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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "Waitedboat4's Third Person | v1 - Crouch to zoom in"
  • Description: "Waitedboat4's Third Person | v1.1 - Snipers can zoom in"
  • }
  • modes
  • {
  • Deathmatch
  • {
  • disabled maps
  • {
  • Lijiang Control Center
  • Lijiang Control Center Lunar New Year
  • Lijiang Garden
  • Lijiang Garden Lunar New Year
  • Lijiang Night Market
  • Lijiang Night Market Lunar New Year
  • Nepal Sanctum
  • Nepal Shrine
  • Nepal Village
  • Oasis City Center
  • Oasis Gardens
  • Oasis University
  • Workshop Chamber
  • Workshop Expanse
  • Workshop Expanse Night
  • Workshop Green Screen
  • Workshop Island
  • Workshop Island Night
  • }
  • }
  • General
  • {
  • Limit Roles: 2 Of Each Role Per Team
  • }
  • }
  • }
  • variables
  • {
  • player:
  • 0: Zoom
  • 1: Info
  • 2: InvisEffect
  • 100: Zoom
  • 101: Info
  • 102: InvisEffect
  • }
  • rule("===Waitedboat4's Thirdperson Mod===")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Info")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Event Player.Info == False;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Small Message(Event Player, Custom String("Crouch to zoom in"));
  • Event Player.Info = True;
  • }
  • }
  • rule("Third Person")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Hero Of(Event Player) != Hero(Junkrat);
  • }
  • actions
  • {
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player)
  • + Up + Facing Direction Of(Event Player) * Event Player.Zoom, Null, Event Player, False)), Update Every Frame(
  • Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100,
  • All Players(Opposite Team Of(Team Of(Event Player))), Event Player, True)), 0);
  • Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, Null,
  • Event Player, False)), 0);
  • Small Message(Event Player, Custom String("Crouch to zoom in"));
  • }
  • }
  • rule("FOV MODIFIER - Damage")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • All;
  • }
  • actions
  • {
  • Chase Player Variable At Rate(Event Player, Zoom, Event Player.Zoom + 0.010, 30, Destination and Rate);
  • Wait(1, Ignore Condition);
  • Skip If(Is Crouching(Event Player) == True, 1);
  • Chase Player Variable At Rate(Event Player, Zoom, -5, 10, Destination and Rate);
  • Skip If(Is Crouching(Event Player) == False, 1);
  • Chase Player Variable At Rate(Event Player, Zoom, -1.500, 10, Destination and Rate);
  • }
  • }
  • rule("FOV MODIFIER - Final Elim")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • All;
  • }
  • actions
  • {
  • Chase Player Variable At Rate(Event Player, Zoom, -3, 30, Destination and Rate);
  • Wait(0.500, Ignore Condition);
  • Skip If(Is Crouching(Event Player) == True, 1);
  • Chase Player Variable At Rate(Event Player, Zoom, -5, 30, Destination and Rate);
  • Skip If(Is Crouching(Event Player) == False, 1);
  • Chase Player Variable At Rate(Event Player, Zoom, -1.500, 30, Destination and Rate);
  • }
  • }
  • rule("FOV MODIFIERS - Crouch")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Crouching(Event Player) == False;
  • (Is Crouching(Event Player) || Is Firing Secondary(Event Player)) == False;
  • }
  • actions
  • {
  • Chase Player Variable At Rate(Event Player, Zoom, -5, 10, Destination and Rate);
  • }
  • }
  • rule("FOV MODIFIERS - Crouch")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Crouching(Event Player) == True;
  • }
  • actions
  • {
  • Chase Player Variable At Rate(Event Player, Zoom, -1.500, 10, Destination and Rate);
  • }
  • }
  • rule("Junkrat Stop Camera")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Junkrat;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Stop Camera(Event Player);
  • }
  • }
  • rule("Junkrat Start Camera")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Junkrat;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == False;
  • }
  • actions
  • {
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player)
  • + Up + Facing Direction Of(Event Player) * Event Player.Zoom, Null, Event Player, False)), Update Every Frame(
  • Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100,
  • All Players(Opposite Team Of(Team Of(Event Player))), Event Player, True)), 0);
  • }
  • }
  • rule("Sombra Invis")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Create Effect(Event Player, Ring, Color(Purple), Update Every Frame(Position Of(Event Player)), 1, Visible To Position and Radius);
  • Event Player.InvisEffect = Last Created Entity;
  • }
  • }
  • rule("Sombra Invis")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == False;
  • }
  • actions
  • {
  • Destroy Effect(Event Player.InvisEffect);
  • }
  • }
  • rule("Zoom in")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • }
  • actions
  • {
  • If(Hero Of(Event Player) == Hero(Ana));
  • Chase Player Variable At Rate(Event Player, Zoom, -1.500, 10, Destination and Rate);
  • Else If(Hero Of(Event Player) == Hero(Ashe));
  • Chase Player Variable At Rate(Event Player, Zoom, -1.500, 10, Destination and Rate);
  • Else If(Hero Of(Event Player) == Hero(Widowmaker));
  • Chase Player Variable At Rate(Event Player, Zoom, -1.500, 10, Destination and Rate);
  • }
  • }
  • rule("===Waitedboat4's Thirdperson Mod===")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
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