Return to post
- 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;
- }
- }