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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "Freezethaw Elimination - made by Waitedboat4#2760 - RELEASE"
  • }
  • lobby
  • {
  • Max Team 1 Players: 4
  • Max Team 2 Players: 4
  • }
  • modes
  • {
  • Elimination
  • {
  • Restrict Previously Used Heroes: After Round Won
  • enabled maps
  • {
  • Ayutthaya
  • Black Forest
  • Black Forest Winter
  • Castillo
  • Ecopoint: Antarctica
  • Ecopoint: Antarctica Winter
  • Necropolis
  • }
  • }
  • }
  • heroes
  • {
  • General
  • {
  • disabled heroes
  • {
  • Mei
  • }
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 0: NumberFrozen1
  • 1: NumberFrozen2
  • player:
  • 0: Frozen
  • 1: CurrentHero
  • 2: ThawDuration
  • 3: Progressbar
  • 4: InWorldText
  • 5: ThawingEffect
  • }
  • rule("Me")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(All Players(All Teams), 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(All Players(All Teams), Null, Custom String("https://workshop.codes/freezethaw"), Null, Right, 0, Color(White),
  • Color(Green), Color(Green), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("made by Waitedboat4#2760"), Right, 0, Color(White), Color(
  • White), Color(Green), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Disable")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Scoring;
  • }
  • }
  • rule("Unkillable")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • (Is Game In Progress || Is Waiting For Players) == True;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Unkillable, 9999);
  • Event Player.Frozen = False;
  • Event Player.CurrentHero = Hero Of(Event Player);
  • Global.NumberFrozen1 = 0;
  • Global.NumberFrozen2 = 0;
  • }
  • }
  • rule("Frozen Team 1")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Health(Event Player) == 1;
  • }
  • actions
  • {
  • Event Player.Frozen = True;
  • Start Forcing Player To Be Hero(Event Player, Hero(Mei));
  • Start Forcing Player Outlines(Event Player, All Players(Opposite Team Of(Team Of(Event Player))), True, Color(Red), Default);
  • Create In-World Text(All Players(All Teams), Ability Icon String(Hero(Mei), Button(Ultimate)), Event Player, 1, Do Not Clip,
  • Visible To Position and String, Color(Sky Blue), Default Visibility);
  • Event Player.InWorldText = Last Text ID;
  • Global.NumberFrozen1 += 1;
  • Wait(0.250, Ignore Condition);
  • Stop Forcing Player To Be Hero(Event Player);
  • }
  • }
  • rule("Frozen Team 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Health(Event Player) == 1;
  • }
  • actions
  • {
  • Event Player.Frozen = True;
  • Start Forcing Player To Be Hero(Event Player, Hero(Mei));
  • Start Forcing Player Outlines(Event Player, All Players(Opposite Team Of(Team Of(Event Player))), True, Color(Red), Default);
  • Create In-World Text(All Players(All Teams), Ability Icon String(Hero(Mei), Button(Ultimate)), Event Player, 1, Do Not Clip,
  • Visible To Position and String, Color(Sky Blue), Default Visibility);
  • Event Player.InWorldText = Last Text ID;
  • Global.NumberFrozen2 += 1;
  • Wait(0.250, Ignore Condition);
  • Stop Forcing Player To Be Hero(Event Player);
  • }
  • }
  • rule("Ability 1")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • }
  • conditions
  • {
  • Event Player.Frozen == True;
  • Is Using Ability 1(Event Player) == False;
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Set Ability Cooldown(Event Player, Button(Ability 1), 0);
  • Wait(0.016, Ignore Condition);
  • Press Button(Event Player, Button(Ability 1));
  • }
  • }
  • rule("Thawing Team 1")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Players(Team Of(Event Player)),
  • Current Array Element.Frozen == True), Distance Between(Event Player, Current Array Element)))) <= 3;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Number Of Heroes(Hero(Mei), Team Of(Event Player)) > 0;
  • }
  • actions
  • {
  • Event Player.ThawDuration = 3;
  • Set Status(Event Player, Null, Rooted, 9999);
  • Chase Player Variable Over Time(Event Player, ThawDuration, 0, 3, Destination and Duration);
  • Create Progress Bar HUD Text(Event Player, Event Player.ThawDuration / 3 * 100, Custom String("Thawing teammate..."), Top, 1,
  • Color(Sky Blue), Color(White), Visible To Values and Color, Default Visibility);
  • Event Player.Progressbar = Last Text ID;
  • Create Effect(All Players(All Teams), Light Shaft, Color(Sky Blue), First Of(Sorted Array(Filtered Array(All Players(Team Of(
  • Event Player)), Current Array Element.Frozen == True), Distance Between(Event Player, Current Array Element))), 1, None);
  • Event Player.ThawingEffect = Last Created Entity;
  • Wait(3, Abort When False);
  • Global.NumberFrozen1 -= 1;
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Sky Blue), First Of(Filtered Array(Sorted Array(All Players(Team Of(
  • Event Player)), Distance Between(Event Player, Current Array Element)), Current Array Element.Frozen == True)), 1);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Event Player, 200);
  • Destroy Effect(Event Player.ThawingEffect);
  • Destroy In-World Text(First Of(Sorted Array(Filtered Array(All Players(Team Of(Event Player)),
  • Current Array Element.Frozen == True), Distance Between(Event Player, Current Array Element))).InWorldText);
  • Start Forcing Player To Be Hero(First Of(Sorted Array(Filtered Array(All Players(Team Of(Event Player)),
  • Current Array Element.Frozen == True), Distance Between(Event Player, Current Array Element))), First Of(Sorted Array(
  • Filtered Array(All Players(Team Of(Event Player)), Current Array Element.Frozen == True), Distance Between(Event Player,
  • Current Array Element))).CurrentHero);
  • Destroy Progress Bar HUD Text(Event Player.Progressbar);
  • Clear Status(Event Player, Rooted);
  • Wait(0.250, Ignore Condition);
  • Stop Forcing Player To Be Hero(Event Player);
  • First Of(Filtered Array(Sorted Array(All Players(Team Of(Event Player)), Distance Between(Event Player, Current Array Element)),
  • Current Array Element.Frozen == True)).Frozen = False;
  • }
  • }
  • rule("Thawing Team 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Players(Team Of(Event Player)),
  • Current Array Element.Frozen == True), Distance Between(Event Player, Current Array Element)))) <= 3;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Number Of Heroes(Hero(Mei), Team Of(Event Player)) > 0;
  • }
  • actions
  • {
  • Event Player.ThawDuration = 3;
  • Set Status(Event Player, Null, Rooted, 9999);
  • Chase Player Variable Over Time(Event Player, ThawDuration, 0, 3, Destination and Duration);
  • Create Progress Bar HUD Text(Event Player, Event Player.ThawDuration / 3 * 100, Custom String("Thawing teammate..."), Top, 1,
  • Color(Sky Blue), Color(White), Visible To Values and Color, Default Visibility);
  • Event Player.Progressbar = Last Text ID;
  • Create Effect(All Players(All Teams), Light Shaft, Color(Sky Blue), First Of(Sorted Array(Filtered Array(All Players(Team Of(
  • Event Player)), Current Array Element.Frozen == True), Distance Between(Event Player, Current Array Element))), 1, None);
  • Event Player.ThawingEffect = Last Created Entity;
  • Wait(3, Abort When False);
  • Global.NumberFrozen2 -= 1;
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Sky Blue), First Of(Filtered Array(Sorted Array(All Players(Team Of(
  • Event Player)), Distance Between(Event Player, Current Array Element)), Current Array Element.Frozen == True)), 1);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Event Player, 200);
  • Destroy Effect(Event Player.ThawingEffect);
  • Destroy In-World Text(First Of(Sorted Array(Filtered Array(All Players(Team Of(Event Player)),
  • Current Array Element.Frozen == True), Distance Between(Event Player, Current Array Element))).InWorldText);
  • Start Forcing Player To Be Hero(First Of(Sorted Array(Filtered Array(All Players(Team Of(Event Player)),
  • Current Array Element.Frozen == True), Distance Between(Event Player, Current Array Element))), First Of(Sorted Array(
  • Filtered Array(All Players(Team Of(Event Player)), Current Array Element.Frozen == True), Distance Between(Event Player,
  • Current Array Element))).CurrentHero);
  • Destroy Progress Bar HUD Text(Event Player.Progressbar);
  • Clear Status(Event Player, Rooted);
  • Wait(0.250, Ignore Condition);
  • Stop Forcing Player To Be Hero(Event Player);
  • First Of(Filtered Array(Sorted Array(All Players(Team Of(Event Player)), Distance Between(Event Player, Current Array Element)),
  • Current Array Element.Frozen == True)).Frozen = False;
  • }
  • }
  • rule("Thawing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, Filtered Array(All Players(Team Of(Event Player)), Current Array Element.Frozen == True)) <= 3;
  • Is Button Held(Event Player, Button(Interact)) == False;
  • }
  • actions
  • {
  • Clear Status(Event Player, Rooted);
  • Destroy Effect(Event Player.ThawingEffect);
  • Destroy In-World Text(First Of(Sorted Array(Filtered Array(All Players(Team Of(Event Player)),
  • Current Array Element.Frozen == True), Distance Between(Event Player, Current Array Element))).InWorldText);
  • Stop Chasing Player Variable(Event Player, ThawDuration);
  • Destroy Progress Bar HUD Text(Event Player.Progressbar);
  • }
  • }
  • rule("Thawing prompt")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Players(Team Of(Event Player)),
  • Current Array Element.Frozen == True), Distance Between(Event Player, Current Array Element)))) <= 3;
  • Number Of Heroes(Hero(Mei), Team Of(Event Player)) > 0;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Hold {0} to thaw teammate", Input Binding String(Button(Interact))));
  • }
  • }
  • rule("Score Team 1")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.NumberFrozen1 == Number Of Players(Team 1);
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Declare Round Victory(Team 2);
  • }
  • }
  • rule("Score Team 2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.NumberFrozen2 == Number Of Players(Team 2);
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Declare Round Victory(Team 1);
  • }
  • }
  • rule("Placeholder dummy")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Ana), Team 2, 1, Nearest Walkable Position(Vector(0, 0, 0)), Vector(0, 0, 0));
  • }
  • }
  • rule("Invincible")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Frozen == True;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Invincible, 9999);
  • }
  • }
  • rule("Invincible")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Frozen == False;
  • }
  • actions
  • {
  • Clear Status(Event Player, Invincible);
  • }
  • }
  • disabled rule("Placeholder dummy")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Ana), Team 2, 1, Nearest Walkable Position(Vector(0, 0, 0)), Vector(0, 0, 0));
  • }
  • }
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