = Workshop Setting Toggle(Custom String("Map Completion"), Custom String(
  • "End Non-Control Maps After Three Rounds"), True, 2);
  • }
  • }
  • rule("Settings: Spectator Scoreboard Options")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Scrim_EnableSpecScoreboard = Workshop Setting Toggle(Custom String("Spectator Scoreboard"), Custom String(
  • Global.Scrim_CaptainOnlyMode = Workshop Setting Toggle(Custom String("Setup Options"), Custom String(
  • "Only Require Captains to Ready Up"), True, 1);
  • Global.Scrim_RequireReadyEveryRound = Workshop Setting Toggle(Custom String("Setup Options"), Custom String(
  • "Require ready up for every round"), False, 2);
  • Global.Scrim_SetupCountdownTime = Workshop Setting Integer(Custom String("Setup Options"), Custom String("Setup Countdown Time"),
  • 5, 5, 30, 3);
  • Global.Scrim_AllowDefendersTeleport = Workshop Setting Toggle(Custom String("Setup Options"), Custom String(
  • "Allow Defenders to Teleport Between Objective and Spawn"), True, 4);
  • Global.Scrim_MapCompleteMode = Workshop Setting Toggle(Custom String("Match Options"), Custom String("Map Completion Mode"), True,
  • 0);
  • Global.Scrim_ForceMatchEndAftTwoRounds = Workshop Setting Toggle(Custom String("Match Options"), Custom String(
  • "Force Match to End After Two Rounds in Map Completion Mode"), True, 1);
  • Global.Scrim_ScoreboardEnabled = Workshop Setting Toggle(Custom String("Scoreboard Options"), Custom String(
  • "Enable Spectator Scoreboard"), True, 0);
  • Global.Scrim_ScoreboardSize = Workshop Setting Combo(Custom String("Spectator Scoreboard"), Custom String("Size"), 0, Array(
  • Custom String("Small"), Custom String("Medium"), Custom String("Large")), 1);
  • Global.Scrim_ScoreboardGroupMode = Workshop Setting Combo(Custom String("Spectator Scoreboard"), Custom String(
  • "Player Grouping Style"), 0, Array(Custom String("Group by role, sort by team"), Custom String("Group by team, sort by role"),
  • Custom String("Group by team, sort by slot")), 2);
  • Global.Scrim_DisplayScoreboardLegend = Workshop Setting Toggle(Custom String("Spectator Scoreboard"), Custom String(
  • "Display Legend"), True, 3);
  • Global.Scrim_DisplayMatchTime = Workshop Setting Toggle(Custom String("Spectator Scoreboard"), Custom String("Display Match Time"),
  • True, 4);
  • Global.Scrim_AllowHostHideScoreboard = Workshop Setting Toggle(Custom String("Spectator Scoreboard"), Custom String(
  • "Allow Host Spectator to Toggle Scoreboard"), True, 5);
  • Global.Scrim_DebugMode = Workshop Setting Toggle(Custom String("Debug Options"), Custom String("Enable Scrim Debug Mode"), False,
  • 0);
  • }
  • }
  • rule("Settings: Log Options")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Logs_EnableLogTracker = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Enable Log Generator"),
  • False, 0);
  • Global.Logs_OutputFormat = Workshop Setting Combo(Custom String("Log Generator"), Custom String("Output Format"), 0, Array(
  • Custom String("CSV")), 1);
  • Global.Logs_TrackKills = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Kills and Deaths"), True, 2);
  • Global.Logs_TrackOffensiveAssists = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Offensive Assists"),
  • True, 3);
  • Global.Logs_TrackDefensiveAssists = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Defensive Assists"),
  • True, 4);
  • Global.Logs_TrackHeroSwaps = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Hero Swaps"), True, 5);
  • Global.Logs_TrackUltimates = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Ultimates"), True, 6);
  • Global.Logs_TrackAbilities = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Abilities*"), True, 7);
  • Global.Logs_TrackDamage = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Damage*"), True, 8);
  • Global.Logs_TrackHealing = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Healing*"), True, 9);
  • Global.Logs_TrackDvaDemechs = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("D.Va Demechs & Remechs"),
  • True, 10);
  • Global.Logs_TrackEchoDuplicates = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Echo Duplicates"), True,
  • 11);
  • Global.Logs_TrackMercyRez = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Mercy Resurrects"), True, 12);
  • Global.Logs_TrackMatchStartEnd = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Match Start & End"), True,
  • 13);
  • Global.Logs_TrackRoundStartEnd = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Round Start & End"), True,
  • 14);
  • Global.Logs_TrackObjectiveCapture = Workshop Setting Toggle(Custom String("Log Generator"), Custom String("Objective Captures"),
  • True, 15);
  • Global.Logs_PointCaptureProgressStep = Workshop Setting Real(Custom String("Log Generator"), Custom String(
  • "Control Point Progress Increment"), 33.333, 0, 100, 16);
  • Global.Logs_PayloadCaptureProgressStep = Workshop Setting Real(Custom String("Log Generator"), Custom String(
  • "Payload Progress Increment"), 10, 0, 100, 17);
  • Global.Logs_PlayerSummaryFrequency = Workshop Setting Combo(Custom String("Log Generator"), Custom String(
  • "Player Stat Summary Frequency"), 0, Array(Custom String("Every Round End"), Custom String("Only Match End"), Custom String(
  • "Off")), 18);
  • }
  • }
  • rule("Settings: Keybind Options")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Scrims_KeybindButtonArray = Array(Button(Primary Fire), Button(Secondary Fire), Button(Ability 1), Button(Ability 2),
  • Button(Ultimate), Button(Interact), Button(Jump), Button(Crouch), Button(Melee), Button(Reload));
  • Global.Scrims_KeybindCommand = Global.Scrims_KeybindButtonArray[Workshop Setting Combo(Custom String("Keybinds"), Custom String(
  • "Command"), 5, Array(Custom String("Primary Fire"), Custom String("Secondary Fire"), Custom String("Ability 1"), Custom String(
  • "Ability 2"), Custom String("Ultimate"), Custom String("Interact"), Custom String("Jump"), Custom String("Crouch"),
  • Custom String("Melee"), Custom String("Reload")), 0)];
  • Global.Scrims_KeybindReady = Global.Scrims_KeybindButtonArray[Workshop Setting Combo(Custom String("Keybinds"), Custom String(
  • "Ready Up Toggle / Force Team Ready"), 9, Array(Custom String("Primary Fire"), Custom String("Secondary Fire"), Custom String(
  • "Ability 1"), Custom String("Ability 2"), Custom String("Ultimate"), Custom String("Interact"), Custom String("Jump"),
  • Custom String("Crouch"), Custom String("Melee"), Custom String("Reload")), 1)];
  • Global.Scrims_KeybindDefenderTeleport = Global.Scrims_KeybindButtonArray[Workshop Setting Combo(Custom String("Keybinds"),
  • Custom String("Defender Teleport"), 6, Array(Custom String("Primary Fire"), Custom String("Secondary Fire"), Custom String(
  • "Ability 1"), Custom String("Ability 2"), Custom String("Ultimate"), Custom String("Interact"), Custom String("Jump"),
  • Custom String("Crouch"), Custom String("Melee"), Custom String("Reload")), 2)];
  • Global.Scrims_KeybindAddSetupTime = Global.Scrims_KeybindButtonArray[Workshop Setting Combo(Custom String("Keybinds"),
  • Custom String("Add Setup Time"), 4, Array(Custom String("Primary Fire"), Custom String("Secondary Fire"), Custom String(
  • "Ability 1"), Custom String("Ability 2"), Custom String("Ultimate"), Custom String("Interact"), Custom String("Jump"),
  • Custom String("Crouch"), Custom String("Melee"), Custom String("Reload")), 3)];
  • }
  • }
  • rule("Settings: Debug Options")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Scrim_DebugMode = Workshop Setting Toggle(Custom String("Debug"), Custom String("Enable Debug Mode"), False, 0);
  • Global.Scrim_DisplayServerLoad = Workshop Setting Toggle(Custom String("Debug"), Custom String("Display Server Load"), True, 1);
  • Global.Logs_AutoMatchEndTime = Workshop Setting Integer(Custom String("Debug"), Custom String("Automatically End Match Time"),
  • 3600, 10, 3600, 2);
  • }
  • }
  • rule("Initialisation: Match")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • If(!Global.Logs_EnableLogTracker);
  • Disable Inspector Recording;
  • End;
  • Global.Colour_TeamOne = Custom Color(50, 185, 240, 255);
  • Global.Colour_TeamTwo = Custom Color(250, 5, 30, 255);
  • Global.Colour_TextTypeA = Custom Color(255, 255, 255, 255);
  • Global.Colour_TextTypeB = Custom Color(255, 210, 40, 255);
  • Global.Colour_TextTypeC = Custom Color(40, 205, 60, 255);
  • }
  • }
  • rule("Initialisation: Player")
  • rule("Settings: Player Setup")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Scrim_PlayerReady = False;
  • Event Player.PlayerReady = False;
  • Event Player.PlayerReadyIcon = Icon String(X);
  • Event Player.Logs_HeroesPlayedArray = Empty Array;
  • }
  • }
  • rule("HUD Setup: Top Left Info")
  • rule("Match: Remove Assembling Heroes")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_ReadyUpFreqMode != 2;
  • (Match Round == 1 || Global.Scrim_ReadyUpFreqMode == 1) == True;
  • Is In Setup == True;
  • }
  • actions
  • {
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("workshop.codes/scrimtime"), Left, 0, Global.Colour_TextTypeA,
  • Global.Colour_TextTypeA, Global.Colour_TextTypeB, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Global.Scrim_ReadyUpCaptainMode == 0 ? Custom String(
  • "Countdown will commence when {0} and {1} are ready", Players In Slot(0, Team 1), Players In Slot(0, Team 2)) : Custom String(
  • "Countdown will commence when all players are ready [{0}/{1}]", Count Of(Filtered Array(All Players(All Teams),
  • Current Array Element.Scrim_PlayerReady)), Count Of(All Players(All Teams))), Null, Left, 0.100, Null, Global.Colour_TextTypeA,
  • Null, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Team 1, Left, 1, Null, Null, Global.Colour_TeamOne, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Team 2, Left, 3, Null, Null, Global.Colour_TeamTwo, Visible To and String,
  • Default Visibility);
  • If(Global.Scrim_DebugMode);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(
  • "{0} Debug Mode is enabled, turn it off in Workshop Settings if this is not intentional {0}", Icon String(Warning)), Top,
  • 6.100, Null, Null, Global.Colour_TextTypeB, Visible To and String, Default Visibility);
  • End;
  • }
  • }
  • rule("HUD Setup: Ready Toggle")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Scrim_ReadyUpFreqMode != 2;
  • (Match Round == 1 || Global.Scrim_ReadyUpFreqMode == 1) == True;
  • Is In Setup == True;
  • }
  • actions
  • {
  • If(Global.Scrim_ReadyUpCaptainMode == 1 || (Global.Scrim_ReadyUpCaptainMode == 0 && Slot Of(Event Player) == 0));
  • Create HUD Text(All Players(All Teams), Null, Custom String(" {0} {1}", Event Player.Scrim_PlayerReady ? Custom String("•")
  • : Custom String("•"), Event Player), Null, Left, (Team Of(Event Player) == Team 1 ? 2 : 4) + Slot Of(Event Player) * 0.100,
  • Null, Event Player.Scrim_PlayerReady ? Global.Colour_TextTypeC : Global.Colour_TextTypeB, Null, Visible To String and Color,
  • Visible Always);
  • Create HUD Text(Event Player, Null, Null, Event Player.Scrim_PlayerReady ? Custom String("You are readied up") : Custom String(
  • "You are not readied up"), Top, 5.100, Null, Null,
  • Event Player.Scrim_PlayerReady ? Global.Colour_TextTypeC : Global.Colour_TextTypeB, String and Color, Visible Never);
  • If(Global.Scrim_ReadyUpCaptainMode == 1 && Global.Scrim_AllowForceTeamReady);
  • Create HUD Text(Event Player, Null, Custom String("[{0} + {1}] (Press) {2} / (Hold) Force Team Ready", Input Binding String(
  • Global.Scrims_KeybindCommand), Input Binding String(Global.Scrims_KeybindReady),
  • Event Player.Scrim_PlayerReady ? Custom String("Unready") : Custom String("Ready Up")), Null, Top, 5.200, Null, Is Button Held(
  • Event Player, Global.Scrims_KeybindCommand) && Is Button Held(Event Player, Global.Scrims_KeybindReady)
  • ? Global.Colour_TextTypeB : Global.Colour_TextTypeA, Null, String and Color, Visible Never);
  • Else;
  • Create HUD Text(Event Player, Null, Custom String("[{0} + {1}] {2}", Input Binding String(Global.Scrims_KeybindCommand),
  • Input Binding String(Global.Scrims_KeybindReady), Event Player.Scrim_PlayerReady ? Custom String("Unready") : Custom String(
  • "Ready Up")), Null, Top, 5.200, Null, Is Button Held(Event Player, Global.Scrims_KeybindCommand) && Is Button Held(
  • Event Player, Global.Scrims_KeybindReady) ? Global.Colour_TextTypeB : Global.Colour_TextTypeA, Null, String and Color,
  • Visible Never);
  • End;
  • End;
  • }
  • }
  • rule("HUD Setup: Force Ready Hold Bar")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Scrim_ReadyUpFreqMode != 2;
  • Global.Scrim_AllowForceTeamReady == True;
  • Is Assembling Heroes == True;
  • Global.Scrim_RemoveAssemblingHeroes == True;
  • }
  • actions
  • {
  • Create Progress Bar HUD Text(Event Player.Scrim_CurrentHoldTime >= 0.200 ? Event Player : Null,
  • Event Player.Scrim_CurrentHoldTime / Global.Scrim_ForceTeamReadyHoldTime * 100, Null, Top, 5.500, Global.Colour_TextTypeA,
  • Null, Visible To Values and Color, Visible Never);
  • Set Match Time(0);
  • }
  • }
  • rule("HUD Setup: Defender Teleport")
  • rule("Debug: Force Ready (Interact + Ability 1)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Scrim_AllowDefendersTeleport == True;
  • Is In Setup == True;
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is Button Held(Host Player, Button(Interact)) == True;
  • Is Button Held(Host Player, Button(Ability 1)) == True;
  • Global.Scrim_DebugMode == True;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Null, Custom String("[{0} + {1}] {2}", Input Binding String(Global.Scrims_KeybindCommand),
  • Input Binding String(Global.Scrims_KeybindDefenderTeleport), Is In Spawn Room(Event Player) ? Custom String(
  • "Teleport to the Objective") : Custom String("Teleport Back to Spawn")), Null, Top, 5.300, Null, Is Button Held(Event Player,
  • Global.Scrims_KeybindCommand) && Is Button Held(Event Player, Global.Scrims_KeybindDefenderTeleport)
  • ? Global.Colour_TextTypeB : Global.Colour_TextTypeA, Null, String and Color, Visible Never);
  • Start Holding Button(Event Player, Button(Interact));
  • Start Holding Button(Event Player, Button(Reload));
  • Stop Holding Button(Event Player, Button(Interact));
  • Stop Holding Button(Event Player, Button(Reload));
  • }
  • }
  • rule("HUD Setup: Add Setup Time")
  • rule("Debug: Reduce Timer to 5 (Interact + Alt Fire)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Scrim_SetupAddTimeCaptainMode != 2;
  • Is In Setup == True;
  • Is Button Held(Host Player, Button(Interact)) == True;
  • Is Button Held(Host Player, Button(Secondary Fire)) == True;
  • Global.Scrim_DebugMode == True;
  • }
  • actions
  • {
  • If(Slot Of(Event Player) == 0 || Global.Scrim_SetupAddTimeCaptainMode == 1);
  • Create HUD Text(Event Player, Null, Custom String("[{0} + {1}] Add {2} Sec to Setup Timer ", Input Binding String(
  • Global.Scrims_KeybindCommand), Input Binding String(Global.Scrims_KeybindAddSetupTime), Global.Scrim_SetupAddTimeStep), Null,
  • Top, 5.400, Null, Is Button Held(Event Player, Global.Scrims_KeybindCommand) && Is Button Held(Event Player,
  • Global.Scrims_KeybindAddSetupTime) ? Global.Colour_TextTypeB : Global.Colour_TextTypeA, Null, String and Color, Visible Never);
  • Else;
  • Create HUD Text(Event Player, Null, Custom String("{0} and {1} can add {2} sec to the setup timer", Players In Slot(0, Team 1),
  • Players In Slot(0, Team 2), Global.Scrim_SetupAddTimeStep), Null, Top, 5.400, Global.Colour_TextTypeA, Global.Colour_TextTypeA,
  • Global.Colour_TextTypeA, Visible To and String, Visible Never);
  • End;
  • Set Match Time(5);
  • }
  • }
  • rule("Setup: Remove Assembling Heroes")
  • rule("Debug: Spawn Test Bot (Interact + Ultimate)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_RemoveAssemblingHeroes == True;
  • Is Assembling Heroes == True;
  • Global.Scrim_DebugMode == True;
  • Is Button Held(Host Player, Button(Interact)) == True;
  • Is Button Held(Host Player, Button(Ultimate)) == True;
  • }
  • actions
  • {
  • Set Match Time(0);
  • Create Dummy Bot(Hero(D.Va), Opposite Team Of(Team Of(Host Player)), -1, Host Player, Vector(0, 0, 0));
  • }
  • }
  • rule("Setup: Override Setup Time")
  • rule("Setup: Begin")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • Set Match Time(Global.Scrim_SetupTimeOverride);
  • If(Match Round == 1 || Global.Scrim_RequireReadyEveryRound == True);
  • Set Match Time(3600);
  • End;
  • }
  • }
  • rule("Setup: Freeze Setup Time")
  • rule("Setup: HUD Setup")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_ReadyUpFreqMode != 2;
  • Global.Scrim_FreezeSetupTime == True;
  • (Match Round == 1 || Global.Scrim_ReadyUpFreqMode == 1) == True;
  • Is In Setup == True;
  • (Match Round == 1 || Global.Scrim_RequireReadyEveryRound) == True;
  • }
  • actions
  • {
  • Pause Match Time;
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("workshop.codes/scrimtime"), Left, 0, Color(White), Color(White),
  • Color(Yellow), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Global.Scrim_CaptainOnlyMode ? Custom String(
  • "Captain-only mode enabled, only {0} and {1} need to ready up", Players In Slot(0, Team 1), Players In Slot(0, Team 2))
  • : Custom String("Captain-only mode disabled, all players will need to ready up"), Null, Left, 0.100, Color(White), Color(
  • White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Team 1, Null, Null, Left, 1, Color(Blue), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Team 2, Null, Null, Left, 3, Color(Red), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • If(Global.Scrim_DebugMode || Global.Logs_DebugMode);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(
  • "Notice: Debug Mode is enabled, turn it off in Workshop Settings if this is not intentional"), Top, -1, Null, Null, Color(
  • Yellow), Visible To and String, Default Visibility);
  • End;
  • }
  • }
  • rule("Setup: Add Setup Time")
  • rule("Setup: HUD Setup (Player)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Scrim_SetupAddTimeCaptainMode != 2;
  • Is In Setup == True;
  • (Slot Of(Event Player) == 0 || Global.Scrim_SetupAddTimeCaptainMode == 1) == True;
  • Is Button Held(Event Player, Global.Scrims_KeybindCommand) == True;
  • Is Button Held(Event Player, Global.Scrims_KeybindAddSetupTime) == True;
  • (Match Round == 1 || Global.Scrim_RequireReadyEveryRound) == True;
  • }
  • actions
  • {
  • If(Match Time < Global.Scrim_SetupAddTimeMax);
  • Set Match Time(Min(Global.Scrim_SetupAddTimeMax + 0.900, Global.Scrim_SetupAddTimeStep + Match Time));
  • Small Message(All Players(All Teams), Custom String("{0} extended setup time by {1} sec", Event Player,
  • Global.Scrim_SetupAddTimeStep));
  • Else;
  • Small Message(Event Player, Custom String("Setup timer cannot be extended beyond {0}", Custom String("{0}:{1}{2}",
  • Round To Integer(Global.Scrim_SetupAddTimeMax / 60, Down), Global.Scrim_SetupAddTimeMax % 60 < 10 ? Custom String("0")
  • : Custom String(""), Global.Scrim_SetupAddTimeMax % 60)));
  • If(!Global.Scrim_CaptainOnlyMode || (Global.Scrim_CaptainOnlyMode && Slot Of(Event Player) == 0));
  • Create HUD Text(All Players(All Teams), Event Player.PlayerReadyIcon, Event Player, Event Player.PlayerReady ? Custom String(
  • "Ready") : Custom String("Not Ready"), Left, (Team Of(Event Player) == Team 1 ? 2 : 4) + Slot Of(Event Player) * 0.100,
  • Team Of(Event Player) == Team 1 ? Color(Blue) : Color(Red), Color(Yellow), Color(White), Visible To and String,
  • Visible Always);
  • Create HUD Text(Event Player, Custom String(""), Null, Event Player.PlayerReady ? Custom String("You are readied up")
  • : Custom String("You are not readied up"), Top, 5.100, Color(White), Color(White), Event Player.PlayerReady ? Color(Green)
  • : Color(Yellow), String and Color, Visible Never);
  • Create HUD Text(Event Player, Null, Custom String("Press Interact ({0}) + Reload ({2}) to {1}", Input Binding String(Button(
  • Interact)), Event Player.PlayerReady ? Custom String("unready") : Custom String("ready up"), Input Binding String(Button(
  • Reload))), Null, Top, 5.200, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
  • End;
  • If(Global.Scrim_AllowDefendersTeleport && Is Team On Defense(Team Of(Event Player)));
  • Create HUD Text(Event Player, Null, Custom String("Press Interact ({0}) + Jump ({1}) to teleport between objective and spawn room",
  • Input Binding String(Button(Interact)), Input Binding String(Button(Jump))), Null, Top, 5.300, Color(White), Color(White),
  • Color(White), Visible To and String, Visible Never);
  • End;
  • Create HUD Text(Event Player, Null, Custom String("Match will commence when {0} are ready",
  • Global.Scrim_CaptainOnlyMode ? Custom String("both teams") : Custom String("all players")), Null, Top, 5.400, Color(White),
  • Color(White), Color(White), Visible To and String, Visible Never);
  • }
  • }
  • rule("Setup: Teleport to Objective/Spawn (Defenders Only)")
  • rule("Setup: Set Player Ready/Unready")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Scrim_AllowDefendersTeleport == True;
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is In Setup == True;
  • Is Button Held(Event Player, Global.Scrims_KeybindCommand) == True;
  • Is Button Held(Event Player, Global.Scrims_KeybindDefenderTeleport) == True;
  • (Match Round == 1 || Global.Scrim_RequireReadyEveryRound) == True;
  • (Slot Of(Event Player) == 0 || Global.Scrim_CaptainOnlyMode == False) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is Button Held(Event Player, Button(Reload)) == True;
  • }
  • actions
  • {
  • If(Is In Spawn Room(Event Player));
  • Teleport(Event Player, Nearest Walkable Position(Objective Position(Objective Index)));
  • Small Message(Event Player, Custom String("Teleported to Objective"));
  • Else;
  • Teleport(Event Player, Spawn Points(Team Of(Event Player)));
  • Small Message(Event Player, Custom String("Teleported to Spawn"));
  • End;
  • Event Player.PlayerReady = Event Player.PlayerReady ? False : True;
  • Event Player.PlayerReadyIcon = Event Player.PlayerReady ? Icon String(Checkmark) : Icon String(X);
  • }
  • }
  • rule("Setup: Toggle Player Ready / Force Team Ready")
  • rule("Setup: Teleport to Objective/Spawn (Defenders Only)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Scrim_ReadyUpFreqMode != 2;
  • (Match Round == 1 || Global.Scrim_ReadyUpFreqMode == 1) == True;
  • (Slot Of(Event Player) == 0 || Global.Scrim_ReadyUpCaptainMode == 1) == True;
  • Is In Setup == True;
  • Is Button Held(Event Player, Global.Scrims_KeybindCommand) == True;
  • Is Button Held(Event Player, Global.Scrims_KeybindReady) == True;
  • Global.Scrim_AllowDefendersTeleport == True;
  • Is Team On Defense(Team Of(Event Player)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is Button Held(Event Player, Button(Jump)) == True;
  • }
  • actions
  • {
  • If(Global.Scrim_ReadyUpCaptainMode == 1 && Global.Scrim_AllowForceTeamReady);
  • Event Player.Scrim_CurrentHoldTime = 0;
  • Chase Player Variable Over Time(Event Player, Scrim_CurrentHoldTime, Global.Scrim_ForceTeamReadyHoldTime,
  • Global.Scrim_ForceTeamReadyHoldTime, None);
  • Wait Until(!(Is Button Held(Event Player, Global.Scrims_KeybindCommand) && Is Button Held(Event Player,
  • Global.Scrims_KeybindReady)), Global.Scrim_ForceTeamReadyHoldTime);
  • Stop Chasing Player Variable(Event Player, Scrim_CurrentHoldTime);
  • Event Player.Scrim_CurrentHoldTime = 0;
  • If(Is Button Held(Event Player, Global.Scrims_KeybindCommand) && Is Button Held(Event Player, Global.Scrims_KeybindReady));
  • If(Is In Setup);
  • Small Message(All Players(All Teams), Custom String("{0} forced {1} ready", Event Player, Team Of(Event Player)));
  • All Players(Team Of(Event Player)).Scrim_PlayerReady = True;
  • If(Global.Scrim_EnableReadyVoiceLine);
  • Communicate(Event Player, Go);
  • End;
  • End;
  • Abort;
  • End;
  • End;
  • If(Event Player.Scrim_PlayerReady);
  • Event Player.Scrim_PlayerReady = False;
  • If(Is In Spawn Room(Event Player));
  • Teleport(Event Player, Objective Position(Objective Index));
  • Small Message(Event Player, Custom String("Teleported to Objective"));
  • Else;
  • Event Player.Scrim_PlayerReady = True;
  • If(Global.Scrim_EnableReadyVoiceLine);
  • Communicate(Event Player, Ready);
  • End;
  • Respawn(Event Player);
  • Small Message(Event Player, Custom String("Teleported to Spawn"));
  • End;
  • Wait Until(!Is Button Held(Event Player, Button(Jump)), 99999);
  • }
  • }
  • rule("Setup: Both Teams Ready, Start Match (Captain-Only Mode)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_ReadyUpFreqMode != 2;
  • Global.Scrim_ReadyUpCaptainMode == 0;
  • (Match Round == 1 || Global.Scrim_ReadyUpFreqMode == 1) == True;
  • Is In Setup == True;
  • Players In Slot(0, Team 1).Scrim_PlayerReady == True;
  • Players In Slot(0, Team 2).Scrim_PlayerReady == True;
  • (Match Round == 1 || Global.Scrim_RequireReadyEveryRound) == True;
  • Global.Scrim_CaptainOnlyMode == True;
  • Players In Slot(0, Team 1).PlayerReady == True;
  • Players In Slot(0, Team 2).PlayerReady == True;
  • }
  • actions
  • {
  • If(Number Of Players(All Teams) < Global.Scrim_MinimumPlayersToStart);
  • Small Message(All Players(All Teams), Custom String("Both Captains ready, but minimum number of players ({0}) not met",
  • Global.Scrim_MinimumPlayersToStart));
  • Abort;
  • End;
  • Small Message(All Players(All Teams), Custom String("Both Captains ready, commencing countdown"));
  • If(Global.Scrim_FreezeSetupTime);
  • Unpause Match Time;
  • End;
  • Small Message(All Players(All Teams), Custom String("Both teams ready, commencing match!"));
  • Set Match Time(Global.Scrim_SetupCountdownTime);
  • Wait Until(Players In Slot(0, Team 1).Scrim_PlayerReady == False || Players In Slot(0, Team 2).Scrim_PlayerReady == False,
  • Wait Until(Players In Slot(0, Team 1).PlayerReady == False || Players In Slot(0, Team 2).PlayerReady == False,
  • Global.Scrim_SetupCountdownTime);
  • If(Players In Slot(0, Team 1).Scrim_PlayerReady == False || Players In Slot(0, Team 2).Scrim_PlayerReady == False);
  • Small Message(All Players(All Teams), Custom String("Someone unreadied, resetting setup time"));
  • If(Global.Scrim_FreezeSetupTime);
  • Pause Match Time;
  • End;
  • Set Match Time(Global.Scrim_SetupTimeOverride);
  • If(Players In Slot(0, Team 1).PlayerReady == False || Players In Slot(0, Team 2).PlayerReady == False);
  • Small Message(All Players(All Teams), Custom String("Someone unreadied, resetting setup time!"));
  • Set Match Time(3600);
  • End;
  • }
  • }
  • rule("Setup: Both Teams Ready, Start Match (All Players Mode)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_ReadyUpFreqMode != 2;
  • Global.Scrim_ReadyUpCaptainMode == 1;
  • (Match Round == 1 || Global.Scrim_ReadyUpFreqMode == 1) == True;
  • Is In Setup == True;
  • Is True For All(All Players(All Teams), Current Array Element.Scrim_PlayerReady) == True;
  • (Match Round == 1 || Global.Scrim_RequireReadyEveryRound) == True;
  • Global.Scrim_CaptainOnlyMode == False;
  • Count Of(Filtered Array(All Players(All Teams), Current Array Element.PlayerReady == True)) == Count Of(All Players(All Teams));
  • }
  • actions
  • {
  • If(Number Of Players(All Teams) < Global.Scrim_MinimumPlayersToStart);
  • Small Message(All Players(All Teams), Custom String("All players ready, but minimum number of players ({0}) not met",
  • Global.Scrim_MinimumPlayersToStart));
  • Abort;
  • End;
  • Small Message(All Players(All Teams), Custom String("All players ready, commencing countdown"));
  • If(Global.Scrim_FreezeSetupTime);
  • Unpause Match Time;
  • End;
  • Small Message(All Players(All Teams), Custom String("All players ready, commencing match!"));
  • Set Match Time(Global.Scrim_SetupCountdownTime);
  • Wait Until(Count Of(Filtered Array(All Players(All Teams), Current Array Element.Scrim_PlayerReady == True)) < Count Of(
  • All Players(All Teams)), Global.Scrim_SetupCountdownTime);
  • If(Count Of(Filtered Array(All Players(All Teams), Current Array Element.Scrim_PlayerReady == True)) < Count Of(All Players(
  • All Teams)));
  • Small Message(All Players(All Teams), Custom String("Someone unreadied, resetting setup time"));
  • If(Global.Scrim_FreezeSetupTime);
  • Pause Match Time;
  • End;
  • Set Match Time(Global.Scrim_SetupTimeOverride);
  • End;
  • }
  • }
  • rule("Game: Clean Up HUD Text")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • While(True);
  • Wait Until(Is Game In Progress, 99999);
  • Destroy All HUD Text;
  • Wait Until(Is Between Rounds, 99999);
  • Destroy All HUD Text;
  • End;
  • }
  • }
  • rule("Game: Reset Player Ready Status")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_ReadyUpFreqMode != 2;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • All Players(All Teams).Scrim_PlayerReady = False;
  • Stop Chasing Player Variable(All Players(All Teams), Scrim_CurrentHoldTime);
  • All Players(All Teams).Scrim_CurrentHoldTime = 0;
  • }
  • }
  • rule("Scoreboard: Update Match Time")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Scrim_MatchTime = 0;
  • While(True);
  • Wait Until(Is Game In Progress, 99999);
  • Chase Global Variable At Rate(Scrim_MatchTime, 99999, 1, None);
  • Wait Until(!Is Game In Progress, 99999);
  • Stop Chasing Global Variable(Scrim_MatchTime);
  • End;
  • }
  • }
  • rule("Scoreboard: Create Match Time Display")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_DisplayMatchTime == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • If(Global.Scrim_ScoreboardSize == 0);
  • Create HUD Text(Null, Null, Custom String("{0} Match Time: {1}", Ability Icon String(Hero(Lúcio), Button(Ability 2)),
  • Custom String("{0}:{1}{2}", Round To Integer(Global.Scrim_MatchTime / 60, Down),
  • Global.Scrim_MatchTime % 60 < 10 ? Custom String("0") : Custom String(""), Round To Integer(Global.Scrim_MatchTime % 60,
  • Down))), Null, Left, 4, Null, Global.Colour_TextTypeA, Null, String, Visible Always);
  • Else;
  • Create HUD Text(Null, Null, Null, Custom String("{0} Match Time: {1}", Ability Icon String(Hero(Lúcio), Button(Ability 2)),
  • Custom String("{0}:{1}{2}", Round To Integer(Global.Scrim_MatchTime / 60, Down),
  • Global.Scrim_MatchTime % 60 < 10 ? Custom String("0") : Custom String(""), Round To Integer(Global.Scrim_MatchTime % 60,
  • Down))), Left, 4, Null, Null, Global.Colour_TextTypeA, String, Visible Always);
  • Wait Until(Count Of(Filtered Array(All Players(All Teams), Current Array Element.PlayerReady == True)) < Count Of(All Players(
  • All Teams)), Global.Scrim_SetupCountdownTime);
  • If(Count Of(Filtered Array(All Players(All Teams), Current Array Element.PlayerReady == True)) < Count Of(All Players(All Teams)));
  • Small Message(All Players(All Teams), Custom String("Someone unreadied, resetting setup time!"));
  • Set Match Time(3600);
  • End;
  • }
  • }
  • rule("ScoreboardSD: Create Legend")
  • rule("Game: Begin")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.Scrim_EnableSpecScoreboard == True;
  • Global.Scrim_DisplayScoreboardLegend == True;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • If(Global.Scrim_ScoreboardSize == 0);
  • If(Global.Scrim_ScoreboardGroupMode == 0);
  • Create HUD Text(Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Genji), Button(Ultimate)), Custom String(
  • "K • D • DD • DT • OA • UU")), Null, Left, 1, Null, Global.Colour_TextTypeA, Null, None, Visible Always);
  • Create HUD Text(Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)), Custom String(
  • "K • D • DD • DT • DB • UU")), Null, Left, 2, Null, Global.Colour_TextTypeA, Null, None, Visible Always);
  • Create HUD Text(Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Baptiste), Button(Ability 1)), Custom String(
  • "K • D • HP • DT • OA • UU")), Null, Left, 3, Null, Global.Colour_TextTypeA, Null, None, Visible Always);
  • Else;
  • Create HUD Text(Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Genji), Button(Ultimate)), Custom String(
  • "K • D • DD • DT • OA • UU")), Null, Left, 1.100, Null, Global.Colour_TextTypeA, Null, None, Visible Always);
  • Create HUD Text(Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)), Custom String(
  • "K • D • DD • DT • DB • UU")), Null, Left, 1.200, Null, Global.Colour_TextTypeA, Null, None, Visible Always);
  • Create HUD Text(Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Baptiste), Button(Ability 1)), Custom String(
  • "K • D • HP • DT • OA • UU")), Null, Left, 1.300, Null, Global.Colour_TextTypeA, Null, None, Visible Always);
  • End;
  • Else;
  • If(Global.Scrim_ScoreboardGroupMode == 0);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Genji), Button(Ultimate)), Custom String(
  • "K • D • DD • DT • OA • UU")), Left, 1, Null, Null, Global.Colour_TextTypeA, None, Visible Always);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)),
  • Custom String("K • D • DD • DT • DB • UU")), Left, 2, Null, Null, Global.Colour_TextTypeA, None, Visible Always);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Baptiste), Button(Ability 1)), Custom String(
  • "K • D • HP • DT • OA • UU")), Left, 3, Null, Null, Global.Colour_TextTypeA, None, Visible Always);
  • Else;
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Genji), Button(Ultimate)), Custom String(
  • "K • D • DD • DT • OA • UU")), Left, 1.100, Null, Null, Global.Colour_TextTypeA, None, Visible Always);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)),
  • Custom String("K • D • DD • DT • DB • UU")), Left, 1.200, Null, Null, Global.Colour_TextTypeA, None, Visible Always);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Baptiste), Button(Ability 1)), Custom String(
  • "K • D • HP • DT • OA • UU")), Left, 1.300, Null, Null, Global.Colour_TextTypeA, None, Visible Always);
  • End;
  • End;
  • }
  • }
  • rule("ScoreboardSD: Create Player Entries (Small)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.Scrim_EnableSpecScoreboard == True;
  • Global.Scrim_ScoreboardSize == 0;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • If(Global.Scrim_ScoreboardGroupMode == 0);
  • Create HUD Text(Null, Null, Custom String("{0} {1} • {2}", Hero Icon String(Hero Of(Event Player)), Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Null, Left, (Array Contains(All Damage Heroes, Hero Of(Event Player)) ? 1 : (
  • Array Contains(All Tank Heroes, Hero Of(Event Player)) ? 2 : 3)) + (Team Of(Event Player) == Team 1 ? 0.100 : 0.200), Null,
  • Team Of(Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Null, Sort Order and String, Visible Always);
  • Else If(Global.Scrim_ScoreboardGroupMode == 1);
  • Create HUD Text(Null, Null, Custom String("{0} {1} • {2}", Hero Icon String(Hero Of(Event Player)), Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Null, Left, (Array Contains(All Damage Heroes, Hero Of(Event Player)) ? 1 : (
  • Array Contains(All Tank Heroes, Hero Of(Event Player)) ? 2 : 3)) * 0.100 + (Team Of(Event Player) == Team 1 ? 2 : 3), Null,
  • Team Of(Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Null, Sort Order and String, Visible Always);
  • Else;
  • Create HUD Text(Null, Null, Custom String("{0} {1} • {2}", Hero Icon String(Hero Of(Event Player)), Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Null, Left, Slot Of(Event Player) * 0.100 + (Team Of(Event Player)
  • == Team 1 ? 2 : 3), Null, Team Of(Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Null,
  • Sort Order and String, Visible Always);
  • End;
  • }
  • }
  • rule("ScoreboardSD: Create Player Entries (Medium)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.Scrim_EnableSpecScoreboard == True;
  • Global.Scrim_ScoreboardSize == 1;
  • (Match Round == 1 || Global.Scrim_RequireReadyEveryRound) == True;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • If(Global.Scrim_ScoreboardGroupMode == 0);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1} • {2}", Hero Icon String(Hero Of(Event Player)), Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Left, (Array Contains(All Damage Heroes, Hero Of(Event Player)) ? 1 : (
  • Array Contains(All Tank Heroes, Hero Of(Event Player)) ? 2 : 3)) + (Team Of(Event Player) == Team 1 ? 0.100 : 0.200), Null,
  • Null, Team Of(Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Sort Order and String, Visible Always);
  • Else If(Global.Scrim_ScoreboardGroupMode == 1);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1} • {2}", Hero Icon String(Hero Of(Event Player)), Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Left, (Array Contains(All Damage Heroes, Hero Of(Event Player)) ? 1 : (
  • Array Contains(All Tank Heroes, Hero Of(Event Player)) ? 2 : 3)) * 0.100 + (Team Of(Event Player) == Team 1 ? 2 : 3), Null,
  • Null, Team Of(Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Sort Order and String, Visible Always);
  • Else;
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1} • {2}", Hero Icon String(Hero Of(Event Player)), Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Left, Slot Of(Event Player) * 0.100 + (Team Of(Event Player) == Team 1 ? 2 : 3),
  • Null, Null, Team Of(Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Sort Order and String,
  • Visible Always);
  • End;
  • Destroy All HUD Text;
  • }
  • }
  • rule("ScoreboardSD: Create Player Entries (Large)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.Scrim_EnableSpecScoreboard == True;
  • Global.Scrim_ScoreboardSize == 2;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • If(Global.Scrim_ScoreboardGroupMode == 0);
  • Create HUD Text(Null, Hero Icon String(Hero Of(Event Player)), Event Player, Custom String("{1} • {2}", Null, Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Left, (Array Contains(All Damage Heroes, Hero Of(Event Player)) ? 1 : (
  • Array Contains(All Tank Heroes, Hero Of(Event Player)) ? 2 : 3)) + (Team Of(Event Player) == Team 1 ? 0.100 : 0.200), Team Of(
  • Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Team Of(Event Player)
  • == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Global.Colour_TextTypeA, Sort Order and String, Visible Always);
  • Else If(Global.Scrim_ScoreboardGroupMode == 1);
  • Create HUD Text(Null, Hero Icon String(Hero Of(Event Player)), Event Player, Custom String("{1} • {2}", Null, Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Left, (Array Contains(All Damage Heroes, Hero Of(Event Player)) ? 1 : (
  • Array Contains(All Tank Heroes, Hero Of(Event Player)) ? 2 : 3)) * 0.100 + (Team Of(Event Player) == Team 1 ? 2 : 3), Team Of(
  • Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Team Of(Event Player)
  • == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Global.Colour_TextTypeA, Sort Order and String, Visible Always);
  • Else;
  • Create HUD Text(Null, Hero Icon String(Hero Of(Event Player)), Event Player, Custom String("{1} • {2}", Null, Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Left, Slot Of(Event Player) * 0.100 + (Team Of(Event Player) == Team 1 ? 2 : 3),
  • Team Of(Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Team Of(Event Player)
  • == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Global.Colour_TextTypeA, Sort Order and String, Visible Always);
  • End;
  • }
  • }
  • disabled rule("ScoreboardT2: Create Legend")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_EnableSpecScoreboard == True;
  • Global.Scrim_DisplayScoreboardLegend == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • If(Global.Scrim_ScoreboardSize == 0);
  • If(Global.Scrim_ScoreboardGroupMode == 0);
  • Create HUD Text(Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Genji), Button(Ultimate)), Custom String(
  • "K • D • E • DD • DT • UU")), Null, Left, 1, Null, Global.Colour_TextTypeA, Null, None, Visible Always);
  • Create HUD Text(Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)), Custom String(
  • "K • D • E • DD • DT • UU")), Null, Left, 2, Null, Global.Colour_TextTypeA, Null, None, Visible Always);
  • Create HUD Text(Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Baptiste), Button(Ability 1)), Custom String(
  • "K • D • E • DD • HP • UU")), Null, Left, 3, Null, Global.Colour_TextTypeA, Null, None, Visible Always);
  • Else;
  • Create HUD Text(Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Genji), Button(Ultimate)), Custom String(
  • "K • D • E • DD • DT • UU")), Null, Left, 1.100, Null, Global.Colour_TextTypeA, Null, None, Visible Always);
  • Create HUD Text(Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)), Custom String(
  • "K • D • E • DD • DT • UU")), Null, Left, 1.200, Null, Global.Colour_TextTypeA, Null, None, Visible Always);
  • Create HUD Text(Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Baptiste), Button(Ability 1)), Custom String(
  • "K • D • E • DD • HP • UU")), Null, Left, 1.300, Null, Global.Colour_TextTypeA, Null, None, Visible Always);
  • End;
  • Else;
  • If(Global.Scrim_ScoreboardGroupMode == 0);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Genji), Button(Ultimate)), Custom String(
  • "K • D • E • DD • DT • UU")), Left, 1, Null, Null, Global.Colour_TextTypeA, None, Visible Always);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)),
  • Custom String("K • D • E • DD • DT • UU")), Left, 2, Null, Null, Global.Colour_TextTypeA, None, Visible Always);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Baptiste), Button(Ability 1)), Custom String(
  • "K • D • E • DD • HP • UU")), Left, 3, Null, Null, Global.Colour_TextTypeA, None, Visible Always);
  • Else;
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Genji), Button(Ultimate)), Custom String(
  • "K • D • E • DD • DT • UU")), Left, 1.100, Null, Null, Global.Colour_TextTypeA, None, Visible Always);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)),
  • Custom String("K • D • E • DD • DT • UU")), Left, 1.200, Null, Null, Global.Colour_TextTypeA, None, Visible Always);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1}", Ability Icon String(Hero(Baptiste), Button(Ability 1)), Custom String(
  • "K • D • E • DD • HP • UU")), Left, 1.300, Null, Null, Global.Colour_TextTypeA, None, Visible Always);
  • End;
  • End;
  • }
  • }
  • disabled rule("ScoreboardT2: Create Player Entries (Small)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Scrim_EnableSpecScoreboard == True;
  • Global.Scrim_ScoreboardSize == 0;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • If(Global.Scrim_ScoreboardGroupMode == 0);
  • Create HUD Text(Null, Null, Custom String("{0} {1} • {2}", Hero Icon String(Hero Of(Event Player)), Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Player Stat(Event Player,
  • Eliminations)), Custom String("{0} • {1} • {2}", Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest),
  • Array Contains(All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt),
  • To Nearest) : Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Player Stat(Event Player,
  • Ultimates Used))), Null, Left, (Array Contains(All Damage Heroes, Hero Of(Event Player)) ? 1 : (Array Contains(All Tank Heroes,
  • Hero Of(Event Player)) ? 2 : 3)) + (Team Of(Event Player) == Team 1 ? 0.100 : 0.200), Null, Team Of(Event Player)
  • == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Null, Sort Order and String, Visible Always);
  • Else If(Global.Scrim_ScoreboardGroupMode == 1);
  • Create HUD Text(Null, Null, Custom String("{0} {1} • {2}", Hero Icon String(Hero Of(Event Player)), Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Null, Left, (Array Contains(All Damage Heroes, Hero Of(Event Player)) ? 1 : (
  • Array Contains(All Tank Heroes, Hero Of(Event Player)) ? 2 : 3)) * 0.100 + (Team Of(Event Player) == Team 1 ? 2 : 3), Null,
  • Team Of(Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Null, Sort Order and String, Visible Always);
  • Else;
  • Create HUD Text(Null, Null, Custom String("{0} {1} • {2}", Hero Icon String(Hero Of(Event Player)), Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Null, Left, Slot Of(Event Player) * 0.100 + (Team Of(Event Player)
  • == Team 1 ? 2 : 3), Null, Team Of(Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Null,
  • Sort Order and String, Visible Always);
  • End;
  • }
  • }
  • disabled rule("ScoreboardT2: Create Player Entries (Medium)")
  • rule("Game: Reset Player Ready Status")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Scrim_EnableSpecScoreboard == True;
  • Global.Scrim_ScoreboardSize == 1;
  • Is Game In Progress == True;
  • (Match Round == 1 || Global.Scrim_RequireReadyEveryRound) == True;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • If(Global.Scrim_ScoreboardGroupMode == 0);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1} • {2}", Hero Icon String(Hero Of(Event Player)), Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Left, (Array Contains(All Damage Heroes, Hero Of(Event Player)) ? 1 : (
  • Array Contains(All Tank Heroes, Hero Of(Event Player)) ? 2 : 3)) + (Team Of(Event Player) == Team 1 ? 0.100 : 0.200), Null,
  • Null, Team Of(Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Sort Order and String, Visible Always);
  • Else If(Global.Scrim_ScoreboardGroupMode == 1);
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1} • {2}", Hero Icon String(Hero Of(Event Player)), Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Left, (Array Contains(All Damage Heroes, Hero Of(Event Player)) ? 1 : (
  • Array Contains(All Tank Heroes, Hero Of(Event Player)) ? 2 : 3)) * 0.100 + (Team Of(Event Player) == Team 1 ? 2 : 3), Null,
  • Null, Team Of(Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Sort Order and String, Visible Always);
  • Else;
  • Create HUD Text(Null, Null, Null, Custom String("{0} {1} • {2}", Hero Icon String(Hero Of(Event Player)), Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Left, Slot Of(Event Player) * 0.100 + (Team Of(Event Player) == Team 1 ? 2 : 3),
  • Null, Null, Team Of(Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Sort Order and String,
  • Visible Always);
  • End;
  • Event Player.PlayerReady = False;
  • Event Player.PlayerReadyIcon = Icon String(X);
  • }
  • }
  • disabled rule("ScoreboardT2: Create Player Entries (Large)")
  • rule("Scoreboard: Create HUD Text")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Scrim_EnableSpecScoreboard == True;
  • Global.Scrim_ScoreboardSize == 2;
  • Is Game In Progress == True;
  • (Match Round == 1 || Global.Scrim_RequireReadyEveryRound) == True;
  • Global.Scrim_ScoreboardEnabled == True;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • If(Global.Scrim_ScoreboardGroupMode == 0);
  • Create HUD Text(Null, Hero Icon String(Hero Of(Event Player)), Event Player, Custom String("{1} • {2}", Null, Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Player Stat(Event Player,
  • Eliminations)), Custom String("{0} • {1} • {2}", Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest),
  • Array Contains(All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt),
  • To Nearest) : Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Player Stat(Event Player,
  • Ultimates Used))), Left, (Array Contains(All Damage Heroes, Hero Of(Event Player)) ? 1 : (Array Contains(All Tank Heroes,
  • Hero Of(Event Player)) ? 2 : 3)) + (Team Of(Event Player) == Team 1 ? 0.100 : 0.200), Team Of(Event Player)
  • == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Team Of(Event Player)
  • == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Global.Colour_TextTypeA, Sort Order and String, Visible Always);
  • Else If(Global.Scrim_ScoreboardGroupMode == 1);
  • Create HUD Text(Null, Hero Icon String(Hero Of(Event Player)), Event Player, Custom String("{1} • {2}", Null, Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Left, (Array Contains(All Damage Heroes, Hero Of(Event Player)) ? 1 : (
  • Array Contains(All Tank Heroes, Hero Of(Event Player)) ? 2 : 3)) * 0.100 + (Team Of(Event Player) == Team 1 ? 2 : 3), Team Of(
  • Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Team Of(Event Player)
  • == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Global.Colour_TextTypeA, Sort Order and String, Visible Always);
  • Else;
  • Create HUD Text(Null, Hero Icon String(Hero Of(Event Player)), Event Player, Custom String("{1} • {2}", Null, Custom String(
  • "{0} • {1} • {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), To Nearest)), Custom String("{0} • {1} • {2}",
  • Round To Integer(Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Left, Slot Of(Event Player) * 0.100 + (Team Of(Event Player) == Team 1 ? 2 : 3),
  • Team Of(Event Player) == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Team Of(Event Player)
  • == Team 1 ? Global.Colour_TeamOne : Global.Colour_TeamTwo, Global.Colour_TextTypeA, Sort Order and String, Visible Always);
  • End;
  • Create HUD Text(Null, Null, Custom String("{0} {1} / {2}", Hero Icon String(Hero Of(Event Player)), Custom String(
  • "{0} / {1} / {2}", Player Stat(Event Player, Final Blows), Player Stat(Event Player, Deaths), Array Contains(
  • All Support Heroes, Hero Of(Event Player)) ? Round To Integer(Player Stat(Event Player, Healing Dealt), To Nearest)
  • : Round To Integer(Player Stat(Event Player, Hero Damage Dealt), Up)), Custom String("{0} / {1} / {2}", Round To Integer(
  • Player Stat(Event Player, Damage Taken), To Nearest), Array Contains(All Tank Heroes, Hero Of(Event Player))
  • ? Round To Integer(Player Stat(Event Player, Damage Blocked), To Nearest) : Player Stat(Event Player, Offensive Assists),
  • Player Stat(Event Player, Ultimates Used))), Null, Left, Slot Of(Event Player) * 0.100 + (Team Of(Event Player)
  • == Team 1 ? 5 : 6), Null, Team Of(Event Player) == Team 1 ? Color(Blue) : Color(Red), Null, String, Visible Always);
  • }
  • }
  • rule("Scoreboard: Host Spectator Toggle")
  • rule("Round End: Ensure Map Completion (Map Completion Mode)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_EnableSpecScoreboard == True;
  • Global.Scrim_AllowHostHideScoreboard == True;
  • Is Game In Progress == True;
  • Is Button Held(Host Player, Button(Ultimate)) == True;
  • Is Button Held(Host Player, Button(Ability 1)) == True;
  • Team Of(Host Player) == All Teams;
  • }
  • actions
  • {
  • If(Global.Scrim_HideScoreboardID == Null);
  • Small Message(All Players(All Teams), Custom String("Host Toggled Scoreboard Off"));
  • Create HUD Text(Null, Null, Null, Custom String(
  • " \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"),
  • Left, 0, Global.Colour_TextTypeA, Global.Colour_TextTypeA, Global.Colour_TextTypeA, Visible To and String, Visible Always);
  • Global.Scrim_HideScoreboardID = Last Text ID;
  • Else;
  • Small Message(All Players(All Teams), Custom String("Host Toggled Scoreboard On"));
  • Destroy HUD Text(Global.Scrim_HideScoreboardID);
  • Global.Scrim_HideScoreboardID = Null;
  • End;
  • }
  • }
  • rule("Map Completion: Save Team Scores on Round End")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Current Game Mode != Game Mode(Control);
  • Is Between Rounds == True;
  • }
  • actions
  • {
  • If(Is Team On Offense(Team 1));
  • Global.Scrim_TeamOneScore = Team Score(Team 1);
  • Else;
  • Global.Scrim_TeamTwoScore = Team Score(Team 2);
  • End;
  • }
  • }
  • rule("Map Completion: Ensure Map Completion (Non-Control)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_MapCompletionMode == True;
  • Is Between Rounds == True;
  • Current Game Mode != Game Mode(Control);
  • Global.Scrim_MapCompleteMode == True;
  • Team Score(Is Team On Offense(Team 1) ? Team 1 : Team 2) < (Current Game Mode == Game Mode(Assault) ? 2 : 3);
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • If(Current Game Mode == Game Mode(Assault));
  • Small Message(All Players(All Teams), Custom String("Setting {0} score to {1} to ensure map completion", Is Team On Offense(Team 1)
  • Small Message(All Players(All Teams), Custom String(
  • "Map Completion Mode is enabled - Forcing {0}'s score to {1} to ensure map completion", Is Team On Offense(Team 1)
  • ? Team 1 : Team 2, 2));
  • Set Team Score(Is Team On Offense(Team 1) ? Team 1 : Team 2, 2);
  • Else;
  • Small Message(All Players(All Teams), Custom String("Setting {0} score to {1} to ensure map completion", Is Team On Offense(Team 1)
  • Small Message(All Players(All Teams), Custom String(
  • "Map Completion Mode is enabled - Forcing {0}'s score to {1} to ensure map completion", Is Team On Offense(Team 1)
  • ? Team 1 : Team 2, 3));
  • Set Team Score(Is Team On Offense(Team 1) ? Team 1 : Team 2, 3);
  • End;
  • }
  • }
  • rule("Map Completion: Force Match End After Two Rounds (Non-Control)")
  • rule("Round End: Force Match End After Two Rounds (Map Completion Mode)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_ForceNonControlTwoRounds != 2;
  • Current Game Mode != Game Mode(Control);
  • Is Between Rounds == True;
  • Current Game Mode != Game Mode(Control);
  • Match Round == 2;
  • Global.Scrim_MapCompleteMode == True;
  • Global.Scrim_ForceMatchEndAftTwoRounds == True;
  • }
  • actions
  • {
  • If(Global.Scrim_ForceNonControlTwoRounds == 0 && Global.Scrim_TeamOneScore + Global.Scrim_TeamTwoScore == (
  • Current Game Mode == Game Mode(Assault) ? 4 : 6));
  • Small Message(All Players(All Teams), Custom String("Both teams completed map, match will proceed as normal"));
  • Else;
  • Small Message(All Players(All Teams), Custom String("Concluding match after two rounds"));
  • Wait(1, Ignore Condition);
  • Declare Match Draw;
  • End;
  • }
  • }
  • rule("Map Completion: Force Match End After Three Rounds (Control)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_ForceControlThreeRounds == True;
  • Current Game Mode == Game Mode(Control);
  • Team Score(Team 1) + Team Score(Team 2) == 3;
  • }
  • actions
  • {
  • Small Message(All Players(All Teams), Custom String("Concluding match after three rounds", Is Team On Offense(Team 1)
  • ? Team 1 : Team 2, 2));
  • Small Message(All Players(All Teams), Custom String("Map Completion Mode is enabled - Concluding match after two rounds",
  • Is Team On Offense(Team 1) ? Team 1 : Team 2, 2));
  • Wait(1, Ignore Condition);
  • Declare Team Victory(Team Score(Team 1) > Team Score(Team 2) ? Team 1 : Team 2);
  • }
  • }
  • disabled rule("Logs: Array Configuration")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • }
  • actions
  • {
  • Global.Logs_ControlMapArray = Array(Map(Nepal), Map(Lijiang Tower), Map(Ilios), Map(Oasis), Map(Busan));
  • Global.Logs_ControlStageArray = Array(Custom String("Village"), Custom String("Shrine"), Custom String("Sanctum"), Custom String(
  • "Night Market"), Custom String("Garden"), Custom String("Control Center"), Custom String("Lighthouse"), Custom String("Well"),
  • Custom String("Ruins"), Custom String("City Center"), Custom String("Gardens"), Custom String("University"), Custom String(
  • "Downtown"), Custom String("Sanctuary"), Custom String("MEKA Base"));
  • Global.Logs_AbilityNameArray = Array(Array(Custom String("Wraith Form"), Custom String("Shadow Step"), Custom String(
  • "Death Blossom")), Array(Custom String("Blink"), Custom String("Recall"), Custom String("Pulse Bomb")), Array(Custom String(
  • "Guardian Angel"), Custom String("Resurrect"), Custom String("Valkyrie")), Array(Custom String("Storm Arrows"), Custom String(
  • "Sonic Arrow"), Custom String("Dragonstrike")), Array(Custom String("Deploy Turret"), Custom String("Overload"), Custom String(
  • "Molten Core")), Array(Custom String("Charge"), Custom String("Fire Strike"), Custom String("Earthshatter")), Array(
  • Custom String("Jump Jet"), Custom String("Concussive Blast"), Custom String("Barrage")), Array(Custom String("Jump Pack"),
  • Custom String("Barrier Projector"), Custom String("Primal Rage")), Array(Custom String("Grappling Hook"), Custom String(
  • "Venom Mine"), Custom String("Infra-Sight")), Array(Custom String("Reconfigure"), Custom String("Self-Repair"), Custom String(
  • "Configuration: Tank")), Array(Custom String("Sentry Turret"), Custom String("Teleporter"), Custom String("Photon Barrier")),
  • Array(Custom String("Orb of Harmony"), Custom String("Orb of Discord"), Custom String("Transcendence")), Array(Custom String(
  • "Swift Strike"), Custom String("Deflect"), Custom String("Dragonblade")), Array(Custom String("Chain Hook"), Custom String(
  • "Take a Breather"), Custom String("Whole Hog")), Array(Custom String("Combat Roll"), Custom String("Flashbang"), Custom String(
  • "Deadeye")), Array(Custom String("Concussion Mine"), Custom String("Steel Trap"), Custom String("RIP-Tire")), Array(
  • Custom String("Particle Barrier"), Custom String("Projected Barrier"), Custom String("Graviton Surge")), Array(Custom String(
  • "Sprint"), Custom String("Biotic Field"), Custom String("Tactical Visor")), Array(Custom String("Crossfade"), Custom String(
  • "Amp It Up"), Custom String("Sound Barrier")), Array(Custom String("Boosters"), Custom String("Micro Missiles"), Custom String(
  • "Self-Destruct")), Array(Custom String("Cryo-Freeze"), Custom String("Ice Wall"), Custom String("Blizzard")), Array(
  • Custom String("Stealth"), Custom String("Translocator"), Custom String("EMP")), Array(Custom String("Rising Uppercut"),
  • Custom String("Seismic Slam"), Custom String("Meteor Strike")), Array(Custom String("Sleep Dart"), Custom String(
  • "Biotic Grenade"), Custom String("Nano Boost")), Array(Custom String("Fortify"), Custom String("Protective Barrier"),
  • Custom String("Supercharger")), Array(Custom String("Whip Shot"), Custom String("Repair Pack"), Custom String("Rally")), Array(
  • Custom String("Fade"), Custom String("Biotic Orb"), Custom String("Coalescence")), Array(Custom String("Roll"), Custom String(
  • "Adaptive Shield"), Custom String("Minefield")), Array(Custom String("Coach Gun"), Custom String("Dynamite"), Custom String(
  • "B.O.B.")), Array(Custom String("Flight"), Custom String("Focusing Beam"), Custom String("Duplicate")), Array(Custom String(
  • "Regenerative Burst"), Custom String("Immortality Field"), Custom String("Amplification Matrix")), Array(Custom String(
  • "Kinetic Grasp"), Custom String("Accretion"), Custom String("Gravitic Flux")));
  • }
  • }
  • rule("Logs: Match Start")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Match Round == 1;
  • }
  • actions
  • {
  • If(Global.Logs_TrackMatchStartEnd);
  • Log To Inspector(Custom String(",match_start,{0},{1}", Custom String("{0},{1},{2}", Global.Scrim_MatchTime, Current Map,
  • Current Game Mode), Custom String("{0},{1}", Team 1, Team 2)));
  • End;
  • }
  • }
  • rule("Logs: Round Start")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Is In Setup == True;
  • }
  • actions
  • {
  • Global.Logs_CurrentControlScoringTeam = All Teams;
  • Global.Logs_CurrentObjectiveIndex = Objective Index;
  • If(Global.Logs_TrackRoundStartEnd == True);
  • Log To Inspector(Custom String(",round_start,{0},{1},{2}", Custom String("{0},{1},{2}", Global.Scrim_MatchTime, Match Round,
  • Current Game Mode != Game Mode(Control) ? (Is Team On Offense(Team 1) ? Team 1 : Team 2) : Null), Custom String("{0},{1}",
  • Team Score(Team 1), Team Score(Team 2)), Custom String("{0}", Objective Index)));
  • Wait Until(Is Game In Progress, 99999);
  • Log To Inspector(Custom String(",setup_complete,{0}", Custom String("{0},{1},{2}", Global.Scrim_MatchTime, Match Round,
  • Match Time)));
  • End;
  • }
  • }
  • rule("Logs: Round Complete")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackRoundStartEnd == True;
  • Is Between Rounds == True;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",round_end,{0},{1},{2}", Custom String("{0},{1},{2}", Global.Scrim_MatchTime, Match Round,
  • Current Game Mode != Game Mode(Control) ? (Is Team On Offense(Team 1) ? Team 1 : Team 2) : Null), Custom String("{0},{1}",
  • Team Score(Team 1), Team Score(Team 2)), Custom String("{0},{1},{2}", Objective Index, Custom String("{0},{1}",
  • Control Mode Scoring Percentage(Team 1), Control Mode Scoring Percentage(Team 2)), Match Time)));
  • }
  • }
  • rule("Logs: Match Complete")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackMatchStartEnd == True;
  • Is Match Complete == True;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",match_end,{0},{1},{2}", Custom String("{0},{1}", Global.Scrim_MatchTime, Match Round),
  • Custom String("{0}", Team Score(Team 1)), Custom String("{0}", Team Score(Team 2))));
  • }
  • }
  • rule("Logs: Control Point Increment")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_PointCaptureProgressStep > 0;
  • Is Game In Progress == True;
  • Point Capture Percentage >= Global.Logs_PointCaptureProgress + Global.Logs_PointCaptureProgressStep;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",point_progress,{0},{1}", Custom String("{0},{1}", Global.Scrim_MatchTime, Match Round),
  • Custom String("{0},{1},{2}", Current Game Mode == Game Mode(Control) ? Opposite Team Of(Control Mode Scoring Team) : (
  • Is Team On Offense(Team 1) ? Team 1 : Team 2), Objective Index, Point Capture Percentage)));
  • Global.Logs_PointCaptureProgress += Global.Logs_PointCaptureProgressStep;
  • }
  • }
  • rule("Logs: Payload Increment")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_PayloadCaptureProgressStep > 0;
  • Is Game In Progress == True;
  • Payload Progress Percentage >= Global.Logs_PayloadCaptureProgress + Global.Logs_PayloadCaptureProgressStep;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",payload_progress,{0},{1}", Custom String("{0},{1}", Global.Scrim_MatchTime, Match Round),
  • Custom String("{0},{1},{2}", Is Team On Offense(Team 1) ? Team 1 : Team 2, Objective Index, Payload Progress Percentage)));
  • Global.Logs_PayloadCaptureProgress += Global.Logs_PayloadCaptureProgressStep;
  • }
  • }
  • rule("Logs: Reset Control Point Progress")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_PointCaptureProgressStep > 0;
  • Is Game In Progress == True;
  • Point Capture Percentage == 0;
  • }
  • actions
  • {
  • Global.Logs_PointCaptureProgress = 0;
  • }
  • }
  • rule("Logs: Reset Payload Progress")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_PayloadCaptureProgressStep > 0;
  • Is Game In Progress == True;
  • Payload Progress Percentage == 0;
  • }
  • actions
  • {
  • Global.Logs_PayloadCaptureProgress = 0;
  • }
  • }
  • rule("Logs: Objective Captured (Non-Control)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackObjectiveCapture == True;
  • Current Game Mode != Game Mode(Control);
  • Is Objective Complete(Global.Logs_CurrentObjectiveIndex) == True;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",objective_captured,{0},{1},{2}", Custom String("{0},{1}", Global.Scrim_MatchTime, Match Round),
  • Custom String("{0},{1}", Is Team On Offense(Team 1) ? Team 1 : Team 2, Objective Index), Custom String("{0},{1},{2}", Null,
  • Null, Match Time)));
  • Global.Logs_CurrentObjectiveIndex = Objective Index;
  • }
  • }
  • rule("Logs: Objective Captured (Control)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackObjectiveCapture == True;
  • Is Game In Progress == True;
  • Current Game Mode == Game Mode(Control);
  • Control Mode Scoring Team != Global.Logs_CurrentControlScoringTeam;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",objective_captured,{0},{1},{2}", Custom String("{0},{1}", Global.Scrim_MatchTime, Match Round),
  • Custom String("{0},{1}", Control Mode Scoring Team, Objective Index), Custom String("{0},{1},{2}",
  • Control Mode Scoring Percentage(Team 1), Control Mode Scoring Percentage(Team 2), Match Time)));
  • Global.Logs_CurrentControlScoringTeam = Control Mode Scoring Team;
  • }
  • }
  • rule("Logs: Kills")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackKills == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",kill,{0},{1}", Global.Scrim_MatchTime, Custom String("{0},{1},{2}", Custom String("{0},{1},{2}",
  • Team Of(Attacker), Attacker, Hero Of(Attacker)), Custom String("{0},{1},{2}", Team Of(Victim), Victim, Hero Of(Victim)),
  • Custom String("{0},{1},{2}", Custom String("{0},{1}", Event Ability, Event Damage), Event Was Critical Hit,
  • Event Was Environment))));
  • }
  • }
  • rule("Logs: Hero Spawn/Swap")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • (Global.Logs_TrackHeroSwaps || Global.Logs_PlayerSummaryCount != 2) == True;
  • Hero Of(Event Player) != Event Player.Logs_LastHero;
  • Is Match Complete == False;
  • }
  • actions
  • {
  • If(Global.Logs_TrackHeroSwaps && Array Contains(All Heroes, Hero Of(Event Player)));
  • If(Array Contains(All Heroes, Event Player.Logs_LastHero));
  • Log To Inspector(Custom String(",hero_swap,{0},{1},{2}", Global.Scrim_MatchTime, Custom String("{0},{1}", Team Of(Event Player),
  • Event Player), Custom String("{0},{1},{2}", Hero Of(Event Player), Event Player.Logs_LastHero,
  • Global.Scrim_MatchTime - Event Player.Logs_LastHeroTime)));
  • Else;
  • Log To Inspector(Custom String(",hero_spawn,{0},{1},{2}", Global.Scrim_MatchTime, Custom String("{0},{1}", Team Of(Event Player),
  • Event Player), Custom String("{0},{1},{2}", Hero Of(Event Player), Event Player.Logs_LastHero,
  • Global.Scrim_MatchTime - Event Player.Logs_LastHeroTime)));
  • End;
  • End;
  • If(!Array Contains(Event Player.Logs_HeroesPlayedArray, Hero Of(Event Player)) && Array Contains(All Heroes, Hero Of(
  • Event Player)));
  • Modify Player Variable(Event Player, Logs_HeroesPlayedArray, Append To Array, Hero Of(Event Player));
  • End;
  • If(Array Contains(All Heroes, Hero Of(Event Player)) && Array Contains(All Heroes, Event Player.Logs_LastHero));
  • Call Subroutine(CalcHeroPlayedTime);
  • End;
  • Event Player.Logs_LastHero = Hero Of(Event Player);
  • Event Player.Logs_LastHeroTime = Global.Scrim_MatchTime;
  • }
  • }
  • rule("Logs SUBR: Calculate Hero Played Time")
  • {
  • event
  • {
  • Subroutine;
  • CalcHeroPlayedTime;
  • }
  • actions
  • {
  • Event Player.Logs_HeroesPlayedTimeArray[Index Of Array Value(Event Player.Logs_HeroesPlayedArray, Event Player.Logs_LastHero)
  • ] += Global.Scrim_MatchTime - Event Player.Logs_LastHeroTime;
  • }
  • }
  • rule("Logs: Damage")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackDamage == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",damage,{0},{1}", Global.Scrim_MatchTime, Custom String("{0},{1},{2}", Custom String("{0},{1},{2}",
  • Team Of(Attacker), Attacker, Hero Of(Attacker)), Custom String("{0},{1},{2}", Team Of(Victim), Victim, Hero Of(Victim)),
  • Custom String("{0},{1},{2}", Custom String("{0},{1}", Event Ability, Event Damage), Event Was Critical Hit,
  • Event Was Environment))));
  • }
  • }
  • rule("Logs: Healing")
  • {
  • event
  • {
  • Player Received Healing;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackHealing == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",healing,{0},{1}", Global.Scrim_MatchTime, Custom String("{0},{1},{2}", Custom String(
  • "{0},{1},{2}", Team Of(Healer), Healer, Hero Of(Healer)), Custom String("{0},{1},{2}", Team Of(Healee), Healee, Hero Of(
  • Healee)), Custom String("{0},{1},{2}", Event Ability, Event Healing, Event Was Health Pack))));
  • }
  • }
  • rule("Logs: Offensive Assists")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackOffensiveAssists == True;
  • Event Player.Logs_OffensiveAssists < Player Stat(Event Player, Offensive Assists);
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",offensive_assist,{0},{1},{2}", Custom String("{0}", Global.Scrim_MatchTime), Custom String(
  • "{0},{1},{2}", Team Of(Event Player), Event Player, Hero Of(Event Player)), Custom String("{0}", Hero Being Duplicated(
  • Event Player))));
  • Event Player.Logs_OffensiveAssists += 1;
  • Loop If Condition Is True;
  • }
  • }
  • rule("Logs: Defensive Assists")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackDefensiveAssists == True;
  • Event Player.Logs_DefensiveAssists < Player Stat(Event Player, Defensive Assists);
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",defensive_assist,{0},{1},{2}", Custom String("{0}", Global.Scrim_MatchTime), Custom String(
  • "{0},{1},{2}", Team Of(Event Player), Event Player, Hero Of(Event Player)), Custom String("{0}", Hero Being Duplicated(
  • Event Player))));
  • Event Player.Logs_DefensiveAssists += 1;
  • Loop If Condition Is True;
  • }
  • }
  • rule("Logs: Ability 1 Used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackAbilities == True;
  • Is Using Ability 1(Event Player) == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",ability_1_used,{0},{1},{2}", Custom String("{0}", Global.Scrim_MatchTime), Custom String(
  • "{0},{1},{2}", Team Of(Event Player), Event Player, Hero Of(Event Player)), Custom String("{0}", Hero Being Duplicated(
  • Event Player))));
  • }
  • }
  • rule("Logs: Ability 2 Used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackAbilities == True;
  • Is Using Ability 2(Event Player) == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",ability_2_used,{0},{1},{2}", Custom String("{0}", Global.Scrim_MatchTime), Custom String(
  • "{0},{1},{2}", Team Of(Event Player), Event Player, Hero Of(Event Player)), Custom String("{0}", Hero Being Duplicated(
  • Event Player))));
  • }
  • }
  • rule("Logs: Ultimate Charged")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackUltimates == True;
  • Ultimate Charge Percent(Event Player) == 100;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Event Player.Logs_UltimateID += 1;
  • If(Hero Of(Event Player) == Hero(D.Va) && Is In Alternate Form(Event Player) && Global.Logs_TrackDvaDemechs);
  • Log To Inspector(Custom String(",remech_charged,{0},{1},{2}", Custom String("{0}", Global.Scrim_MatchTime), Custom String(
  • "{0},{1},{2}", Team Of(Event Player), Event Player, Hero Of(Event Player)), Custom String("{0},{1}", Hero Being Duplicated(
  • Event Player), Event Player.Logs_UltimateID)));
  • Else;
  • Log To Inspector(Custom String(",ultimate_charged,{0},{1},{2}", Custom String("{0}", Global.Scrim_MatchTime), Custom String(
  • "{0},{1},{2}", Team Of(Event Player), Event Player, Hero Of(Event Player)), Custom String("{0},{1}", Hero Being Duplicated(
  • Event Player), Event Player.Logs_UltimateID)));
  • End;
  • }
  • }
  • rule("Logs: Ultimate Used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackUltimates == True;
  • Is Using Ultimate(Event Player) == True;
  • Hero Of(Event Player) != Hero(D.Va);
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Log To Inspector(Custom String(",ultimate_start,{0},{1},{2}", Custom String("{0}", Global.Scrim_MatchTime), Custom String(
  • "{0},{1},{2}", Team Of(Event Player), Event Player, Hero Of(Event Player)), Custom String("{0},{1}", Hero Being Duplicated(
  • Event Player), Event Player.Logs_UltimateID)));
  • Wait Until(!Is Using Ultimate(Event Player), 99999);
  • Log To Inspector(Custom String(",ultimate_end,{0},{1},{2}", Custom String("{0}", Global.Scrim_MatchTime), Custom String(
  • "{0},{1},{2}", Team Of(Event Player), Event Player, Hero Of(Event Player)), Custom String("{0},{1}", Hero Being Duplicated(
  • Event Player), Event Player.Logs_UltimateID)));
  • }
  • }
  • rule("Logs: D.Va Remech/Self-Destruct Used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Is Using Ultimate(Event Player) == True;
  • Hero Of(Event Player) == Hero(D.Va);
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Wait(1.740, Ignore Condition);
  • If(Global.Logs_TrackDvaDemechs && !Is In Alternate Form(Event Player));
  • Log To Inspector(Custom String(",dva_remech,{0},{1},{2}", Custom String("{0}", Global.Scrim_MatchTime), Custom String(
  • "{0},{1},{2}", Team Of(Event Player), Event Player, Hero Of(Event Player)), Custom String("{0}",
  • Event Player.Logs_UltimateID)));
  • Else If(Global.Logs_TrackUltimates);
  • Log To Inspector(Custom String(",ultimate_start,{0},{1},{2}", Custom String("{0}", Global.Scrim_MatchTime), Custom String(
  • "{0},{1},{2}", Team Of(Event Player), Event Player, Hero Of(Event Player)), Custom String("{0},{1}", Hero Being Duplicated(
  • Event Player), Event Player.Logs_UltimateID)));
  • Wait Until(!Is Using Ultimate(Event Player), 99999);
  • Log To Inspector(Custom String(",ultimate_end,{0},{1},{2}", Custom String("{0}", Global.Scrim_MatchTime), Custom String(
  • "{0},{1},{2}", Team Of(Event Player), Event Player, Hero Of(Event Player)), Custom String("{0},{1}", Hero Being Duplicated(
  • Event Player), Event Player.Logs_UltimateID)));
  • End;
  • }
  • }
  • rule("Logs: Echo Duplicate")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackEchoDuplicates == True;
  • Is Game In Progress == True;
  • Is Duplicating(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.Logs_DuplicateID = Event Player.Logs_UltimateID;
  • Log To Inspector(Custom String(",echo_duplicate_start,{0},{1},{2}", Global.Scrim_MatchTime, Custom String("{0},{1},{2}", Team Of(
  • Event Player), Event Player, Hero Of(Event Player)), Custom String("{0},{1}", Hero Being Duplicated(Event Player),
  • Event Player.Logs_DuplicateID)));
  • Wait Until(!Is Duplicating(Event Player), 99999);
  • Log To Inspector(Custom String(",echo_duplicate_end,{0},{1},{2}", Global.Scrim_MatchTime, Custom String("{0},{1},{2}", Team Of(
  • Event Player), Event Player, Hero Of(Event Player)), Event Player.Logs_DuplicateID));
  • }
  • }
  • rule("Logs: Mercy Resurrect")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • Global.Logs_TrackMercyRez == True;
  • Is Game In Progress == True;
  • Is Dead(Event Player) == True;
  • }
  • actions
  • {
  • Wait Until(Is Alive(Event Player), 99999);
  • Wait(0.240, Ignore Condition);
  • If(!Is In Spawn Room(Event Player) && Is Game In Progress);
  • Log To Inspector(Custom String(",mercy_rez,{0},{1}", Global.Scrim_MatchTime, Custom String("{0},{1}", Custom String("{0},{1},{2}",
  • Team Of(Event Player), Players On Hero(Hero(Mercy), Team Of(Event Player)), Hero(Mercy)), Custom String("{0},{1},{2}", Team Of(
  • Event Player), Event Player, Hero Of(Event Player)))));
  • End;
  • }
  • }
  • rule("Logs: Player Stat Summary")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Logs_EnableLogTracker == True;
  • (Global.Logs_PlayerSummaryFrequency == 0 || (Global.Logs_PlayerSummaryFrequency == 1 && Is Match Complete)) == True;
  • Is Between Rounds == True;
  • }
  • actions
  • {
  • Call Subroutine(CalcHeroPlayedTime);
  • For Player Variable(Event Player, Logs_CurrentHeroIterator, 0, Count Of(Event Player.Logs_HeroesPlayedArray), 1);
  • Event Player.Logs_CurrentHeroIterated = Event Player.Logs_HeroesPlayedArray[Event Player.Logs_CurrentHeroIterator];
  • Log To Inspector(Custom String(",player_stat,{0},{1},{2}", Custom String("{0},{1}", Global.Scrim_MatchTime, Match Round),
  • Custom String("{0},{1},{2}", Team Of(Event Player), Event Player, Event Player.Logs_CurrentHeroIterated), Custom String(
  • "{0},{1}", Custom String("{0},{1},{2}", Custom String("{0},{1},{2}", Custom String("{0},{1},{2}", Player Hero Stat(
  • Event Player, Event Player.Logs_CurrentHeroIterated, Eliminations), Player Hero Stat(Event Player,
  • Event Player.Logs_CurrentHeroIterated, Final Blows), Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated,
  • Deaths)), Custom String("{0},{1},{2}", Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, All Damage Dealt),
  • Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, Barrier Damage Dealt), Player Hero Stat(Event Player,
  • Event Player.Logs_CurrentHeroIterated, Hero Damage Dealt)), Custom String("{0},{1},{2}", Player Hero Stat(Event Player,
  • Event Player.Logs_CurrentHeroIterated, Healing Dealt), Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated,
  • Healing Received), Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, Self Healing))), Custom String(
  • "{0},{1},{2}", Custom String("{0},{1}", Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, Damage Taken),
  • Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, Damage Blocked)), Custom String("{0},{1}",
  • Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, Defensive Assists), Player Hero Stat(Event Player,
  • Event Player.Logs_CurrentHeroIterated, Offensive Assists)), Custom String("{0},{1}", Player Hero Stat(Event Player,
  • Event Player.Logs_CurrentHeroIterated, Ultimates Earned), Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated,
  • Ultimates Used))), Custom String("{0},{1}", Custom String("{0},{1},{2}", Player Hero Stat(Event Player,
  • Event Player.Logs_CurrentHeroIterated, Multikill Best), Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated,
  • Multikills), Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, Solo Kills)), Custom String("{0},{1},{2}",
  • Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, Objective Kills), Player Hero Stat(Event Player,
  • Event Player.Logs_CurrentHeroIterated, Environmental Kills), Player Hero Stat(Event Player,
  • Event Player.Logs_CurrentHeroIterated, Environmental Deaths)))), Custom String("{0},{1}", Custom String("{0},{1},{2}",
  • Custom String("{0},{1}", Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, Critical Hits),
  • Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, Critical Hit Accuracy)), Custom String("{0},{1},{2}",
  • Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, Scoped Accuracy), Player Hero Stat(Event Player,
  • Event Player.Logs_CurrentHeroIterated, Scoped Critical Hit Accuracy), Player Hero Stat(Event Player,
  • Event Player.Logs_CurrentHeroIterated, Scoped Critical Hit Kills)), Custom String("{0},{1},{2}", Player Hero Stat(Event Player,
  • Event Player.Logs_CurrentHeroIterated, Shots Fired), Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated,
  • Shots Hit), Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, Shots Missed))), Custom String("{0},{1}",
  • Custom String("{0},{1},{2}", Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, Scoped Shots),
  • Player Hero Stat(Event Player, Event Player.Logs_CurrentHeroIterated, Scoped Hits), Player Hero Stat(Event Player,
  • Event Player.Logs_CurrentHeroIterated, Weapon Accuracy)),
  • Event Player.Logs_HeroesPlayedTimeArray[Event Player.Logs_CurrentHeroIterator])))));
  • End;
  • Global.Logs_PlayerSummaryCount += 1;
  • }
  • }
  • rule("Debug: Force Ready (Interact + Ability 1)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Scrim_DebugMode == True;
  • Is In Setup == True;
  • Is Button Held(Host Player, Button(Interact)) == True;
  • Is Button Held(Host Player, Button(Ability 1)) == True;
  • }
  • actions
  • {
  • All Players(All Teams).Scrim_PlayerReady = True;
  • }
  • }
  • rule("Debug: Reduce Timer to 5 (Interact + Alt Fire)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Scrim_DebugMode == True;
  • Is Button Held(Host Player, Button(Interact)) == True;
  • Is Button Held(Host Player, Button(Secondary Fire)) == True;
  • }
  • actions
  • {
  • Set Match Time(5);
  • }
  • }
  • rule("Debug: Spawn Test Bot (Interact + Melee)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_DebugMode == True;
  • Is Button Held(Host Player, Button(Interact)) == True;
  • Is Button Held(Host Player, Button(Melee)) == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Reaper), Opposite Team Of(Team Of(Host Player)), -1, Position Of(Host Player), Vector(0, 0, 0));
  • }
  • }
  • rule("Debug: Automatically End Match")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_DebugMode == True;
  • Global.Logs_AutoMatchEndTime < 3600;
  • }
  • actions
  • {
  • Wait(Global.Logs_AutoMatchEndTime, Ignore Condition);
  • Declare Team Victory(All Teams);
  • }
  • }
  • rule("Debug: Display Server Loads")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Scrim_DebugMode == True;
  • Global.Scrim_DisplayServerLoad == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • Create HUD Text(All Players(All Teams), Null, Custom String(
  • "{0} Current Server Load\r\n{1} Average Server Load\r\n{2} Peak Server Load", Server Load, Server Load Average,
  • Server Load Peak), Null, Left, 100, Global.Colour_TextTypeA, Global.Colour_TextTypeA, Global.Colour_TextTypeA,
  • Visible To and String, Visible Always);
  • Declare Team Victory(Is Team On Offense(Team 1) ? Team 1 : Team 2);
  • }
  • }
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