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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "v1.3.4 Aerial Aim Trainer by /u/Giacomand - Shoot the spheres to control the spawn distance. https://workshop.elohell.gg/PykE30Ei4"
  • Description: "v1.3.5 Aerial Aim Trainer by /u/Giacomand - Shoot the spheres to control the spawn distance. https://workshop.codes/TKBR3"
  • }
  • lobby
  • {
  • Max Team 2 Players: 0
  • }
  • modes
  • {
  • Control
  • {
  • Limit Valid Control Points: First
  • enabled maps
  • {
  • Lijiang Tower
  • }
  • }
  • General
  • {
  • Game Mode Start: Manual
  • Hero Limit: Off
  • Respawn Time Scalar: 0%
  • }
  • }
  • heroes
  • {
  • Team 2
  • {
  • Primary Fire: Off
  • Quick Melee: Off
  • Ultimate Ability: Off
  • Ana
  • {
  • Biotic Grenade: Off
  • Primary Fire: Off
  • Quick Melee: Off
  • Sleep Dart: Off
  • Ultimate Ability Nano Boost: Off
  • }
  • Bastion
  • {
  • Primary Fire: Off
  • Quick Melee: Off
  • Reconfigure: Off
  • Self-Repair: Off
  • Ultimate Ability Configuration: Tank: Off
  • }
  • Lúcio
  • {
  • Amp It Up: Off
  • Crossfade: Off
  • Primary Fire: Off
  • Quick Melee: Off
  • Soundwave: Off
  • Ultimate Ability Sound Barrier: Off
  • }
  • McCree
  • {
  • Combat Roll: Off
  • Flashbang: Off
  • Primary Fire: Off
  • Quick Melee: Off
  • Secondary Fire: Off
  • Ultimate Ability Deadeye: Off
  • }
  • Mei
  • {
  • Cryo-Freeze: Off
  • Ice Wall: Off
  • Primary Fire: Off
  • Quick Melee: Off
  • Secondary Fire: Off
  • Ultimate Ability Blizzard: Off
  • }
  • Reaper
  • {
  • Primary Fire: Off
  • Quick Melee: Off
  • Shadow Step: Off
  • Ultimate Ability Death Blossom: Off
  • Wraith Form: Off
  • }
  • Roadhog
  • {
  • Chain Hook: Off
  • Primary Fire: Off
  • Quick Melee: Off
  • Secondary Fire: Off
  • Take a Breather: Off
  • Ultimate Ability Whole Hog: Off
  • }
  • Soldier: 76
  • {
  • Biotic Field: Off
  • Helix Rockets: Off
  • Primary Fire: Off
  • Quick Melee: Off
  • Sprint: Off
  • Ultimate Ability Tactical Visor: Off
  • }
  • Sombra
  • {
  • Hack: Off
  • Primary Fire: Off
  • Quick Melee: Off
  • Stealth: Off
  • Translocator: Off
  • Ultimate Ability EMP: Off
  • }
  • Torbjörn
  • {
  • Deploy Turret: Off
  • Overload: Off
  • Primary Fire: Off
  • Quick Melee: Off
  • Secondary Fire: Off
  • Ultimate Ability Molten Core: Off
  • }
  • Zarya
  • {
  • Particle Barrier: Off
  • Primary Fire: Off
  • Projected Barrier: Off
  • Quick Melee: Off
  • Secondary Fire: Off
  • Ultimate Ability Graviton Surge: Off
  • }
  • Zenyatta
  • {
  • Orb of Discord: Off
  • Orb of Harmony: Off
  • Primary Fire: Off
  • Quick Melee: Off
  • Secondary Fire: Off
  • Ultimate Ability Transcendence: Off
  • }
  • }
  • General
  • {
  • Ability Cooldown Time: 0%
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 0: BotDistance
  • 1: ForwardButton
  • 2: BackwardButton
  • 3: SetRandomFacingButton
  • 4: SetRandomFacing
  • 5: JumpPadPosition
  • 6: RandomDummyPool
  • 7: RandomDummyPoolIndex
  • 8: UnlimitedAmmo
  • 9: UnlimitedAmmoButton
  • 22: BapWaitingForOrders
  • 23: MercyButton
  • 24: AnaButton
  • 25: BaptisteButton
  • player:
  • 2: DamageFloatPos
  • 3: DamageGiven
  • 4: DamageFloatTimer
  • 5: DamageFloatWasCritical
  • 6: LastDamaged
  • }
  • rule("INIT: Debug")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, String("-> {0}", Facing Direction Of(Event Player)), Null, Null, Left, 0, White, White, White,
  • String, Default Visibility);
  • Create HUD Text(Event Player, String("-> {0}", Position Of(Event Player)), Null, Null, Left, 0, White, White, White, String,
  • Default Visibility);
  • Create HUD Text(Event Player, String("-> {0}", Facing Direction Of(Event Player)), Null, Null, Left, 0, Color(White), Color(White),
  • Color(White), String, Default Visibility);
  • Create HUD Text(Event Player, String("-> {0}", Position Of(Event Player)), Null, Null, Left, 0, Color(White), Color(White), Color(
  • White), String, Default Visibility);
  • }
  • }
  • rule("INIT: Global")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Set Match Time(9999);
  • Global.BotDistance = -10;
  • Create In-World Text(All Players(All Teams), String("Start"), Vector(70.595, 6.061, -32.100), 1.500, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • Visible To Position and String, Color(White), Default Visibility);
  • Create In-World Text(All Players(All Teams), Custom String("Crouch + Interact = Ult"), Vector(72.013, 6.750, -26.599), 1.500,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Clip Against Surfaces, Visible To Position and String, Color(White), Default Visibility);
  • Create In-World Text(All Players(All Teams), String("{0} {1}", String("Attack"), String("Spheres")), Vector(-5.800, 5, -77.550),
  • 1.500, Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • 1.500, Clip Against Surfaces, Visible To Position and String, Color(White), Default Visibility);
  • Create In-World Text(All Players(All Teams), String("{0}: {1}", String("Distance"), Global.BotDistance), Vector(-5.800, 4.500,
  • -77.550), 1.500, Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • -77.550), 1.500, Clip Against Surfaces, Visible To Position and String, Color(White), Default Visibility);
  • Global.ForwardButton = Vector(-5.800, 2.500, -79.200);
  • Create Effect(All Players(All Teams), Sphere, Green, Global.ForwardButton, 1, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Sphere, Color(Green), Global.ForwardButton, 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("Forward"), Global.ForwardButton, 1, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • Visible To Position and String, Color(White), Default Visibility);
  • Global.BackwardButton = Vector(-5.800, 2.500, -75.900);
  • Create Effect(All Players(All Teams), Sphere, Blue, Global.BackwardButton, 1, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Sphere, Color(Blue), Global.BackwardButton, 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("Backward"), Global.BackwardButton, 1, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • Global.SetRandomFacingButton = Vector(0, 2.500, -73);
  • Visible To Position and String, Color(White), Default Visibility);
  • Global.SetRandomFacingButton = Vector(0, 2.500, -73.500);
  • Global.SetRandomFacing = False;
  • Create In-World Text(All Players(All Teams), Custom String("Random Direction Bots: {0}", Global.SetRandomFacing),
  • Global.SetRandomFacingButton, 1, Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Sphere, Lime Green, Global.SetRandomFacingButton, 1, Visible To Position and Radius);
  • Global.SetRandomFacingButton, 1, Clip Against Surfaces, Visible To Position and String, Color(White), Default Visibility);
  • Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.SetRandomFacingButton, 1, Visible To Position and Radius);
  • Global.JumpPadPosition = Vector(1.315, 0.400, -73.589);
  • Create Effect(All Players(All Teams), Ring, Green, Global.JumpPadPosition, 1, Visible To Position and Radius);
  • Global.UnlimitedAmmoButton = Vector(0, 5, -73);
  • Create Effect(All Players(All Teams), Ring, Color(Green), Global.JumpPadPosition, 1, Visible To Position and Radius);
  • Global.UnlimitedAmmoButton = Vector(0, 5, -73.500);
  • Global.UnlimitedAmmo = False;
  • Create In-World Text(All Players(All Teams), Custom String("Infinite* Ammo", Global.UnlimitedAmmoButton),
  • Global.UnlimitedAmmoButton, 1, Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Sphere, Lime Green, Global.UnlimitedAmmoButton, 1, Visible To Position and Radius);
  • Global.UnlimitedAmmoButton, 1, Clip Against Surfaces, Visible To Position and String, Color(White), Default Visibility);
  • Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.UnlimitedAmmoButton, 1, Visible To Position and Radius);
  • }
  • }
  • rule("INIT: Random Dummy Pool")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.RandomDummyPool = Empty Array;
  • Global.RandomDummyPoolIndex = 0;
  • Modify Global Variable(RandomDummyPool, Append To Array, All Tank Heroes);
  • Modify Global Variable(RandomDummyPool, Append To Array, All Damage Heroes);
  • Modify Global Variable(RandomDummyPool, Append To Array, All Damage Heroes);
  • Modify Global Variable(RandomDummyPool, Append To Array, All Damage Heroes);
  • Modify Global Variable(RandomDummyPool, Append To Array, All Support Heroes);
  • Modify Global Variable(RandomDummyPool, Append To Array, All Support Heroes);
  • Modify Global Variable(RandomDummyPool, Append To Array, All Support Heroes);
  • Global.RandomDummyPool = Randomized Array(Global.RandomDummyPool);
  • }
  • }
  • rule("Spawn new Dummy")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Count Of(All Players(Team 2)) != 6;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Create Dummy Bot(Global.RandomDummyPool[Global.RandomDummyPoolIndex], Team 2, -1, Vector(0, -12, 0), Vector(0, 0, 0));
  • Global.RandomDummyPoolIndex += 1;
  • Skip If(Global.RandomDummyPoolIndex < Count Of(Global.RandomDummyPool), 2);
  • Global.RandomDummyPoolIndex = 0;
  • Global.RandomDummyPool = Randomized Array(Global.RandomDummyPool);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Despawn Bot")
  • {
  • event
  • {
  • Player Died;
  • Team 2;
  • All;
  • }
  • actions
  • {
  • Wait(2, Ignore Condition);
  • disabled Resurrect(Event Player);
  • Destroy Dummy Bot(Team 2, Slot Of(Event Player));
  • }
  • }
  • rule("Bounce Zone")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Y Component Of(Position Of(Event Player)) < -10.800;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Rooted, 9999);
  • Teleport(Event Player, Vector(Random Real(-20, 20), Random Real(-9, -8), Global.BotDistance + -90));
  • Apply Impulse(Event Player, Vector(X Component Of(Position Of(Event Player)) * -1, Random Real(35, 45), 0), Random Real(24, 30),
  • To World, Cancel Contrary Motion);
  • Stop Facing(Event Player);
  • Skip If(Global.SetRandomFacing == False, 2);
  • Set Facing(Event Player, Vector(Random Real(-1, 1), 0, Random Real(-1, 1)), To World);
  • Skip(1);
  • Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Host Player)), 100, To World,
  • Direction and Turn Rate);
  • Skip If(Event Player.DamageFloatTimer > 0, 1);
  • Heal(Event Player, Null, Max Health(Event Player) * 0.100);
  • }
  • }
  • rule("TP Players")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • Loop If(Is In Spawn Room(Event Player));
  • Teleport(Event Player, Vector(1, 3.300, -77));
  • Set Facing(Event Player, Vector(0, 0, -1), To World);
  • }
  • }
  • rule("Move Bots Forward")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Primary Fire) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Distance Between(Global.ForwardButton, Ray Cast Hit Position(Eye Position(Event Player), Facing Direction Of(Event Player)
  • * Distance Between(Event Player, Global.ForwardButton) + Eye Position(Event Player), Null, All Players(All Teams), False))
  • <= 1;
  • }
  • actions
  • {
  • Global.BotDistance = Min(0, Global.BotDistance + 5);
  • Play Effect(Event Player, Ring Explosion Sound, White, Event Player, 50);
  • Play Effect(Event Player, Ring Explosion Sound, Color(White), Event Player, 50);
  • }
  • }
  • rule("Move Bots Backwards")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Primary Fire) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Distance Between(Global.BackwardButton, Ray Cast Hit Position(Eye Position(Event Player), Facing Direction Of(Event Player)
  • * Distance Between(Event Player, Global.BackwardButton) + Eye Position(Event Player), Null, All Players(All Teams), False))
  • <= 1;
  • }
  • actions
  • {
  • Global.BotDistance = Max(-100, Global.BotDistance - 5);
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 50);
  • Play Effect(Event Player, Buff Explosion Sound, Color(White), Event Player, 50);
  • }
  • }
  • rule("Toggle Random Facing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Primary Fire) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Distance Between(Global.SetRandomFacingButton, Ray Cast Hit Position(Eye Position(Event Player), Facing Direction Of(Event Player)
  • * Distance Between(Event Player, Global.SetRandomFacingButton) + Eye Position(Event Player), Null, All Players(All Teams),
  • False)) <= 1;
  • }
  • actions
  • {
  • Global.SetRandomFacing = !Global.SetRandomFacing;
  • Play Effect(Event Player, Explosion Sound, White, Event Player, 50);
  • Play Effect(Event Player, Explosion Sound, Color(White), Event Player, 50);
  • }
  • }
  • rule("Set Infinite Ammo")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Primary Fire) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Distance Between(Global.UnlimitedAmmoButton, Ray Cast Hit Position(Eye Position(Event Player), Facing Direction Of(Event Player)
  • * Distance Between(Event Player, Global.UnlimitedAmmoButton) + Eye Position(Event Player), Null, All Players(All Teams),
  • False)) <= 1;
  • }
  • actions
  • {
  • Set Max Ammo(Event Player, 0, 999);
  • Set Ammo(Event Player, 0, 999);
  • Set Max Ammo(Event Player, 1, 999);
  • Set Ammo(Event Player, 1, 999);
  • Play Effect(Event Player, Explosion Sound, Color(White), Event Player, 50);
  • }
  • }
  • rule("Hitpoint Float - Init")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Create In-World Text(Filtered Array(Event Player,
  • Event Player.DamageFloatTimer > 0 && Event Player.DamageFloatWasCritical == False), Round To Integer(Event Player.DamageGiven,
  • Down), Event Player.DamageFloatPos, 2, Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • Down), Event Player.DamageFloatPos, 2, Clip Against Surfaces, Visible To Position and String, Color(White),
  • Default Visibility);
  • Create In-World Text(Filtered Array(Event Player,
  • Event Player.DamageFloatTimer > 0 && Event Player.DamageFloatWasCritical == True), Round To Integer(Event Player.DamageGiven,
  • Down), Event Player.DamageFloatPos, 2, Clip Against Surfaces, Visible To Position and String, Yellow, Default Visibility);
  • Down), Event Player.DamageFloatPos, 2, Clip Against Surfaces, Visible To Position and String, Color(Yellow),
  • Default Visibility);
  • }
  • }
  • rule("Hitpoint Float - Damage Given")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • If(Event Player.LastDamaged != Victim);
  • Event Player.DamageGiven = 0;
  • End;
  • Event Player.DamageGiven += Event Damage;
  • Chase Player Variable Over Time(Event Player, DamageFloatTimer, 0, 2, None);
  • Event Player.DamageFloatTimer = 2;
  • Event Player.DamageFloatPos = Position Of(Victim) + Vector(0, 1, 0);
  • Chase Player Variable Over Time(Event Player, DamageFloatPos, Event Player.DamageFloatPos + Vector(0, 2, 0), 4, None);
  • Event Player.DamageFloatWasCritical = Event Was Critical Hit;
  • Event Player.LastDamaged = Victim;
  • }
  • }
  • rule("Hitpoint Float - Float Finished")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.DamageFloatTimer <= 0;
  • }
  • actions
  • {
  • Event Player.DamageGiven = 0;
  • }
  • }
  • rule("Jump Pad")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Global.JumpPadPosition, Event Player) <= 1.500;
  • Is On Ground(Event Player) == True;
  • }
  • actions
  • {
  • Apply Impulse(Event Player, Vector(0, 1, 0), 15, To World, Incorporate Contrary Motion);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, White, Event Player, 50);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Event Player, 50);
  • }
  • }
  • rule("== PMA Jellies Code ==")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.MercyButton = Vector(6, 2.500, -75.992);
  • Global.AnaButton = Vector(0, 0, -1.500) + Global.MercyButton;
  • Global.BaptisteButton = Vector(0, 0, -3) + Global.MercyButton;
  • }
  • }
  • rule("Effects")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Sphere, Blue, Global.AnaButton, 0.400, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Sphere, Color(Blue), Global.AnaButton, 0.400, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Hero Icon String(Hero(Ana)), Global.AnaButton, 2, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Sphere, Turquoise, Global.BaptisteButton, 0.400, Visible To Position and Radius);
  • Visible To Position and String, Color(White), Default Visibility);
  • Create Effect(All Players(All Teams), Sphere, Color(Turquoise), Global.BaptisteButton, 0.400, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Hero Icon String(Hero(Baptiste)), Global.BaptisteButton, 2, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • Create Effect(All Players(All Teams), Sphere, Yellow, Global.MercyButton, 0.400, Visible To Position and Radius);
  • Visible To Position and String, Color(White), Default Visibility);
  • Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.MercyButton, 0.400, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Hero Icon String(Hero(Mercy)), Global.MercyButton, 2, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • disabled Create Effect(All Players(All Teams), Ring, Green, Vector(56.613, -0.574, -7.100), 1, Visible To Position and Radius);
  • Visible To Position and String, Color(White), Default Visibility);
  • disabled Create Effect(All Players(All Teams), Ring, Color(Green), Vector(56.613, -0.574, -7.100), 1, Visible To Position and Radius);
  • }
  • }
  • rule("Mercy Pocket Part 1")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Global.MercyButton, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player)
  • + Facing Direction Of(Event Player) * Distance Between(Eye Position(Event Player), Global.MercyButton), Null, Event Player,
  • False)) <= 0.400;
  • Is Button Held(Event Player, Primary Fire) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Hero Of(Event Player) != Hero(Mercy);
  • }
  • actions
  • {
  • Skip If(Global.P == Event Player, 5);
  • Create Dummy Bot(Hero(Mercy), Team 1, -1, Position Of(Event Player), Direction Towards(Position Of(Event Player), Eye Position(
  • Event Player)));
  • Global.P = Event Player;
  • Start Facing(Players On Hero(Hero(Mercy), Team 1), Direction Towards(Eye Position(Players On Hero(Hero(Mercy), Team 1)),
  • Eye Position(Event Player)), 1000, To World, Direction and Turn Rate);
  • Start Holding Button(Players On Hero(Hero(Mercy), Team 1), Secondary Fire);
  • Start Holding Button(Players On Hero(Hero(Mercy), Team 1), Button(Secondary Fire));
  • Abort;
  • Destroy Dummy Bot(Team 1, Slot Of(Players On Hero(Hero(Mercy), Team 1)));
  • Global.P = Null;
  • }
  • }
  • rule("Mercy Pocket Part 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Mercy;
  • }
  • conditions
  • {
  • Distance Between(Position Of(Event Player), Position Of(Global.P)) >= 3;
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Ability 1);
  • Start Holding Button(Event Player, Button(Ability 1));
  • }
  • }
  • rule("Mercy Pocket Part 3")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Mercy;
  • }
  • conditions
  • {
  • (Is In Line of Sight(Eye Position(Event Player), Eye Position(Global.P), Barriers Do Not Block LOS) == False || Distance Between(
  • Event Player, Position Of(Event Player)) >= 14) == True;
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Position Of(Global.P));
  • }
  • }
  • rule("Free Ult [Crouch + Interact]")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Crouch) == True;
  • Is Button Held(Event Player, Interact) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Set Ultimate Charge(Event Player, 100);
  • }
  • }
  • rule("Ana Nano Boost")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Global.AnaButton, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player)
  • + Facing Direction Of(Event Player) * Distance Between(Eye Position(Event Player), Global.AnaButton), Null, Event Player,
  • False)) <= 0.400;
  • Is Button Held(Event Player, Primary Fire) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Hero Of(Event Player) != Hero(Ana);
  • }
  • actions
  • {
  • Small Message(Event Player, 3);
  • Wait(1, Ignore Condition);
  • Small Message(Event Player, 2);
  • Wait(1, Ignore Condition);
  • Small Message(Event Player, 1);
  • Wait(1, Ignore Condition);
  • Create Dummy Bot(Hero(Ana), Team 1, -1, Position Of(Event Player) - Facing Direction Of(Event Player), Direction Towards(
  • Position Of(Event Player) - Facing Direction Of(Event Player), Eye Position(Event Player)));
  • Start Facing(Players On Hero(Hero(Ana), Team 1), Direction Towards(Eye Position(Players On Hero(Hero(Ana), Team 1)), Eye Position(
  • Event Player)), 5100, To World, Direction and Turn Rate);
  • Wait(0.050, Ignore Condition);
  • Set Ultimate Charge(Players On Hero(Hero(Ana), Team 1), 100);
  • Wait(0.250, Ignore Condition);
  • Press Button(Players On Hero(Hero(Ana), Team 1), Ultimate);
  • Press Button(Players On Hero(Hero(Ana), Team 1), Button(Ultimate));
  • Wait(8, Ignore Condition);
  • Destroy Dummy Bot(Team 1, Slot Of(Players On Hero(Hero(Ana), Team 1)));
  • }
  • }
  • rule("Baptiste Amplification Matrix Part 1")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Global.BaptisteButton, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player)
  • + Facing Direction Of(Event Player) * Distance Between(Eye Position(Event Player), Global.BaptisteButton), Null, Event Player,
  • False)) <= 0.400;
  • Is Button Held(Event Player, Primary Fire) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Global.BapWaitingForOrders == False;
  • Hero Of(Event Player) != Hero(Baptiste);
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Position Of(Event Player), Facing Direction Of(Event Player));
  • Start Facing(Players On Hero(Hero(Baptiste), Team 1), Facing Direction Of(Event Player), 500, To World, Direction and Turn Rate);
  • Wait(0.050, Ignore Condition);
  • Set Ultimate Charge(Players On Hero(Hero(Baptiste), Team 1), 100);
  • Wait(0.050, Ignore Condition);
  • Press Button(Players On Hero(Hero(Baptiste), Team 1), Ultimate);
  • Press Button(Players On Hero(Hero(Baptiste), Team 1), Button(Ultimate));
  • Global.BapWaitingForOrders = True;
  • }
  • }
  • rule("Baptiste Amplification Matrix Part 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.BapWaitingForOrders == True;
  • Is Button Held(Event Player, Primary Fire) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • }
  • actions
  • {
  • Press Button(Players On Hero(Hero(Baptiste), Team 1), Primary Fire);
  • Press Button(Players On Hero(Hero(Baptiste), Team 1), Button(Primary Fire));
  • Wait(10.500, Ignore Condition);
  • Destroy Dummy Bot(Team 1, Slot Of(Players On Hero(Hero(Baptiste), All Teams)));
  • Global.BapWaitingForOrders = False;
  • }
  • }
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