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Lol you thought
- variables
- {
- global:
- 0: ElimsName
- 1: ElimsNo
- 2: DeathsName
- 3: DeathsNo
- 7: KillstreakNo
- 26: TextID
- player:
- 0: Elims
- 1: Deaths
- 2: Resurrects
- 5: lastActionTime
- 6: LastKiller
- 26: KillStreak
- 27: ElimsSinceDeath
- 28: InvisTeamate
- 29: DiscordedTarget
- 39: DisallowMakingMoreHud
- 54: HudTextMade
- 55: DestroyedHud
- }
- rule("Initialization")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
- Event Player.Elims = 0;
- Event Player.Deaths = 0;
- Event Player.Resurrects = 0;
- }
- }
- disabled rule("Kill upon taking damage (Rule will insta kill in situations it shouldn't)")
- {
- event
- {
- Player Dealt Damage;
- All;
- All;
- }
- conditions
- {
- "These variables ensure that players can not get kills for suicides."
- !Event Was Environment == True;
- Victim != Attacker;
- }
- actions
- {
- Kill(Victim, Attacker);
- }
- }
- rule("Zen harmony invisibility")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Zenyatta;
- }
- conditions
- {
- "Trigger"
- Is Button Held(Event Player, Button(Ability 1)) == True;
- "Enables trigger"
- Ability Cooldown(Event Player, Button(Ability 1)) == 0;
- "Checks to see if the player closest to recticle is in LOS"
- Is In Line of Sight(Event Player, Player Closest To Reticle(Event Player, Team Of(Event Player)), Barriers Do Not Block LOS)
- == True;
- }
- actions
- {
- Abort If Condition Is False;
- Event Player.InvisTeamate = Player Closest To Reticle(Event Player, Team Of(Event Player));
- Set Invisible(Event Player.InvisTeamate, All);
- Set Ability Cooldown(Event Player, Button(Ability 1), 8);
- Wait Until(False, 3);
- Set Invisible(Event Player.InvisTeamate, None);
- }
- }
- rule("Sombra invisibility ult gain")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Sombra;
- }
- conditions
- {
- Is Using Ability 1(Event Player) == True;
- }
- actions
- {
- "Cancels ult charge gain out of stealth"
- Abort If(!Is Using Ability 1(Event Player));
- Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) + 3);
- Wait(0.500, Ignore Condition);
- Loop If Condition Is True;
- }
- }
- rule("Zen discord knockback")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Zenyatta;
- }
- conditions
- {
- "Trigger"
- Is Using Ability 2(Event Player) == True;
- "Enables trigger"
- Ability Cooldown(Event Player, Button(Ability 2)) == 0;
- "Checks to see if the player closest to recticle is in LOS"
- Is In Line of Sight(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))),
- Barriers Do Not Block LOS) == True;
- "Makes it to where if you're dead you can't teleport"
- Is Alive(Event Player) == True;
- }
- actions
- {
- Abort If Condition Is False;
- Event Player.DiscordedTarget = Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player)));
- Set Status(Event Player.DiscordedTarget, Event Player, Knocked Down, 0.450);
- Disallow Button(Event Player, Button(Ability 2));
- Wait(7.500, Ignore Condition);
- Allow Button(Event Player, Button(Ability 2));
- "Change colors once possible to red"
- Small Message(Event Player, Custom String("Discord ready!"));
- }
- }
- rule("Ult reset")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Is Using Ultimate(Event Player) == True;
- }
- actions
- {
- Set Ultimate Charge(Event Player, 0);
- }
- }
- rule("Sym turret disable, and make the turrets start at 0.")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Symmetra;
- }
- conditions
- {
- (True ? Null : False) == Null;
- }
- actions
- {
- Set Ability Charge(Event Player, Button(Ability 1), 0);
- Disallow Button(Event Player, Button(Ability 1));
- }
- }
- rule("Sym teleport turret HUD and (broken) variable")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Symmetra;
- }
- actions
- {
- Create HUD Text(Event Player, Null, Null, Custom String("Turret teleports you to the nearest ally!"), Left, 0, Color(White), Color(
- White), Color(Sky Blue), Visible To and String, Default Visibility);
- Global.TextID = Last Text ID;
- "This is like hanzo's old teleport"
- disabled Event Player.Resurrects = Closest Player To(Event Player, Team Of(Event Player));
- }
- }
- rule("Sym teleportation ability")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Symmetra;
- }
- conditions
- {
- Is Button Held(Event Player, Button(Ability 1)) == True;
- Ability Charge(Event Player, Button(Ability 1)) >= 1;
- !Entity Exists(Closest Player To(Event Player, Team Of(Event Player))) == False;
- Closest Player To(Event Player, Team Of(Event Player)) != Is Assembling Heroes;
- }
- actions
- {
- Abort If Condition Is False;
- Teleport(Event Player, Closest Player To(Event Player, Team Of(Event Player)));
- "Uses up a teleportation turret"
- Set Ability Charge(Event Player, Button(Ability 1), Ability Charge(Event Player, Button(Ability 1)) - 1);
- }
- }
- rule("D.va damage disable in booster")
- {
- event
- {
- Ongoing - Each Player;
- All;
- D.Va;
- }
- conditions
- {
- Is Using Ability 1(Event Player) == True;
- }
- actions
- {
- Set Damage Dealt(Event Player, 0);
- }
- }
- rule("D.va damage enable out of booster")
- {
- event
- {
- Ongoing - Each Player;
- All;
- D.Va;
- }
- conditions
- {
- !Is Using Ability 1(Event Player) == True;
- }
- actions
- {
- Set Damage Dealt(Event Player, 100);
- }
- }
- disabled rule("Debug to see local vector")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
- Create HUD Text(All Players(All Teams), Null, Local Vector Of(Event Player, Event Player, Rotation), Null, Top, 0, Color(White),
- Color(Orange), Color(White), Visible To and String, Default Visibility);
- }
- }
- rule("Allow ability one when not on symmetra")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Symmetra);
- }
- actions
- {
- Allow Button(Event Player, Button(Ability 1));
- }
- }
- rule("Configure HUD (making toggleable HUD)")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- disabled Is Button Held(Event Player, Button(Crouch)) == True;
- disabled Is Button Held(Event Player, Button(Reload)) == True;
- disabled Event Player.HudTextMade != True;
- disabled Is Button Held(Event Player, Button(Secondary Fire)) == True;
- disabled Event Player.DestroyedHud == False;
- disabled Event Player.DisallowMakingMoreHud != True;
- }
- actions
- {
- If(!False);
- Create HUD Text(Event Player, Null, String("{0} {1}", String(""), String("")), Null, Left, 0.500, Color(White), Color(White),
- Color(White), Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Icon String(Poison), Custom String("Most Elims:"), String("{0} - {1}", Global.ElimsName,
- Global.ElimsNo), Left, 1, Color(Lime Green), Color(Lime Green), Color(White), Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Null, String("{0} {1}", String(""), String("")), Null, Left, 1.500, Color(White), Color(White),
- Color(White), Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Icon String(Trashcan), Custom String("Most Deaths:"), String("{0} - {1}", Global.DeathsName,
- Global.DeathsNo), Left, 3, Color(Violet), Color(Violet), Color(White), Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Null, String("{0} {1}", String(""), String("")), Null, Left, 3.500, Color(White), Color(White),
- Color(White), Visible To and String, Default Visibility);
- disabled Event Player.HudTextMade = True;
- disabled Wait(6, Ignore Condition);
- disabled If(Event Player.DestroyedHud);
- disabled Else If(Event Player.DestroyedHud);
- disabled Event Player.HudTextMade = False;
- Event Player.DisallowMakingMoreHud = True;
- }
- }
- rule("Deaths Counter")
- {
- event
- {
- Player Died;
- All;
- All;
- }
- conditions
- {
- disabled Is Between Rounds == False;
- Is Game In Progress == True;
- }
- actions
- {
- Victim.Deaths += 1;
- Event Player.LastKiller = Attacker;
- Event Player.ElimsSinceDeath = 0;
- Global.KillstreakNo = 0;
- disabled Event Player.lastActionTime = 0;
- Event Player.KillStreak = 0;
- }
- }
- rule("Display Deaths")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
- disabled Is Game In Progress == True;
- }
- actions
- {
- Global.DeathsName = Last Of(Sorted Array(All Players(All Teams), Current Array Element.Deaths));
- Global.DeathsNo = Global.DeathsName.Deaths;
- Wait(1, Ignore Condition);
- Loop;
- }
- }
- rule("Revenge Check")
- {
- event
- {
- Player Earned Elimination;
- All;
- All;
- }
- conditions
- {
- Victim == Event Player.LastKiller;
- }
- actions
- {
- Small Message(All Players(All Teams), String("{0} {1} {2}", Attacker, Custom String("got revenge on "), Victim));
- }
- }
- rule("Revenge Reset")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Is Between Rounds == True;
- }
- actions
- {
- Event Player.LastKiller = Null;
- }
- }
- rule("Assemble heroes time")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
- Is Assembling Heroes == True;
- }
- actions
- {
- Set Match Time(15.300);
- }
- }
- rule("Start 3rd perosn")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
- Start Camera(Event Player, Event Player + World Vector Of(Vector(0, 0.399, -0.700), Event Player, Rotation)
- + Up * 1.500 + Facing Direction Of(Event Player) * -2, Event Player + Facing Direction Of(Event Player) * 100, 50);
- }
- }
- rule("Stop third person")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
- Stop Camera(Event Player);
- Wait(0.250, Ignore Condition);
- Abort If Condition Is True;
- Wait(2, Ignore Condition);
- }
- }
- rule("Display Elims")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
- disabled Is Game In Progress == True;
- }
- actions
- {
- Global.ElimsName = Last Of(Sorted Array(All Players(All Teams), Current Array Element.Elims));
- Global.ElimsNo = Global.ElimsName.Elims;
- Wait(1, Ignore Condition);
- Loop;
- }
- }
- rule("First round assemble heroes")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
- disabled Match Round == 1;
- Is In Setup == True;
- }
- actions
- {
- Go To Assemble Heroes;
- }
- }
- rule("After first round assemble hereos")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
- Match Round > 1;
- Is Assembling Heroes == True;
- }
- actions
- {
- Set Match Time(0);
- }
- }
- rule("Elims Counter")
- {
- event
- {
- Player Earned Elimination;
- All;
- All;
- }
- conditions
- {
- Is Game In Progress == True;
- }
- actions
- {
- Attacker.Elims += 1;
- Event Player.ElimsSinceDeath += 1;
- Global.KillstreakNo += 1;
- }
- }
- rule("Allow ability 2 debug")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Zenyatta);
- }
- actions
- {
- Allow Button(Event Player, Button(Ability 2));
- }
- }