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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));
}
}
- Lol you thought