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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;
- }
- }