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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "Mei's Snowball Offensive - made by Waitedboat4#2760 - v1.2: New Updates"
  • Description: "Mei's Snowball Offensive - made by Waitedboat4#2760 - v2: Black Forest Added"
  • }
  • lobby
  • {
  • Max Team 1 Players: 6
  • Max Team 2 Players: 6
  • }
  • modes
  • {
  • Elimination
  • {
  • Capture Objective Tiebreaker: Off
  • Hero Selection: Random
  • enabled maps
  • {
  • Black Forest Winter
  • Ecopoint: Antarctica Winter
  • }
  • }
  • General
  • {
  • Allow Hero Switching: Off
  • Hero Limit: Off
  • }
  • }
  • heroes
  • {
  • General
  • {
  • Mei
  • {
  • Damage Dealt: 500%
  • Damage Received: 500%
  • Primary Fire: Off
  • Projectile Gravity: 500%
  • Quick Melee: Off
  • Ultimate Generation Blizzard: 300%
  • }
  • enabled heroes
  • {
  • Mei
  • }
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 0: SnowLocation
  • 1: SnowEffect
  • 2: SparkleEffect
  • player:
  • 0: Ult
  • 2: Timer
  • 3: Sparkles
  • 4: Orb
  • 5: ProgressBar
  • 6: Countdown
  • }
  • rule("Me")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create Effect(Event Player, Sparkles Sound, Color(White), First Of(Sorted Array(Global.SnowLocation, Distance Between(Event Player,
  • Current Array Element))), 60, Visible To Position and Radius);
  • Create HUD Text(Event Player, Null, Custom String(" \r\n "), Custom String(
  • " \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n "), Top, 0, Color(White), Color(
  • White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, Custom String("https://workshop.codes/meioffensive"), Null, Right, 0, Color(White), Color(
  • Green), Color(Green), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, Null, Custom String("Created by Waitedboat4#2760"), Right, 0, Color(White), Color(Green),
  • Color(Green), Visible To and String, Default Visibility);
  • Set Projectile Speed(Event Player, 60);
  • }
  • }
  • rule("Reset Variables")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.SnowLocation = Empty Array;
  • Global.SnowEffect = Empty Array;
  • Global.SparkleEffect = Empty Array;
  • }
  • }
  • rule("Primary = Secondary")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("Primary = Secondary")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Primary Fire)) == False;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("Ammo")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Set Max Ammo(Event Player, 0, 10);
  • Set Ammo(Event Player, 0, 10);
  • }
  • }
  • rule("Ammo")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • }
  • conditions
  • {
  • Ammo(Event Player, 0) == 0;
  • Event Player.Ult == False;
  • }
  • actions
  • {
  • Set Max Ammo(Event Player, 0, 0);
  • }
  • }
  • rule("Ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • Hero Of(Event Player) == Hero(Mei);
  • }
  • actions
  • {
  • Wait(0.400, Ignore Condition);
  • Start Forcing Player To Be Hero(Event Player, Hero(Winston));
  • Start Forcing Player To Be Hero(Event Player, Hero(Mei));
  • Set Max Ammo(Event Player, 0, 10);
  • Event Player.Timer = 6;
  • Create Effect(Filtered Array(All Players(All Teams), Current Array Element != Event Player), Orb, Color(Blue), Update Every Frame(
  • Eye Position(Event Player) + Up), 1, Visible To Position and Radius);
  • Event Player.Orb = Last Created Entity;
  • Create Effect(Event Player, Sparkles, Color(White), Update Every Frame(Eye Position(Event Player)), 1,
  • Visible To Position and Radius);
  • Event Player.Sparkles = Last Created Entity;
  • Event Player.Ult = True;
  • }
  • }
  • rule("Ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Ult == True;
  • Ammo(Event Player, 0) < 10;
  • }
  • actions
  • {
  • Set Ammo(Event Player, 0, 10);
  • }
  • }
  • rule("Ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Ult == True;
  • }
  • actions
  • {
  • Wait(6, Ignore Condition);
  • Event Player.Ult = False;
  • Destroy Effect(Event Player.Orb);
  • Destroy Effect(Event Player.Sparkles);
  • }
  • }
  • disabled rule("Melee")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == False;
  • Is Meleeing(Event Player) == True;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 0);
  • Start Heal Over Time(Event Player, Event Player, 9999, 10000);
  • }
  • }
  • disabled rule("Melee")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • Is Meleeing(Event Player) == False;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 500);
  • Stop All Heal Over Time(Event Player);
  • }
  • }
  • disabled rule("Melee")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • Mei;
  • }
  • conditions
  • {
  • Is Meleeing(Event Player) == True;
  • }
  • actions
  • {
  • Set Max Ammo(Event Player, 0, Max Ammo(Event Player, 0) + 10);
  • }
  • }
  • rule("Dummies")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Workshop Setting Toggle(Custom String("Settings"), Custom String("Add Dummy Bot Placeholder"), False, 0) == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Mei), Team 2, -1, Nearest Walkable Position(Vector(0, 0, 0)), Vector(0, 0, 0));
  • }
  • }
  • rule("Snow")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Modify Global Variable(SnowLocation, Append To Array, Nearest Walkable Position(Vector(Random Real(-150, 150), Random Real(-150,
  • 150), Random Real(-150, 150))));
  • Modify Global Variable(SnowLocation, Append To Array, Nearest Walkable Position(Vector(Random Integer(-100, 100), Random Integer(
  • -100, 100), Random Integer(-100, 100))));
  • Create Effect(All Players(All Teams), Sphere, Color(White), Last Of(Global.SnowLocation), 1, None);
  • Modify Global Variable(SnowEffect, Append To Array, Last Created Entity);
  • Create Effect(All Players(All Teams), Sparkles, Color(White), Last Of(Global.SnowLocation), 1, None);
  • Modify Global Variable(SparkleEffect, Append To Array, Last Created Entity);
  • Wait(10, Abort When False);
  • Loop If(Is Game In Progress == True);
  • }
  • }
  • rule("Get Snow")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, First Of(Sorted Array(Global.SnowLocation, Distance Between(Event Player, Current Array Element))))
  • <= 2;
  • Is Crouching(Event Player) == True;
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • Ammo(Event Player, 0) < 10;
  • Count Of(Global.SnowLocation) > 0;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Collecting Snow"));
  • Set Move Speed(Event Player, 0);
  • Set Status(Event Player, Null, Stunned, 100000000);
  • Wait(3, Abort When False);
  • Play Effect(All Players(All Teams), Ring Explosion, Color(White), Event Player, 5);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Event Player, 100000000);
  • Destroy Effect(Global.SnowEffect[Index Of Array Value(Global.SnowLocation, First Of(Sorted Array(Global.SnowLocation,
  • Distance Between(Event Player, Current Array Element))))]);
  • Destroy Effect(Global.SparkleEffect[Index Of Array Value(Global.SnowLocation, First Of(Sorted Array(Global.SnowLocation,
  • Distance Between(Event Player, Current Array Element))))]);
  • Clear Status(Event Player, Stunned);
  • Wait(0.250, Ignore Condition);
  • Modify Global Variable(SnowEffect, Remove From Array By Value, Global.SnowEffect[Index Of Array Value(Global.SnowLocation,
  • First Of(Sorted Array(Global.SnowLocation, Distance Between(Event Player, Current Array Element))))]);
  • Modify Global Variable(SparkleEffect, Remove From Array By Value, Global.SparkleEffect[Index Of Array Value(Global.SnowLocation,
  • First Of(Sorted Array(Global.SnowLocation, Distance Between(Event Player, Current Array Element))))]);
  • Modify Global Variable(SnowLocation, Remove From Array By Value, First Of(Sorted Array(Global.SnowLocation, Distance Between(
  • Event Player, Current Array Element))));
  • Set Ammo(Event Player, 0, 10);
  • Set Max Ammo(Event Player, 0, 10);
  • }
  • }
  • rule("Get Snow")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Crouching(Event Player) == False;
  • Is Button Held(Event Player, Button(Secondary Fire)) == False;
  • }
  • actions
  • {
  • Set Move Speed(Event Player, 100);
  • Clear Status(Event Player, Stunned);
  • Stop Chasing Player Variable(Event Player, Countdown);
  • Destroy Progress Bar HUD Text(Event Player.ProgressBar);
  • }
  • }
  • rule("Get Snow - Prompt")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, First Of(Sorted Array(Global.SnowLocation, Distance Between(Event Player, Current Array Element))))
  • <= 2;
  • Ammo(Event Player, 0) < 10;
  • Count Of(Global.SnowLocation) > 0;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Press {0} to collect snow", Input Binding String(Button(Secondary Fire))));
  • }
  • }
  • rule("Get Snow - Right Click")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, First Of(Sorted Array(Global.SnowLocation, Distance Between(Event Player, Current Array Element))))
  • <= 2;
  • Ammo(Event Player, 0) < 10;
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • Count Of(Global.SnowLocation) > 0;
  • }
  • actions
  • {
  • Disallow Button(Event Player, Button(Secondary Fire));
  • Start Holding Button(Event Player, Button(Crouch));
  • Wait(3, Abort When False);
  • Stop Holding Button(Event Player, Button(Crouch));
  • Wait(1, Ignore Condition);
  • Allow Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("Get Snow - Stop Right Click")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Secondary Fire)) == False;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Crouch));
  • Allow Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("Countdown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, First Of(Sorted Array(Global.SnowLocation, Distance Between(Event Player, Current Array Element))))
  • <= 2;
  • Is Crouching(Event Player) == True;
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • Ammo(Event Player, 0) < 10;
  • Count Of(Global.SnowLocation) > 0;
  • }
  • actions
  • {
  • Create Progress Bar HUD Text(Event Player, Event Player.Countdown / 3 * 100, Custom String(""), Top, 2, Color(White), Color(White),
  • Visible To Values and Color, Default Visibility);
  • Event Player.ProgressBar = Last Text ID;
  • Event Player.Countdown = 3;
  • Chase Player Variable Over Time(Event Player, Countdown, 0, 3, Destination and Duration);
  • Disallow Button(Event Player, Button(Secondary Fire));
  • Wait(3, Abort When False);
  • Destroy Progress Bar HUD Text(Event Player.ProgressBar);
  • Wait(1, Ignore Condition);
  • Allow Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("Died")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Ult == True;
  • }
  • actions
  • {
  • Destroy Effect(Event Player.Orb);
  • Destroy Effect(Event Player.Sparkles);
  • Event Player.Ult = False;
  • }
  • }
  • rule("In between")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Between Rounds == True;
  • }
  • actions
  • {
  • Destroy All Progress Bar HUD Text;
  • Destroy All Effects;
  • Global.SnowLocation = Empty Array;
  • Global.SnowEffect = Empty Array;
  • Global.SparkleEffect = Empty Array;
  • }
  • }
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