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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "Overwatch: Uprising - made by Waitedboat4#2760 - BETA/WIP v2.6: Bakemap Update"
  • Description: "Overwatch: Uprising - made by Waitedboat4#2760 - BETA/WIP v2.7: Smoother Pathfinding"
  • }
  • lobby
  • {
  • Max Team 1 Players: 0
  • Max Team 2 Players: 4
  • Swap Teams After Match: No
  • }
  • modes
  • {
  • Assault
  • {
  • enabled maps
  • {
  • }
  • }
  • Control
  • {
  • enabled maps
  • {
  • }
  • }
  • Escort
  • {
  • enabled maps
  • {
  • }
  • }
  • Hybrid
  • {
  • Capture Speed Modifier: 500%
  • enabled maps
  • {
  • King's Row
  • }
  • }
  • General
  • {
  • Game Mode Start: Immediately
  • Spawn Health Packs: Disabled
  • }
  • }
  • heroes
  • {
  • Team 1
  • {
  • Bastion
  • {
  • Infinite Ultimate Duration: On
  • Spawn With Ultimate Ready: On
  • }
  • Wrecking Ball
  • {
  • Movement Speed: 85%
  • Roll Always Active: On
  • }
  • Zarya
  • {
  • No Ammunition Requirement: On
  • }
  • }
  • General
  • {
  • enabled heroes
  • {
  • Mercy
  • Reinhardt
  • Torbjörn
  • Tracer
  • }
  • }
  • }
  • workshop
  • {
  • Legendary: On
  • Normal: Off
  • }
  • }
  • variables
  • {
  • global:
  • 0: _extendedGlobalCollection
  • 2: Nodes
  • 3: Segments
  • 4: Attributes
  • 5: map
  • 6: _classIndexes
  • 7: _tempNodes
  • 8: _tempSegments
  • 9: _tempAttributes
  • 10: TerminalPercent
  • 11: AllTerminalsHacked
  • 12: TerminalPosition
  • 13: PayloadFixed
  • 14: KillOR14
  • 15: NumberofOR14killed
  • 16: StartedCapture
  • 18: PayloadHP
  • 19: ReleaseHPkillers
  • 20: HUDtext
  • 21: Normal
  • 22: Hard
  • 23: Expert
  • 24: Legendary
  • 25: Fixingpayload
  • 26: SentryPos
  • 27: Healovertime
  • 28: Score
  • 29: OrisaWave
  • 30: TrooperSpawns
  • 31: GlassCannon
  • 32: SecondArea2
  • 33: NumberOfTroopers
  • 34: SlicerSpawns
  • 35: CurrentSlicerSpawn
  • 36: NumberOfSlicers
  • 38: NumberOfEradicators
  • 39: TerminalEffect
  • 40: _objectVariable_0
  • 41: _objectVariable_1
  • 42: bake
  • 50: antiCrashActivated
  • 55: bakeCompleted
  • 57: _arrayBuilder1
  • 58: AllPos
  • 59: AllDir
  • 60: firstpos
  • 61: secondpos
  • 62: firstpoint2
  • 63: secondpoint2
  • 65: z
  • 66: Wall_ID
  • 67: showwalls
  • 70: beam_ID
  • 71: g_beamType
  • 72: initialized
  • 73: sphereRadius
  • 74: x
  • 75: Index
  • 76: Areas
  • 77: Sizes
  • 78: i
  • 79: compressBakeMatcher
  • 80: compressedNodes
  • 81: compressBakeResult
  • 82: compressCurrentNodeArray
  • 83: compressBakeNodeLoop
  • 84: compressBakeStringLoop
  • 85: compressMapper
  • player:
  • 1: Spawn
  • 2: pathfinderDoGetCurrent
  • 3: pathfinderCurrent
  • 4: pathmapReference
  • 5: parentArray
  • 6: destination
  • 7: lastAttribute
  • 18: LineofSight
  • 24: Invis
  • 26: Index
  • 40: ReviveEffect
  • 41: ReviveText
  • 42: Hasult
  • 53: WasTank
  • 54: CanBeRevived
  • 55: ReviveTimer
  • 56: ProgressBar
  • 58: filterpos
  • 59: lastsavedpos
  • 60: closestbodypos
  • 61: fullbodypos
  • 62: prevpos_intersection
  • 63: active_wall
  • 64: closestwall
  • 65: is_Grounded
  • 66: x
  • 67: intersection_length
  • 68: thickness
  • 69: intersection_length_0
  • 70: thickness_0
  • 71: intersection_length_1
  • 72: intersection_length_2
  • 73: dir
  • 74: intersection_length_3
  • }
  • rule("Disable - Global")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Completion;
  • Disable Built-In Game Mode Scoring;
  • Disable Built-In Game Mode Announcer;
  • Global.PayloadHP = 100;
  • Disable Inspector Recording;
  • }
  • }
  • rule("Disable - Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Respawning(Event Player);
  • Disable Messages(Event Player);
  • }
  • }
  • rule("Initial Global")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global._classIndexes[1000] = 0;
  • Global._classIndexes[0] = -1;
  • Global._extendedGlobalCollection[1] = Index Of Array Value(Global._classIndexes, 0);
  • Global._classIndexes[Global._extendedGlobalCollection[1]] = -1;
  • Global._tempNodes = Empty Array;
  • Global._tempSegments = Empty Array;
  • Global._tempAttributes = Empty Array;
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-148.970, -2.860, 25.490));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-156.270, -2.920, 13.760));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-152.050, -2.930, 35.980));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-120.590, -1.220, 18.270));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-156.450, 0.070, 5.260));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-162.160, 0.070, 3.600));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-161.140, 0.070, 12.440));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-166.680, 0.070, 13.790));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-150.910, 0.070, 46.680));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-161.460, 0.070, 48.910));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-121.660, -1.220, -4.230));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-105.860, 0.770, -10.310));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-91, 0.860, -10.020));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-87.810, 0.900, 4.140));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-88.140, 0.770, -25.770));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-100.730, -0.490, -33.760));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-95.580, -2.500, -46.140));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-88.290, -1.490, -59.710));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-63.600, 0.390, -49.810));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-70.650, 0.250, -42.810));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-82.010, 0.280, -46.210));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-85.490, 0.850, -30.010));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-79.950, 4.500, -40.560));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-70.310, 4.500, -36.160));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-74.800, 4.500, -27.490));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-80.360, 2.500, -30.960));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-79.980, 2.500, -33.230));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-72.080, 0.500, -31.970));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-61.590, -0.340, -28.650));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-64.520, -0.320, -21.630));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-60.480, -0.350, -36.040));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-48.520, -0.180, -32.560));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-52.890, 0.070, -43.040));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-48.310, 0.090, -42.790));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-47.530, 2, -51.080));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-36.770, 2, -49.840));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-38.320, 0.070, -35.260));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-35.630, 2, -54.510));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-25.010, 1, -52.900));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-10.260, 1, -52.830));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-8.400, 1, -58.360));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-4.650, 1, -57.780));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-8.220, 6, -42));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-12.740, 6.060, -44.520));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-26.650, 6, -47.010));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-31.110, 6, -47.460));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-33.580, 9, -34.120));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-37.670, 9, -13.050));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-29.620, 9, -15.910));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-58.140, 4.960, -16.180));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-59.190, 5.020, -11));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-61.150, 3, -4.470));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-70.790, -0.190, -6.820));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-72.840, -0.190, -12.670));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-43.740, -0.150, -25.550));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-46.280, -0.060, -20.840));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-53.090, -0.060, -22.320));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-55.460, -0.060, -28.940));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-28.140, -0.100, -24.160));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-23.290, -0.100, -32.300));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-12.840, -0.110, -30.320));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-8.860, -0.030, -20.090));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-1.840, -0.130, -16.120));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(2.580, -0.140, -25.770));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-4.390, -0.150, -29.890));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-2.270, 0.020, -42.590));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-11.320, 1, -44.850));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(3.840, 6.030, -41.180));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(4.580, 6.030, -36.210));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(16.400, 6.030, -37.140));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(18.230, 0.080, -18.490));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-1.590, -0.110, -8.860));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(22.940, 4, -6.040));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(23.930, 4, -2.800));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(11.700, 6, -4.510));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(8.560, 6, -11.240));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(9.650, 6, -15.260));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-26.640, 0.140, -41.090));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-28.690, 0.140, -35.360));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-24.380, 0.030, -21.990));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-18.030, 1, -20.400));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-17.580, 1, -16.170));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-22.050, 1, -12.020));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-27.200, 0.080, -13.590));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-13.910, -0.130, -5.770));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-25.920, -0.120, -4.540));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-26.180, -0.130, 4.340));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-25.470, -0.110, 15.160));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-21.490, -0.120, 16.280));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-17.060, -1, 42.550));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-0.040, 1, 40.430));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(12.660, 1, 35.390));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(11, 6, 19.090));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(15.730, 6, 17.030));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(4.470, 1, 32.270));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-5.140, 1, 34.340));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-7.070, 1.150, 22.980));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-3.480, 1.150, 21.720));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(2.030, 1.150, 21.300));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-6.140, -0.070, 9.130));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-7.700, -0.120, -0.870));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-9.890, 0.080, 7.430));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-17.440, 0.260, 5.170));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-71.080, -0.130, 2.590));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-99.090, 1.070, 9.340));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-101.440, 1.070, 2.070));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-109.690, 1.070, 3.770));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-109.350, 2.070, 9.860));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-100.990, 5.070, 8.880));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-102.480, 6.930, -5.360));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-90.140, 6.930, -5.330));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-86.280, 6.930, -15.920));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-67.590, 5.020, -13.540));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-101.880, 6.930, -6.640));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-112.720, -0.930, 16.700));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-111.290, 1.070, 27.990));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-129.670, 1.070, 32.350));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-129.960, 0.070, 42.670));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-107.520, 1.070, -20.430));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-122.460, 1.070, -15.200));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-135.690, 0.070, -13.480));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-134.250, -1.020, -6.400));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-134.450, -1.020, -0.880));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-139.830, -0.930, 1.960));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-137.140, -0.930, 11.280));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-132.940, -0.930, 11.830));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-132.650, -1.320, 16.830));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-125.560, -1.290, 10.430));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-48.890, -0.040, 3.400));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-46.460, 0.960, -9.200));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-57.960, -0.040, 3.490));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-104.680, -3.500, -49.830));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-87.960, 0.660, -32.630));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-75.460, -0.030, -22.450));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-69.230, 0.020, -13.480));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-64.440, 0.020, -12.490));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-65.350, -0.080, -9.020));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-68.190, -0.010, -9.070));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-64.270, -0.110, -17.840));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-109.650, -0.180, -4.460));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(Empty Array, 2, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Up);
  • Modify Global Variable(_tempSegments, Append To Array, Vector(Empty Array, 3, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(7, 6, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(6, 5, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(5, 4, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(4, 1, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(2, 8, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(8, 9, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(3, 10, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(10, 11, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(11, 12, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(12, 13, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(12, 14, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(14, 15, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(15, 16, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(16, 17, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(17, 18, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(18, 19, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(19, 20, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(14, 21, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(21, 22, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(22, 23, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(23, 24, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(24, 25, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(25, 26, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(26, 27, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(27, 19, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(27, 28, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(29, 28, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(28, 30, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(30, 31, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(18, 31, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(18, 32, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(32, 33, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(33, 34, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(34, 35, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(35, 36, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(36, 31, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(35, 37, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(37, 38, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(38, 39, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(39, 40, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(40, 41, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(41, 42, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(42, 43, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(43, 44, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(44, 45, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(45, 46, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(46, 47, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(47, 48, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(47, 49, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(49, 50, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(50, 51, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(51, 52, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(52, 53, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(53, 29, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(31, 54, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(54, 55, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(55, 56, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(56, 57, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(57, 30, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(54, 58, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(58, 59, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(59, 60, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(60, 61, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(61, 62, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(63, 64, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(64, 60, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(64, 65, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(65, 66, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(66, 39, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(67, 68, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(68, 69, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(69, 70, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(70, 62, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(62, 71, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(71, 72, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(72, 73, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(73, 74, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(74, 75, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(75, 76, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(76, 70, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(63, 62, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(42, 64, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(44, 77, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(77, 78, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(78, 58, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(77, 38, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(46, 59, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(46, 31, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(79, 80, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(80, 81, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(81, 82, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(82, 83, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(83, 79, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(79, 58, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(81, 62, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(71, 84, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(84, 85, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(85, 86, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(86, 87, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(87, 88, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(88, 89, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(89, 90, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(90, 91, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(91, 92, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(92, 93, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(90, 95, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(90, 94, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(95, 96, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(96, 97, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(97, 98, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(98, 94, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(97, 99, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(99, 100, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(100, 71, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(99, 101, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(101, 102, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(102, 86, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(65, 67, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(13, 103, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(103, 52, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(13, 104, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(104, 105, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(105, 106, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(106, 107, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(107, 108, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(108, 109, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(110, 111, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(111, 112, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(112, 50, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(109, 113, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(110, 113, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(112, 29, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(3, 114, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(114, 115, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(115, 116, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(116, 117, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(117, 8, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(11, 118, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(118, 119, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(119, 120, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(120, 121, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(121, 10, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(121, 122, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(122, 123, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(123, 124, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(124, 125, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(125, 126, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(126, 3, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(125, 127, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(127, 3, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(128, 129, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(129, 50, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(103, 130, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(130, 128, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(16, 131, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(14, 133, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(133, 29, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(14, 132, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(132, 20, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(53, 134, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(134, 135, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(135, 136, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(136, 137, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(137, 52, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(138, 29, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(138, 49, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(106, 139, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(139, 11, Empty Array));
  • Modify Global Variable(_tempAttributes, Append To Array, Vector(70, 76, 1));
  • Modify Global Variable(_tempAttributes, Append To Array, Vector(64, 42, 1));
  • Modify Global Variable(_tempAttributes, Append To Array, Vector(77, 44, 1));
  • Modify Global Variable(_tempAttributes, Append To Array, Vector(31, 46, 1));
  • Modify Global Variable(_tempAttributes, Append To Array, Vector(59, 46, 1));
  • Modify Global Variable(_tempAttributes, Append To Array, Vector(65, 67, 1));
  • Modify Global Variable(_tempAttributes, Append To Array, Vector(29, 112, 1));
  • Modify Global Variable(_tempAttributes, Append To Array, Vector(138, 49, 1));
  • Modify Global Variable(_tempAttributes, Append To Array, Vector(139, 106, 1));
  • Global.Nodes[Global._extendedGlobalCollection[1]] = Global._tempNodes;
  • Global.Segments[Global._extendedGlobalCollection[1]] = Global._tempSegments;
  • Global.Attributes[Global._extendedGlobalCollection[1]] = Global._tempAttributes;
  • Global.map = Global._extendedGlobalCollection[1];
  • Global.i = 0;
  • Global.compressBakeMatcher = Array(Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(
  • ""), Custom String(""), Custom String(""), Custom String(""), Custom String(" "), Custom String(" "), Custom String(" "),
  • Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(""),
  • Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(""),
  • Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(""),
  • Custom String(" "), Custom String("!"), Custom String("#"), Custom String("$"), Custom String("%"), Custom String("&"),
  • Custom String("'"), Custom String("("), Custom String(")"), Custom String("*"), Custom String("+"), Custom String(","),
  • Custom String("-"), Custom String("."), Custom String("/"), Custom String("0"), Custom String("1"), Custom String("2"),
  • Custom String("3"), Custom String("4"), Custom String("5"), Custom String("6"), Custom String("7"), Custom String("8"),
  • Custom String("9"), Custom String(":"), Custom String(";"), Custom String("<"), Custom String("="), Custom String(">"),
  • Custom String("?"), Custom String("@"), Custom String("A"), Custom String("B"), Custom String("C"), Custom String("D"),
  • Custom String("E"), Custom String("F"), Custom String("G"), Custom String("H"), Custom String("I"), Custom String("J"),
  • Custom String("K"), Custom String("L"), Custom String("M"), Custom String("N"), Custom String("O"), Custom String("P"),
  • Custom String("Q"), Custom String("R"), Custom String("S"), Custom String("T"), Custom String("U"), Custom String("V"),
  • Custom String("W"), Custom String("X"), Custom String("Y"), Custom String("Z"), Custom String("["), Custom String("]"),
  • Custom String("^"), Custom String("_"), Custom String("`"), Custom String("a"), Custom String("b"), Custom String("c"),
  • Custom String("d"), Custom String("e"), Custom String("f"), Custom String("g"), Custom String("h"), Custom String("i"),
  • Custom String("j"), Custom String("k"), Custom String("l"), Custom String("m"), Custom String("n"), Custom String("o"),
  • Custom String("p"), Custom String("q"), Custom String("r"), Custom String("s"), Custom String("t"), Custom String("u"),
  • Custom String("v"), Custom String("w"), Custom String("x"), Custom String("y"), Custom String("z"), Custom String("|"),
  • Custom String("}"), Custom String("~"), Custom String(""), Custom String("€"), Custom String(""), Custom String("‚"),
  • Custom String("ƒ"), Custom String("„"), Custom String("…"), Custom String("†"), Custom String("‡"), Custom String("ˆ"),
  • Custom String("‰"), Custom String("Š"), Custom String("‹"), Custom String("Œ"), Custom String(""), Custom String("Ž"),
  • Custom String(""), Custom String(""), Custom String("‘"), Custom String("’"));
  • }
  • }
  • rule("bake")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.compressedNodes = Array(Array(Custom String(
  • " ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sx| €‚ƒ„†"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • " ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sx| €‚ƒ„†"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • " ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sx| €‚ƒ„†"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • " ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sxyz€‚ƒ„†"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • " ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sx| €‚ƒ„†"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • " ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sx| €‚ƒ„†"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • " ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sx| €‚ƒ„†"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • "  ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sx| €‚ƒ„†"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • "  ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sz| €‚ƒ„†"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • "  ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sz| €‚ƒ„†"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • " ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sxyz€€‚ƒ"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • " ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sxyz}€€‚ƒ"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • " ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikn’pqrwv!sxyz}€€‚ƒ"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • " ‹ !: #%&)$(*+,-0123$64789m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLiknopqrwv7sxyz}€€‚ƒ"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • " ‹ !Œ #%&)$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikn’pqruv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m:Ž9!")), Array(Custom String(
  • " ‹ !Œ #%&)$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikn’pqruv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m:Ž9!")), Array(Custom String(
  • " ‹!Œ %&'$(*+,-0123$64‘67:!$;>#;?@AVEAG,FHICCLMPQK+??TUXTLYZ[]`e`abhfgigjLikn’pqruv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m:Ž9!")), Array(Custom String(
  • "  $%&'$(*+,-0123$34‘67:!$;<#;?@AVEAG,FHICCLMPQK+??TUXTLYZ[]`e`abhfgigjLikn’pqruv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m:Ž9!")), Array(Custom String(
  • " ‹ $%&'$(*+,-0123$34‘67:!$;<#;?@AVEAG,FHICCLMPQK+??TUXTLYZ[]`e`abhfgigjLik9n’pqwuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " ‹ %&'$(*+,-0123$64‘67:!$;>#;?@AVEAG,FHICCLMPQK+??TUXTLYZ[]`e`abhfgigjLik9n’pqwuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " ‹ %&'$(*+,-0123$64‘67:!$;>#;?@AVEAG,FHICCLMPQK+??TUXTLYZ[]`e`abhfgigjLikn’pqwuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m:Ž9!")), Array(Custom String(
  • " ‹ !Œ #%&)$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikn’pqruv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m:Ž9!")), Array(Custom String(
  • " ‹Œ #%&)$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikn’pqruv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m:Ž9!")), Array(Custom String(
  • " ‹ #%&)$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pqwuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m:Ž9!")), Array(Custom String(
  • "  #%&)$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pqwuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " m #%&)$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " m #%&)$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ #%&)$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ  #%()$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ ! #%()$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # #%()$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $%()$(*+,-0123$34‘67:!$;<#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " ‹% $%&'((*+,-01R1$34‘67:!$;<#;?@AVEFG,FHICCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9n’pqwuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " ‹% $&&'((*+,-01R1$34‘67:!$;<#S?@AVEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9n’pqwuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " ‹%# $)&''((*+,-01R1$34‘67:!$;<#S?@AVEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9n’pqwuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ% # $)&'(((*+,-01R1$34‘67:!$;<#S?@AVEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $)&'()(*+,-0123$34‘67:!$;<#;?@AVEAG,FHICCLMPQK+??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ% # $)&'(*(*+,-01R1$34‘67:!$;<#S?@AVEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ% # $)&'(*(++,-01R1234‘67:!?;<#S?@AVEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ% # $)&'(*(+,,-./R1234‘67:!?;<#SAEADEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ% # $)&'(*(+,--./01234467:!?;<#SAEADEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ% # $)&'(*(+,-../01234467:!?;<#SAEADEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ% # $)&'(*(+,-.//0123446789?;<#SAEADEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9norswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ% # $)&'(*(+,-./00123446789?;<#SAEADEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9norswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ% !:$)&'(*(+,-./01123446789?;<#SAEADEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9norswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ% !: )&'(*(+,-./01223446789?;<#SAEADEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9norswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ !: #&'(*(+,-./01233446789$=>#SAEADEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9norswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ !: #%()$+,-./01234446789$=>#;?EADEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9norswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ !: #%()$+,-./01234546789$=>#;?EADEFG,FHIJCLMPQK+R?TUXTLYZ[]`e`abhfgigjLik9norswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ !: #%()$(*-./01234646789$=>#;?@AVEAG,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9norswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ !: #%()$(*-./01234647789$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9norswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ !: #%()$(*+./01234647889$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9nopswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:9!")), Array(Custom String(
  • " mŒ !: #%()$(*+,-0123$647899$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9nopqwuv7txyz}€€‚ƒ"),
  • Custom String("‰7m!:9!")), Array(Custom String(
  • " mŒ !: #%()$(*+,-0123$64‘89:$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9nopqwuv!txyz}€€‚ƒ"),
  • Custom String("‰7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;%()$(R+,-E1R3$34‘67:!;<=;?@AVEAEFFHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # >;%()$(R+,-E1R3$34‘67:!<<=;?@AVEAEFFHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # >;%()$(R+,-E1R3$34‘67:!<==;?@AVEAEFFHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # >#%()$(*+,-0123$64‘67:!<=>;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+R+,-E1R1@34‘67:!?;<=?@AVEAEFFHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/23@344678!?;<=@@ABEAEFFHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’rswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/03@344678!?;<=@AABEAEFFHICCLMPQKS??TCXTLYZ[]`e`abhfgigjLik9n’rswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/03@344678!?;<=@ABBCAEFFHKCCLMPQKS?UVCVWLYZ[]`e`abhfgigjLik9n’rswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCCDEFFHKCCLMPQKS?UVCVWLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;&'(*$+,G./E/01@344678!?;<=@AECDDEFFHICCLMPQKS?UVCVWLYZ[]`e`abhfgigjLik9n’rswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ$ # $;&'(*$+,G./E/01@344678!?;<=@AEADEEFFHICCLMPQKS??VCVTLYZ[]`e`abhfgigjLik9n’rswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ% # $;&'(*(+,G,-E/01@344678!?;<=@AEADEFFFHIJCLMPQK+R?VCVTLYZ[]`e`abhfgigjLik9n’rswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ7‡!:9!")), Array(Custom String(
  • " mŒ% # $)&'(*(+,G,-./R1@34467:!?;<#@AEADEFGFHIJCLMPQK+R?VCVTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCKCDEFHIJCNOPQKS?UVCVWLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCKCDEFIIJCNOPQKS?UVCVWLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCKCDEFIJJCNOPQKS?UVCVWLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
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  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCLCDEFFHKCLMNQKS?UVCVWLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
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  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCLCDEFFHKCMNNOPS?UVCVWLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCLCDEFFHKCMNOOPS?UVCVWLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCLCDEFFHKCMNOPPS?UVCVWLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCLCDEFFHKCMNOPQS?UVCVWLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ% # $;&'(*(+R+,-01R1234467:!?;<=S?@AVEAG,FHICCLMPQKR?TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;&'(*$+R+,-01R1234‘67:!?;<=S?@AVEAG,FHICCLMPQKS?TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+R+,-E1R1@34‘67:!?;<=T?@CVCAEFFHKCCLMPQKS?TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
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  • " mŒ$ # $;'(*$+R+,-E1R1@34‘67:!?;<=T?@CVCDEFFHKCCLMPQKS?UUVTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+R+,/E/R1@34‘67:!?;<=T?BCVCDEFFHKCCLMPQKS?UVVWLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+R+,/E1R1@34‘67:!?;<=T?@CVCDEFFHKCCLMPQKS?XVWWLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+R+,-E1R1@34‘67:!?;<=T?@CVCAEFFHKCCLMPQKS?XTWXLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCLCDEFFHKCYLMNQKS?UVCVWYZ[]^e`abhfgigjLi[9n’pswuv!txyz}€€‚ƒ"),
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  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCLCDEFFHKCYLMNQKS?UVCVWZ[[]^e`abhfgigkil[9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCLCDEFFHKCYLMNQKS?UVCVWZ[]]^_`ab``gigkil[9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCLCDEFFHKCYLMNQKS?UVCVWZ[]^^_`ab``gigkil[9n’pswuv!txyz}€€‚ƒ"),
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  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCLCDEFFHKCjLMNQKS?UVCVWZ[]^__`ab``efdgii[9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9!")), Array(Custom String(
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  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCLCDEFFHKCjLMNQKS?UVCVWL[l^_`aab``efdgiik9n’pswuv!txyz}€€‚ƒ"),
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  • " mŒ$ # $;'(*$+RG./E/01@34467:!?;<=TABCLCDEFFHKCjLMNQKS?UVCVWL[l^_`e`ab`efggiik9n’pswuv!txyz}€€‚ƒ"),
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  • "† €‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sxyz~€‚ƒ„„„"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • "… ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sxyz€‚ƒ„…„"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • "† ‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sxyz€‚ƒ„†„"),
  • Custom String("‰‡m:9!")), Array(Custom String(
  • " m‹ !: #%()$(*+./01234647ˆ7m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik‰nopqwuv7txyz}€€‚ƒ"),
  • Custom String("‡‡!:9!")), Array(Custom String(
  • " mŒ !: #%()$(*-./01234647ˆ789$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik‰nopswuv7txyz}€€‚ƒ"),
  • Custom String("ˆ‡!:9!")), Array(Custom String(
  • " m‹ !: #%()$(*+,-01234647ˆ9m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik‰nopqwuv7txyz}€€‚ƒ"),
  • Custom String("‰‡!:9!")), Array(Custom String(
  • " Š‹!Œ %&'$(*+,-0123$64‘67:!$;>#;?@AVEAG,FHICCLMPQK+??TUXTLYZ[]`e`abhfgigjLikn’pqruv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m:Ž9!")), Array(Custom String(
  • " ‹‹!Œ #%&'$(*+,-0123$64‘67:!$=>#;?@AVEAG,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikn’pqruv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m:Ž9!")), Array(Custom String(
  • " Œ‹ !Œ #%()$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pqwuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m:Ž9!")), Array(Custom String(
  • " mŒ !: #%()$(*+,-0123$64‘89:$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9nopqwuv!txyz}€€‚ƒ"),
  • Custom String("‰7m!Ž!")), Array(Custom String(
  • " mŒ !: #%()$(*+,-0123$64789$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9nopqwuv!txyz}€€‚ƒ"),
  • Custom String("‰7m!ŽŽ!")), Array(Custom String(
  • " mŒ !: #%()$(*+,-0123$64789$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9nopqwuv7txyz}€€‚ƒ"),
  • Custom String("‰7m!Ž!")), Array(Custom String(
  • " mŒ !: #%()$(*+,-0123$647899$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9nopqwuv7txyz}€€‚ƒ"),
  • Custom String("‰7m!Ž!")), Array(Custom String(
  • " mŒ !‘ #%()$(*+,-0123$64‘67:!$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLik9n’pswuv!txyz}€€‚ƒ"),
  • Custom String("ˆ7m!:Ž9")), Array(Custom String(
  • " ’‹ !Œ #%&)$(*+,-0123$64‘69m9$=>#;?@AVEAE,FHICCLMPQKS??TUXTLYZ[]`e`abhfgigjLikop’pqrwt!sxyz}€€‚ƒ"),
  • Custom String("‰‡m:9!")));
  • Global.compressBakeResult = Empty Array;
  • For Global Variable(compressBakeNodeLoop, 0, Count Of(Global.compressedNodes), 1);
  • Global.compressCurrentNodeArray = Empty Array;
  • For Global Variable(compressBakeStringLoop, 0, Count Of(Global.compressedNodes[Global.compressBakeNodeLoop]), 1);
  • Global.compressMapper = Empty Array;
  • Global.compressMapper[String Length(Global.compressedNodes[Global.compressBakeNodeLoop][Global.compressBakeStringLoop]) - 1] = 0;
  • Modify Global Variable(compressCurrentNodeArray, Append To Array, Mapped Array(Global.compressMapper, Index Of Array Value(
  • Global.compressBakeMatcher, String Slice(Global.compressedNodes[Global.compressBakeNodeLoop][Global.compressBakeStringLoop],
  • Current Array Index, 1))));
  • Global.i += 1;
  • If(!(Global.i % 5));
  • Wait(0.016, Ignore Condition);
  • End;
  • End;
  • Global.compressBakeResult[Global.compressBakeNodeLoop] = Global.compressCurrentNodeArray;
  • End;
  • Global._extendedGlobalCollection[2] = Index Of Array Value(Global._classIndexes, 0);
  • Global._classIndexes[Global._extendedGlobalCollection[2]] = 1;
  • Global._objectVariable_1[Global._extendedGlobalCollection[2]] = Global.map;
  • Global._objectVariable_0[Global._extendedGlobalCollection[2]] = Global.compressBakeResult;
  • Global.bake = Global._extendedGlobalCollection[2];
  • Global.bakeCompleted = True;
  • }
  • }
  • rule("Me")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(All Players(Team 2), Null, Custom String("https://workshop.codes/uprising"), Null, Right, 0, Color(White), Color(
  • Green), Color(Green), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Created by Waitedboat4#2760"), Right, 0, Color(White), Color(
  • White), Color(Green), Visible To and String, Default Visibility);
  • }
  • }
  • disabled rule("anti crash")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.antiCrashActivated == False;
  • Server Load > 200;
  • }
  • actions
  • {
  • Wait(1, Abort When False);
  • Set Slow Motion(10);
  • Global.antiCrashActivated = True;
  • }
  • }
  • disabled rule("disable anti crash")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.antiCrashActivated == True;
  • Server Load < 175;
  • }
  • actions
  • {
  • Set Slow Motion(100);
  • Global.antiCrashActivated = False;
  • }
  • }
  • rule("Bastion/Wrecking Ball POS")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.SentryPos = Array(Vector(-9.545, 1.577, -20.975), Vector(-29.313, 1.800, -15.087));
  • }
  • }
  • rule("Scoreboard")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • }
  • actions
  • {
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("{0} | {1} HP | {2}%", Custom String("{0} {1}", Is Alive(
  • Event Player) == True ? Hero Icon String(Hero Of(Event Player)) : Icon String(X), Event Player), Round To Integer(Health(
  • Event Player), To Nearest), Ultimate Charge Percent(Event Player)), Left, 2, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("Pathfinder: Resolve Current")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.pathfinderDoGetCurrent == True;
  • }
  • actions
  • {
  • Event Player.pathfinderCurrent = Index Of Array Value(Global.Nodes[Event Player.pathmapReference], First Of(Sorted Array(
  • Filtered Array(Global.Nodes[Event Player.pathmapReference], Is In Line of Sight(Eye Position(Event Player),
  • Current Array Element, Barriers Do Not Block LOS) == True), Distance Between(Position Of(Event Player),
  • Current Array Element))));
  • Start Throttle In Direction(Event Player, Direction Towards(Position Of(Event Player),
  • Event Player.pathfinderCurrent == -1 ? Event Player.destination : Global.Nodes[Event Player.pathmapReference][Event Player.pathfinderCurrent]),
  • 1, To World, Replace existing throttle, Direction and Magnitude);
  • Event Player.pathfinderDoGetCurrent = False;
  • }
  • }
  • rule("Pathfinder: Resolve Next")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Position Of(Event Player),
  • Event Player.pathfinderCurrent == -1 ? Event Player.destination : Global.Nodes[Event Player.pathmapReference][Event Player.pathfinderCurrent])
  • <= 0.400;
  • Event Player.parentArray != Null;
  • }
  • actions
  • {
  • If(Event Player.pathfinderCurrent != -1);
  • Event Player.lastAttribute = Mapped Array(Filtered Array(Global.Attributes[Event Player.pathmapReference], X Component Of(
  • Current Array Element) == Event Player.pathfinderCurrent && Y Component Of(Current Array Element)
  • == Event Player.parentArray[Event Player.pathfinderCurrent] - 1), Z Component Of(Current Array Element));
  • Event Player.pathfinderCurrent = Event Player.parentArray[Event Player.pathfinderCurrent] - 1;
  • Else;
  • Stop Throttle In Direction(Event Player);
  • Event Player.parentArray = Null;
  • End;
  • Loop If Condition Is True;
  • }
  • }
  • rule("Pathfinder: skip if visible")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.parentArray != Null;
  • Event Player.pathfinderCurrent != -1;
  • Y Component Of(
  • Event Player.pathfinderCurrent == -1 ? Event Player.destination : Global.Nodes[Event Player.pathmapReference][Event Player.pathfinderCurrent])
  • - Y Component Of(
  • Event Player.parentArray[Event Player.pathfinderCurrent] - 1 == -1 ? Event Player.destination : Global.Nodes[Event Player.pathmapReference][Event Player.parentArray[Event Player.pathfinderCurrent] - 1])
  • == True;
  • Is In Line of Sight(Position Of(Event Player) + Vector(Empty Array, 0.250, Empty Array), (
  • Event Player.parentArray[Event Player.pathfinderCurrent] - 1 == -1 ? Event Player.destination : Global.Nodes[Event Player.pathmapReference][Event Player.parentArray[Event Player.pathfinderCurrent] - 1])
  • + Vector(Empty Array, 0.250, Empty Array), Barriers Do Not Block LOS) == True;
  • }
  • actions
  • {
  • Wait(0.100, Ignore Condition);
  • If(Event Player.pathfinderCurrent != -1);
  • Event Player.lastAttribute = Mapped Array(Filtered Array(Global.Attributes[Event Player.pathmapReference], X Component Of(
  • Current Array Element) == Event Player.pathfinderCurrent && Y Component Of(Current Array Element)
  • == Event Player.parentArray[Event Player.pathfinderCurrent] - 1), Z Component Of(Current Array Element));
  • Event Player.pathfinderCurrent = Event Player.parentArray[Event Player.pathfinderCurrent] - 1;
  • Else;
  • Stop Throttle In Direction(Event Player);
  • Event Player.parentArray = Null;
  • End;
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Pathfind")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Ana);
  • Is Dummy Bot(Event Player) == True;
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) > 5;
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • Event Player.LineofSight == True;
  • Hero Of(Event Player) != Hero(Symmetra);
  • Hero Of(Event Player) != Hero(Zarya);
  • Hero Of(Event Player) != Hero(Bastion);
  • Hero Of(Event Player) != Hero(Wrecking Ball);
  • Count Of(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Current Array Element.Invis == False)) > 0;
  • }
  • actions
  • {
  • Event Player.pathmapReference = Global._objectVariable_1[Global.bake];
  • Event Player.destination = First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)));
  • Event Player.parentArray = Global._objectVariable_0[Global.bake][Index Of Array Value(
  • Global.Nodes[Global._objectVariable_1[Global.bake]], First Of(Sorted Array(Global.Nodes[Global._objectVariable_1[Global.bake]],
  • Distance Between(Current Array Element, Event Player.destination))))];
  • Event Player.pathfinderDoGetCurrent = True;
  • Wait(5, Ignore Condition);
  • Loop If(Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(
  • Event Player))), Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) > 5);
  • }
  • }
  • rule("Stop Pathfinding")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Ana);
  • Is Dummy Bot(Event Player) == True;
  • Hero Of(Event Player) != Hero(Symmetra);
  • Hero Of(Event Player) != Hero(Wrecking Ball);
  • Hero Of(Event Player) != Hero(Zarya);
  • Hero Of(Event Player) != Hero(Bastion);
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) <= 5;
  • Count Of(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Current Array Element.Invis == False)) > 0;
  • }
  • actions
  • {
  • Stop Throttle In Direction(Event Player);
  • Wait(Random Integer(1, 2), Ignore Condition);
  • Start Throttle In Direction(Event Player, Direction Towards(Position Of(Event Player), Position Of(First Of(Sorted Array(
  • Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Is In Line of Sight(Event Player,
  • Current Array Element, Barriers Do Not Block LOS)), Distance Between(Event Player, Current Array Element))))
  • + Direction From Angles(Total Time Elapsed * 135, 0) * 5), 1, To World, Replace existing throttle, Direction and Magnitude);
  • Wait(Random Integer(1, 2), Ignore Condition);
  • Loop If(Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(
  • Event Player))), Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) <= 5);
  • }
  • }
  • rule("Hack Terminals Big Message")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Big Message(All Players(Team 2), Custom String("HACK THE TERMINALS"));
  • }
  • }
  • rule("Disable HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Disable Game Mode HUD(Event Player);
  • Disable Game Mode In-World UI(Event Player);
  • }
  • }
  • rule("Enable HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.AllTerminalsHacked == True;
  • }
  • actions
  • {
  • Enable Game Mode HUD(Event Player);
  • Enable Game Mode In-World UI(Event Player);
  • }
  • }
  • rule("Start Facing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Hero Of(Event Player) != Hero(Ana);
  • Hero Of(Event Player) != Hero(Symmetra);
  • Event Player.LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Start Facing(Event Player, Direction Towards(Event Player, Eye Position(First Of(Sorted Array(Filtered Array(Filtered Array(
  • All Living Players(Opposite Team Of(Team Of(Event Player))), Current Array Element.Invis == False), Is In Line of Sight(
  • Event Player, Current Array Element, Barriers Do Not Block LOS)), Distance Between(Event Player, Current Array Element))))
  • + Down + Down), 200, To World, Direction and Turn Rate);
  • }
  • }
  • rule("Stop Facing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Hero Of(Event Player) != Hero(Ana);
  • Hero Of(Event Player) != Hero(Symmetra);
  • Event Player.LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • <= 0;
  • }
  • actions
  • {
  • Stop Facing(Event Player);
  • }
  • }
  • rule("Shooting - Baptiste")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Primary Fire));
  • Wait(1.500, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Stop Shooting")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Hero Of(Event Player) != Hero(Ana);
  • Hero Of(Event Player) != Hero(Zarya);
  • Hero Of(Event Player) != Hero(Wrecking Ball);
  • Hero Of(Event Player) != Hero(Symmetra);
  • Hero Of(Event Player) != Hero(Baptiste);
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • <= 0;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Primary Fire));
  • }
  • }
  • rule("Bap Reload")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Ammo(Event Player, 0) < 1;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Reload));
  • }
  • }
  • rule("Reset Variables - Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Event Player.Spawn = False;
  • }
  • }
  • rule("HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("HACK THE TERMINALS\r \n {0} {1} {2}", Count Of(
  • Global.TerminalPosition) == 3 ? Custom String("{0}%", Round To Integer(Global.TerminalPercent, To Nearest)) : (Count Of(
  • Global.TerminalPosition) > 3 ? Icon String(No) : Icon String(Checkmark)), Count Of(Global.TerminalPosition)
  • == 2 ? Custom String("{0}%", Round To Integer(Global.TerminalPercent, To Nearest)) : (Count Of(Global.TerminalPosition)
  • > 2 ? Icon String(No) : Icon String(Checkmark)), Count Of(Global.TerminalPosition) == 1 ? Custom String("{0}%",
  • Round To Integer(Global.TerminalPercent, To Nearest)) : (Count Of(Global.TerminalPosition) > 1 ? Icon String(No) : Icon String(
  • Checkmark))), Top, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Global.HUDtext = Last Text ID;
  • }
  • }
  • rule("Skip Setup")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • }
  • actions
  • {
  • Set Match Time(0);
  • }
  • }
  • rule("Terminal Array")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.TerminalPosition = Array(Vector(-60.851, 1.250, 3.839), Vector(-2.205, 1.118, -15.754), Vector(0.606, 2.250, 39.854));
  • }
  • }
  • rule("Create Effect - Terminals")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(Team 2), Ring, Color(Blue), First Of(Global.TerminalPosition), 5, Visible To Position and Radius);
  • Global.TerminalEffect = Last Created Entity;
  • Create In-World Text(All Players(Team 2), Custom String(" {0}\r\nHACK", Icon String(Bolt)), Global.TerminalPosition, 1,
  • Do Not Clip, Visible To Position and String, Color(Blue), Default Visibility);
  • }
  • }
  • rule("Pause")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Pause Match Time;
  • }
  • }
  • rule("Force Spawn Point")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Start Forcing Spawn Room(Team 1, 2);
  • Start Forcing Spawn Room(Team 2, 2);
  • Wait(0.250, Ignore Condition);
  • Start Forcing Spawn Room(Team 2, 1);
  • }
  • }
  • rule("Contest Point")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Ana), Team 1, -1, Vector(-19.067, 1.322, -36.125), Vector(Empty Array, Empty Array, Empty Array));
  • }
  • }
  • rule("Ana Invincible")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Ana;
  • }
  • actions
  • {
  • Set Invisible(Event Player, All);
  • Set Status(Event Player, Null, Phased Out, 9999);
  • }
  • }
  • rule("Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • Event Player.Spawn == False;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-103.528, -3.226, -66.614));
  • Set Facing(Event Player, Direction Towards(Event Player, Vector(-107.258, -3.401, -60.100)), To World);
  • Wait(0.250, Ignore Condition);
  • Event Player.Spawn = True;
  • }
  • }
  • rule("Get Through Exit")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, Vector(-92.782, 2.504, -28.929)) <= 2;
  • }
  • actions
  • {
  • Disable Movement Collision With Environment(Event Player, False);
  • }
  • }
  • rule("Get Through Exit - Disable")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, Vector(-92.782, 2.504, -28.929)) > 2;
  • }
  • actions
  • {
  • Enable Movement Collision With Environment(Event Player);
  • }
  • }
  • rule("Get Through Exit")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, Vector(-68.142, 1.754, -50.930)) <= 2;
  • }
  • actions
  • {
  • Disable Movement Collision With Environment(Event Player, False);
  • }
  • }
  • rule("Get Through Exit - Disable")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, Vector(-68.142, 1.754, -50.930)) > 2;
  • }
  • actions
  • {
  • Enable Movement Collision With Environment(Event Player);
  • }
  • }
  • rule("Terminal Finished")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.TerminalPercent == 100;
  • Global.AllTerminalsHacked == False;
  • }
  • actions
  • {
  • Play Effect(All Players(Team 2), Ring Explosion Sound, Color(White), All Players(Team 2), 200);
  • Modify Global Variable(TerminalPosition, Remove From Array By Value, First Of(Global.TerminalPosition));
  • Global.TerminalPercent = 0;
  • }
  • }
  • rule("Terminal Capture")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Count Of(Filtered Array(Players Within Radius(First Of(Global.TerminalPosition), 5, Team 2, Off), Is Alive(Current Array Element)))
  • > 0;
  • Global.AllTerminalsHacked == False;
  • }
  • actions
  • {
  • Global.StartedCapture = True;
  • While(True);
  • Wait(Workshop Setting Real(Custom String("Settings"), Custom String("Hacking Speed (percent/sec)"), 0.500, 0, 500, 0),
  • Abort When False);
  • Global.TerminalPercent += 1;
  • Loop If Condition Is True;
  • }
  • }
  • rule("All Terminals Hacked")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Count Of(Global.TerminalPosition) == 0;
  • }
  • actions
  • {
  • Global.AllTerminalsHacked = True;
  • Destroy Effect(Global.TerminalEffect);
  • Destroy All In-World Text;
  • Destroy HUD Text(Global.HUDtext);
  • Set Objective Description(All Players(Team 2), Custom String("RENDEZVOUS AT THE PAYLOAD"), Visible To and String);
  • Big Message(All Players(Team 2), Custom String("GET TO THE PAYLOAD"));
  • }
  • }
  • rule("Remove Contest")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Ana;
  • }
  • conditions
  • {
  • Global.AllTerminalsHacked == True;
  • }
  • actions
  • {
  • Destroy Dummy Bot(Team Of(Event Player), Slot Of(Event Player));
  • }
  • }
  • rule("Contest Payload")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Distance Between(Payload Position, Vector(-18.813, 1.334, -38.687)) <= 5;
  • Global.AllTerminalsHacked == True;
  • Is Game In Progress == True;
  • Global.PayloadFixed == False;
  • }
  • actions
  • {
  • Global.Fixingpayload = True;
  • Destroy All Dummy Bots;
  • Wait(0.250, Ignore Condition);
  • Create Progress Bar HUD Text(All Players(Team 2), Global.PayloadHP, Custom String("Payload Health: {0}%", Global.PayloadHP), Right,
  • 0.500, Color(White), Color(White), Visible To Values and Color, Default Visibility);
  • Global.AllTerminalsHacked = False;
  • Global.ReleaseHPkillers = True;
  • Big Message(All Players(Team 2), Custom String("DEFEND THE PAYLOAD"));
  • Set Objective Description(All Players(Team 2), Custom String("DEFEND THE PAYLOAD"), Visible To and String);
  • Set Match Time(240);
  • Unpause Match Time;
  • Create Dummy Bot(Hero(Ana), Team 1, -1, Vector(-19.070, 1.326, -37.026), Vector(Empty Array, Empty Array, Empty Array));
  • Wait(240, Ignore Condition);
  • Global.PayloadFixed = True;
  • Global.Fixingpayload = False;
  • }
  • }
  • rule("Time")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Match Time <= 0;
  • }
  • actions
  • {
  • Pause Match Time;
  • Set Match Time(240);
  • }
  • }
  • rule("Payload Fixed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Ana;
  • }
  • conditions
  • {
  • Global.PayloadFixed == True;
  • Global.KillOR14 == False;
  • }
  • actions
  • {
  • Destroy Dummy Bot(Team Of(Event Player), Slot Of(Event Player));
  • Big Message(All Players(Team 2), Custom String("ESCORT THE PAYLOAD"));
  • Set Objective Description(All Players(Team 2), Custom String("ESCORT THE PAYLOAD"), Visible To and String);
  • }
  • }
  • rule("Kill OR14-NS UNITS")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Distance Between(Payload Position, Vector(-101.517, 2.194, -8.275)) <= 5;
  • Is Game In Progress == True;
  • Global.PayloadFixed == True;
  • Global.KillOR14 == False;
  • }
  • actions
  • {
  • Destroy All Progress Bar HUD Text;
  • Wait(0.250, Ignore Condition);
  • Big Message(All Players(Team 2), Custom String("KILL THE OR14-NS UNITS"));
  • Set Objective Description(All Players(Team 2), Custom String("KILL THE OR14-NS UNITS"), Visible To and String);
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String(" {0}/4 {1}\r\nELIMINATED", Global.NumberofOR14killed,
  • Icon String(Skull)), Top, 1, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Global.HUDtext = Last Text ID;
  • Destroy All Dummy Bots;
  • Wait(0.250, Ignore Condition);
  • Create Dummy Bot(Hero(Ana), Team 1, -1, Vector(-111.347, 0.825, -6.609), Vector(Empty Array, Empty Array, Empty Array));
  • Create Dummy Bot(Hero(Bastion), Team 1, -1, Vector(-122.719, 2.321, -11.916), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Bastion), Team 1, -1, Vector(-131.052, 2.319, 30.021), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Bastion), Team 1, -1, Vector(-155.245, 1.321, 38.596), Vector(0, 0, 0));
  • Global.SentryPos = Array(Vector(-122.719, 2.321, -11.916), Vector(-131.052, 2.319, 30.021), Vector(-155.245, 1.321, 38.596));
  • Global.KillOR14 = True;
  • Set Match Time(360);
  • Unpause Match Time;
  • }
  • }
  • rule("Elims")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Orisa);
  • Global.KillOR14 == True;
  • }
  • actions
  • {
  • Global.NumberofOR14killed += 1;
  • }
  • }
  • rule("Win")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.NumberofOR14killed == 4;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Start Camera(All Players(Team 2), Eye Position(Players On Hero(Hero(Orisa), Team 1)) + Up, Eye Position(Players On Hero(Hero(
  • Orisa), Team 1)), 0);
  • Set Slow Motion(50);
  • Wait(1, Ignore Condition);
  • Declare Team Victory(Team 2);
  • }
  • }
  • rule("Subway bots")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-94.559, -1.246, -46.642), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-94.559, -1.246, -46.642), Vector(0, 0, 0));
  • }
  • }
  • rule("Outside Subway")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-86.969, 2.274, -7.325), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-91.223, 2.373, 3.848), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-72.201, 1.127, 3.191), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-71.291, 1.044, -2.007), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-55.147, 1.250, 3.453), Vector(0, 0, 0));
  • }
  • }
  • rule("Line of Sight")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Is In Line of Sight(Event Player, First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Distance Between(Event Player, Current Array Element))), Barriers Do Not Block LOS) == True;
  • Distance Between(Event Player, First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Distance Between(
  • Event Player, Current Array Element)))) <= 20;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Event Player.LineofSight = True;
  • }
  • }
  • rule("Line of Sight")
  • {
  • event
  • {
  • Player Took Damage;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Event Player.LineofSight = True;
  • }
  • }
  • rule("Line of Sight")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Global.StartedCapture == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Event Player.LineofSight = True;
  • }
  • }
  • rule("Create Troopers (Baptiste)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.StartedCapture == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Wait(Random Integer(10, 20), Ignore Condition);
  • Global.NumberOfTroopers = Random Integer(1, 4);
  • Wait(0.250, Ignore Condition);
  • If(Global.NumberOfTroopers == 1);
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Else If(Global.NumberOfTroopers == 2);
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Else If(Global.NumberOfTroopers == 3);
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Else If(Global.NumberOfTroopers == 4);
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • End;
  • Loop;
  • }
  • }
  • rule("Insta-dead")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Hero Of(Event Player) != Hero(Orisa);
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Destroy Dummy Bot(Team Of(Event Player), Slot Of(Event Player));
  • }
  • }
  • rule("Defeat")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Number Of Living Players(Team 2) == 0;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Declare Team Victory(Team 1);
  • }
  • }
  • rule("Slicer Properties")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Symmetra;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Set Max Health(Event Player, 50);
  • Start Scaling Player(Event Player, 0.700, True);
  • Set Damage Dealt(Event Player, 25);
  • Start Facing(Event Player, Direction Towards(Event Player, Payload Position), 200, To World, Direction and Turn Rate);
  • }
  • }
  • rule("Slicer Attack")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Symmetra;
  • }
  • conditions
  • {
  • Distance Between(Event Player, Payload Position) <= 5;
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Stop Throttle In Direction(Event Player);
  • Start Holding Button(Event Player, Button(Primary Fire));
  • Chase Global Variable At Rate(PayloadHP, 0, 0.200, Destination and Rate);
  • }
  • }
  • rule("Pathfind to Payload")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, Payload Position) > 5;
  • Is Dummy Bot(Event Player) == True;
  • Hero Of(Event Player) != Hero(Baptiste);
  • Hero Of(Event Player) != Hero(Brigitte);
  • Hero Of(Event Player) != Hero(Bastion);
  • Hero Of(Event Player) != Hero(Orisa);
  • Hero Of(Event Player) != Hero(Ana);
  • Hero Of(Event Player) != Hero(Zarya);
  • }
  • actions
  • {
  • Skip If(Hero Of(Event Player) == Hero(Wrecking Ball), 4);
  • Stop Holding Button(Event Player, Button(Primary Fire));
  • If(Count Of(Filtered Array(Filtered Array(Players Within Radius(Payload Position, 5, Team 1, Off), Is Alive(
  • Current Array Element)), Hero Of(Current Array Element) == Hero(Symmetra))) == 0);
  • Stop Chasing Global Variable(PayloadHP);
  • End;
  • Event Player.pathmapReference = Global._objectVariable_1[Global.bake];
  • Event Player.destination = Payload Position;
  • Event Player.parentArray = Global._objectVariable_0[Global.bake][Index Of Array Value(
  • Global.Nodes[Global._objectVariable_1[Global.bake]], First Of(Sorted Array(Global.Nodes[Global._objectVariable_1[Global.bake]],
  • Distance Between(Current Array Element, Event Player.destination))))];
  • Event Player.pathfinderDoGetCurrent = True;
  • Wait(5, Ignore Condition);
  • Loop If(Distance Between(Event Player, Payload Position) > 5);
  • }
  • }
  • rule("Payload HP DEFEAT")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.PayloadHP <= 0;
  • Global.KillOR14 == False;
  • }
  • actions
  • {
  • Big Message(All Players(Team 2), Custom String("PAYLOAD DESTROYED"));
  • Wait(0.250, Ignore Condition);
  • Declare Team Victory(Team 1);
  • }
  • }
  • rule("Detonator Properties")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Start Scaling Player(Event Player, 1.300, True);
  • Set Knockback Received(Event Player, 10);
  • Set Max Health(Event Player, 500);
  • Wait(0.250, Ignore Condition);
  • Set Player Health(Event Player, 3000);
  • Start Facing(Event Player, Direction Towards(Event Player, Payload Position), 200, To World, Direction and Turn Rate);
  • Set Move Speed(Event Player, 50);
  • }
  • }
  • rule("Detonator Explode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Distance Between(Event Player, Payload Position) <= 5;
  • }
  • actions
  • {
  • Stop Throttle In Direction(Event Player);
  • Wait(1, Abort When False);
  • Play Effect(All Players(Team 2), Bad Explosion, Color(Red), Event Player, 5);
  • Play Effect(All Players(Team 1), Explosion Sound, Color(White), Event Player, 200);
  • Global.PayloadHP -= 20;
  • Kill(Event Player, Null);
  • }
  • }
  • rule("Bastion - Shooting")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Bastion;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Primary Fire));
  • }
  • }
  • rule("Orisa - Shooting")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Orisa;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Primary Fire));
  • }
  • }
  • rule("Orisa - Secondary Fire")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Orisa;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Ability Cooldown(Event Player, Button(Secondary Fire)) == 0;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Secondary Fire));
  • Wait(1.500, Ignore Condition);
  • Press Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("Orisa - Shield")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Orisa;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Ability Cooldown(Event Player, Button(Ability 2)) == 0;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Press Button(Event Player, Button(Ability 2));
  • }
  • }
  • rule("Orisa - Ultimate")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Orisa;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Ultimate Charge Percent(Event Player) == 100;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Press Button(Event Player, Button(Ultimate));
  • }
  • }
  • rule("Slicers")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Fixingpayload == True;
  • Global.KillOR14 == False;
  • }
  • actions
  • {
  • Wait(Random Integer(10, 20), Ignore Condition);
  • Global.CurrentSlicerSpawn = Random Value In Array(Filtered Array(Global.SlicerSpawns, Is In Line of Sight(All Players(Team 2),
  • Current Array Element, Barriers Do Not Block LOS) == False));
  • Global.NumberOfSlicers = Random Integer(1, 4);
  • Wait(0.250, Ignore Condition);
  • If(Global.NumberOfSlicers == 1);
  • Create Dummy Bot(Hero(Symmetra), Team 1, -1, Global.CurrentSlicerSpawn, Vector(0, 0, 0));
  • Else If(Global.NumberOfSlicers == 2);
  • Create Dummy Bot(Hero(Symmetra), Team 1, -1, Global.CurrentSlicerSpawn, Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Symmetra), Team 1, -1, Global.CurrentSlicerSpawn, Vector(0, 0, 0));
  • Else If(Global.NumberOfSlicers == 3);
  • Create Dummy Bot(Hero(Symmetra), Team 1, -1, Global.CurrentSlicerSpawn, Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Symmetra), Team 1, -1, Global.CurrentSlicerSpawn, Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Symmetra), Team 1, -1, Global.CurrentSlicerSpawn, Vector(0, 0, 0));
  • Else If(Global.NumberOfSlicers == 4);
  • Create Dummy Bot(Hero(Symmetra), Team 1, -1, Global.CurrentSlicerSpawn, Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Symmetra), Team 1, -1, Global.CurrentSlicerSpawn, Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Symmetra), Team 1, -1, Global.CurrentSlicerSpawn, Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Symmetra), Team 1, -1, Global.CurrentSlicerSpawn, Vector(0, 0, 0));
  • End;
  • Abort If(Global.KillOR14 == True);
  • Loop;
  • }
  • }
  • rule("Pathfind to Setup")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Bastion;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • Event Player.Hasult == 0;
  • Distance Between(Event Player, First Of(Sorted Array(Global.SentryPos, Distance Between(Event Player, Current Array Element))))
  • > 2;
  • Event Player.WasTank == False;
  • }
  • actions
  • {
  • Event Player.pathmapReference = Global._objectVariable_1[Global.bake];
  • Event Player.destination = First Of(Sorted Array(Global.SentryPos, Distance Between(Event Player, Current Array Element)));
  • Event Player.parentArray = Global._objectVariable_0[Global.bake][Index Of Array Value(
  • Global.Nodes[Global._objectVariable_1[Global.bake]], First Of(Sorted Array(Global.Nodes[Global._objectVariable_1[Global.bake]],
  • Distance Between(Current Array Element, Event Player.destination))))];
  • Event Player.pathfinderDoGetCurrent = True;
  • }
  • }
  • rule("Setup")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Bastion;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Distance Between(Event Player, First Of(Sorted Array(Global.SentryPos, Distance Between(Event Player, Current Array Element))))
  • <= 2;
  • Is Alive(Event Player) == True;
  • Event Player.Hasult == 0;
  • Global.KillOR14 == False;
  • Is In Alternate Form(Event Player) == False;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Ability 1));
  • }
  • }
  • rule("Revive")
  • {
  • event
  • {
  • Player Died;
  • Team 2;
  • All;
  • }
  • actions
  • {
  • Create Effect(All Players(Team 2), Ring, Color(Yellow), Position Of(Event Player), 3, Visible To Position and Radius);
  • Event Player.ReviveEffect = Last Created Entity;
  • Create In-World Text(All Players(Team 2), Custom String("REVIVE"), Position Of(Event Player), 1, Do Not Clip,
  • Visible To Position and String, Color(Yellow), Default Visibility);
  • Event Player.ReviveText = Last Text ID;
  • Event Player.CanBeRevived = True;
  • }
  • }
  • rule("Revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player,
  • Current Array Element)))) <= 3;
  • Is Alive(Event Player) == True;
  • First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player, Current Array Element)))
  • .CanBeRevived == True;
  • }
  • actions
  • {
  • Big Message(First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player, Current Array Element))),
  • Custom String("Reviving"));
  • Small Message(Event Player, Custom String("Reviving..."));
  • Wait(3, Abort When False);
  • First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player, Current Array Element)))
  • .CanBeRevived = False;
  • Wait(0.250, Ignore Condition);
  • Destroy Effect(First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player,
  • Current Array Element))).ReviveEffect);
  • Destroy In-World Text(First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player,
  • Current Array Element))).ReviveText);
  • Destroy Progress Bar In-World Text(Event Player.ProgressBar);
  • Resurrect(First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player, Current Array Element))));
  • }
  • }
  • rule("Revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Destroy Effect(Event Player.ReviveEffect);
  • Destroy In-World Text(Event Player.ReviveText);
  • Destroy Progress Bar In-World Text(Event Player.ProgressBar);
  • }
  • }
  • rule("Revive")
  • {
  • event
  • {
  • Player Died;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is In Air(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Nearest Walkable Position(Event Player));
  • }
  • }
  • rule("Revive Timer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Event Player.CanBeRevived == True;
  • }
  • actions
  • {
  • Event Player.ReviveTimer = 44;
  • Wait(0.250, Ignore Condition);
  • Chase Player Variable Over Time(Event Player, ReviveTimer, 0, 44, Destination and Duration);
  • Create Progress Bar In-World Text(All Players(All Teams), Event Player.ReviveTimer * 44 / 100, Null, Position Of(Event Player), 1,
  • Clip Against Surfaces, Color(Red), Color(White), Visible To Values and Color, Default Visibility);
  • Create Progress Bar In-World Text(All Players(All Teams), Event Player.ReviveTimer / 44 * 100, Null, Position Of(Event Player), 1,
  • Do Not Clip, Color(Red), Color(White), Visible To Values and Color, Default Visibility);
  • Event Player.ProgressBar = Last Text ID;
  • Wait(44, Abort When False);
  • Abort If(Is Alive(Event Player) == True);
  • Event Player.CanBeRevived = False;
  • Destroy Effect(Event Player.ReviveEffect);
  • Destroy In-World Text(Event Player.ReviveText);
  • Create Effect(All Players(All Teams), Ring, Color(Red), Position Of(Event Player), 5, None);
  • Create In-World Text(All Players(All Teams), Custom String("DEAD"), Position Of(Event Player), 2, Do Not Clip, None, Color(Red),
  • Default Visibility);
  • Create Effect(All Players(All Teams), Ring, Color(Red), Position Of(Event Player), 3, None);
  • Create In-World Text(All Players(All Teams), Custom String("DEAD"), Position Of(Event Player), 2, Clip Against Surfaces, None,
  • Color(Red), Default Visibility);
  • Destroy Progress Bar In-World Text(Event Player.ProgressBar);
  • }
  • }
  • rule("Revive Timer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Event Player.CanBeRevived == False;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Stop Chasing Player Variable(Event Player, ReviveTimer);
  • Wait(1, Ignore Condition);
  • If(Is Dead(Event Player) == True);
  • Declare Team Victory(Team 1);
  • }
  • }
  • rule("Eradicator Properties")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Brigitte;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Secondary Fire));
  • Start Scaling Player(Event Player, 1.500, True);
  • Add Health Pool To Player(Event Player, Health, 350, True, True);
  • }
  • }
  • rule("Create Zarya if no Zarya")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Brigitte;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Count Of(Filtered Array(Players Within Radius(Event Player, 2, Team Of(Event Player), Off), Hero Of(Current Array Element) == Hero(
  • Zarya))) <= 0;
  • }
  • actions
  • {
  • Wait(0.250, Abort When False);
  • Create Dummy Bot(Hero(Zarya), Team 1, -1, Position Of(Event Player), Vector(0, 0, 0));
  • Loop If Condition Is True;
  • }
  • }
  • rule("Zarya Attach")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Zarya;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Attach Players(Event Player, First Of(Sorted Array(Players On Hero(Hero(Brigitte), Team 1), Distance Between(Event Player,
  • Current Array Element))), Vector(0, 0, 0));
  • Set Invisible(Event Player, All);
  • Set Status(Event Player, Null, Phased Out, 9999);
  • }
  • }
  • rule("Zarya Die when Brig Die")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • Brigitte;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Kill(First Of(Sorted Array(Filtered Array(Players On Hero(Hero(Zarya), Team 1), Hero Of(Current Array Element) != Hero(Ana)),
  • Distance Between(Event Player, Current Array Element))), Null);
  • }
  • }
  • rule("Zarya - Shooting")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Zarya;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("Zarya - Stop Shooting")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Zarya;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • <= 0;
  • }
  • actions
  • {
  • Wait(0.250, Abort When False);
  • Stop Holding Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("Create Eradicator")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Count Of(Global.TerminalPosition) == 2;
  • }
  • actions
  • {
  • Wait(2, Ignore Condition);
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Vector(-18.398, 1.674, -34.306), Vector(0, 0, 0));
  • }
  • }
  • rule("Stop When shield breaks")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Brigitte;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == False;
  • }
  • actions
  • {
  • Wait(0.250, Abort When False);
  • Stop Holding Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("Difficulties")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Normal = Workshop Setting Toggle(Custom String("Difficulty"), Custom String("Normal"), True, 0);
  • Global.Hard = Workshop Setting Toggle(Custom String("Difficulty"), Custom String("Hard"), False, 0);
  • Global.Expert = Workshop Setting Toggle(Custom String("Difficulty"), Custom String("Expert"), False, 0);
  • Global.Legendary = Workshop Setting Toggle(Custom String("Difficulty"), Custom String("Legendary"), False, 0);
  • }
  • }
  • rule("Set Damage Types")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Hero Of(Event Player) != Hero(Symmetra);
  • }
  • actions
  • {
  • If(Global.Normal == True);
  • Set Damage Dealt(Event Player, 25);
  • Else If(Global.Hard == True);
  • Set Damage Dealt(Event Player, 50);
  • Else If(Global.Expert == True);
  • Set Damage Dealt(Event Player, 75);
  • Else If(Global.Legendary == True);
  • Set Damage Dealt(Event Player, 100);
  • End;
  • }
  • }
  • rule("Bastion - Properties - Tank")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Bastion;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Remove All Health Pools From Player(Event Player);
  • Wait(0.250, Ignore Condition);
  • Add Health Pool To Player(Event Player, Health, 450, True, True);
  • }
  • }
  • rule("Bastion - Properties - Sentry")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Bastion;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == False;
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Remove All Health Pools From Player(Event Player);
  • Wait(0.250, Ignore Condition);
  • Add Health Pool To Player(Event Player, Health, 600, True, True);
  • }
  • }
  • rule("Orisa - Properties")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Orisa;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Add Health Pool To Player(Event Player, Health, 3000, True, True);
  • }
  • }
  • rule("Set Ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Bastion;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Global.PayloadFixed == True;
  • Global.KillOR14 == False;
  • }
  • actions
  • {
  • Event Player.Hasult = 1;
  • }
  • }
  • rule("Bastion Ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Bastion;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.Hasult == 1;
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Press Button(Event Player, Button(Ultimate));
  • }
  • }
  • rule("Pathfind to Player - Bastion Ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Bastion;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.Hasult == 1;
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) > 5;
  • }
  • actions
  • {
  • Event Player.pathmapReference = Global._objectVariable_1[Global.bake];
  • Event Player.destination = First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)));
  • Event Player.parentArray = Global._objectVariable_0[Global.bake][Index Of Array Value(
  • Global.Nodes[Global._objectVariable_1[Global.bake]], First Of(Sorted Array(Global.Nodes[Global._objectVariable_1[Global.bake]],
  • Distance Between(Current Array Element, Event Player.destination))))];
  • Event Player.pathfinderDoGetCurrent = True;
  • Wait(5, Ignore Condition);
  • Loop If(Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(
  • Event Player))), Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) > 5);
  • }
  • }
  • rule("Stop Pathfinding - Bastion Ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Bastion;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.Hasult == 1;
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) <= 5;
  • }
  • actions
  • {
  • Stop Throttle In Direction(Event Player);
  • Wait(Random Integer(1, 2), Ignore Condition);
  • Start Throttle In Direction(Event Player, Direction Towards(Position Of(Event Player), Position Of(First Of(Sorted Array(
  • Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Is In Line of Sight(Event Player,
  • Current Array Element, Barriers Do Not Block LOS)), Distance Between(Event Player, Current Array Element))))
  • + Direction From Angles(Total Time Elapsed * 135, 0) * 5), 1, To World, Replace existing throttle, Direction and Magnitude);
  • Wait(Random Integer(1, 2), Ignore Condition);
  • Loop If(Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(
  • Event Player))), Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) <= 5);
  • }
  • }
  • rule("Setup on OR14")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Bastion;
  • }
  • conditions
  • {
  • Global.KillOR14 == True;
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Press Button(Event Player, Button(Ability 1));
  • }
  • }
  • rule("Defeat - OR14")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Match Time <= 0;
  • Global.KillOR14 == True;
  • }
  • actions
  • {
  • Declare Team Victory(Team 1);
  • }
  • }
  • rule("Wrecking Ball Ability 1")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Is Using Ability 1(Event Player) == False;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Ability 1));
  • }
  • }
  • rule("Destroy Zarya if no Brig")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Zarya;
  • }
  • conditions
  • {
  • Number Of Heroes(Hero(Brigitte), Team 1) <= 0;
  • }
  • actions
  • {
  • Destroy Dummy Bot(Team Of(Event Player), Slot Of(Event Player));
  • }
  • }
  • rule("Heal over time")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Healovertime = Workshop Setting Toggle(Custom String("Settings"), Custom String("Heal Over Time"), False, 0);
  • }
  • }
  • rule("Heal over time")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Health(Event Player) < Max Health(Event Player);
  • Global.Healovertime == True;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Start Heal Over Time(Event Player, Event Player, 9999, 20);
  • }
  • }
  • rule("Heal over time")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Health(Event Player) == Max Health(Event Player);
  • Global.Healovertime == True;
  • }
  • actions
  • {
  • Stop All Heal Over Time(Event Player);
  • }
  • }
  • rule("All Heroes")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Workshop Setting Toggle(Custom String("Settings"), Custom String("All Heroes"), False, 0) == True;
  • }
  • actions
  • {
  • Set Player Allowed Heroes(Event Player, All Heroes);
  • }
  • }
  • rule("Detonator go into ball")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == False;
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Ability 1));
  • Wait(0.250, Ignore Condition);
  • Loop If(Is Using Ability 1(Event Player) == False);
  • }
  • }
  • rule("Insta-dead - Orisa")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • Orisa;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Destroy Dummy Bot(Team Of(Event Player), Slot Of(Event Player));
  • }
  • }
  • rule("Scoring")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Team 2;
  • All;
  • }
  • actions
  • {
  • If(Hero Of(Victim) == Hero(Baptiste));
  • Global.Score += 12.500;
  • Else If(Hero Of(Victim) == Hero(Brigitte));
  • Global.Score += 50;
  • Else If(Hero Of(Victim) == Hero(Symmetra));
  • Global.Score += 12.500;
  • Else If(Hero Of(Victim) == Hero(Wrecking Ball));
  • Global.Score += 62.500;
  • Else If(Hero Of(Victim) == Hero(Bastion));
  • Global.Score += 125;
  • Else If(Hero Of(Victim) == Hero(Orisa));
  • Global.Score += 125;
  • End;
  • }
  • }
  • rule("Scoring HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(All Players(Team 2), Null, Null, Custom String("Team Score: {0}", Round To Integer(Global.Score, To Nearest)),
  • Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Repair - Bastion")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Bastion;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == False;
  • }
  • actions
  • {
  • If(Health(Event Player) < Max Health(Event Player));
  • If(Is Moving(Event Player) == False);
  • If(Is In Line of Sight(Event Player, First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Distance Between(Event Player, Current Array Element))), Barriers Do Not Block LOS) == False);
  • Start Holding Button(Event Player, Button(Secondary Fire));
  • Else;
  • Stop Holding Button(Event Player, Button(Secondary Fire));
  • End;
  • Else If(Is Moving(Event Player) == True);
  • Start Holding Button(Event Player, Button(Secondary Fire));
  • Else;
  • Stop Holding Button(Event Player, Button(Secondary Fire));
  • End;
  • Else If(Health(Event Player) == Max Health(Event Player));
  • Stop Holding Button(Event Player, Button(Secondary Fire));
  • End;
  • Wait(0.250, Ignore Condition);
  • Loop If(Is Using Ultimate(Event Player) == False);
  • }
  • }
  • rule("OrisaWave1")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.KillOR14 == True;
  • }
  • actions
  • {
  • Wait(0.250, Abort When False);
  • Create Dummy Bot(Hero(Orisa), Team 1, -1, Vector(-165.858, 1.321, 20.433), Vector(0, 0, 0));
  • Global.OrisaWave = 2;
  • }
  • }
  • rule("OrisaWave2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.OrisaWave == 2;
  • Number Of Heroes(Hero(Orisa), Team 1) == 0;
  • Number Of Players(Team 1) <= 7;
  • }
  • actions
  • {
  • Wait(0.250, Abort When False);
  • Create Dummy Bot(Hero(Orisa), Team 1, -1, Vector(-162.303, 1.321, 41.609), Vector(0, 0, 0));
  • Global.OrisaWave = 3;
  • }
  • }
  • rule("OrisaWave3")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.OrisaWave == 3;
  • Number Of Heroes(Hero(Orisa), Team 1) == 0;
  • Number Of Players(Team 1) <= 6;
  • }
  • actions
  • {
  • Wait(0.250, Abort When False);
  • Create Dummy Bot(Hero(Orisa), Team 1, -1, Vector(-162.303, 1.321, 41.609), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Orisa), Team 1, -1, Vector(-165.858, 1.321, 20.433), Vector(0, 0, 0));
  • Global.OrisaWave = 4;
  • }
  • }
  • rule("Trooper Spawns")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Count Of(Global.TerminalPosition) == 3;
  • }
  • actions
  • {
  • Global.TrooperSpawns = Array(Vector(-88.944, 2.087, -7.301), Vector(-59.277, 6.270, -12.242), Vector(-68.433, 1.269, -12.886));
  • }
  • }
  • rule("Trooper Spawns 2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Count Of(Global.TerminalPosition) == 2;
  • }
  • actions
  • {
  • Global.TrooperSpawns = Array(Vector(-15.900, 2.250, -20.440), Vector(17.753, 4.250, -28.246), Vector(-18.132, 1.124, 12.089),
  • Vector(-12.285, 2.250, -45.146));
  • }
  • }
  • rule("Trooper Spawns 3")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Count Of(Global.TerminalPosition) == 1;
  • }
  • actions
  • {
  • Global.TrooperSpawns = Array(Vector(-4.425, 1.129, 14.081), Vector(13.677, 7.250, 18.288), Vector(-18.132, 1.124, 12.089), Vector(
  • -12.285, 2.250, -45.146));
  • }
  • }
  • rule("Create Second Area")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Count Of(Global.TerminalPosition) == 2;
  • Is Game In Progress == True;
  • Global.TerminalPercent > 0;
  • }
  • actions
  • {
  • Wait(22, Abort When False);
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(0.854, 1.125, -8.638), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Vector(-1.638, 1.141, -8.403), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-5.106, 1.127, -7.533), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-5.106, 1.127, -7.533), Vector(0, 0, 0));
  • Global.SecondArea2 = True;
  • }
  • }
  • rule("Create Second Area 2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.SecondArea2 == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Vector(-19.073, 1.142, -31.343), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-19.073, 1.142, -31.343), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-19.073, 1.142, -31.343), Vector(0, 0, 0));
  • Global.SecondArea2 = False;
  • }
  • }
  • rule("Create Third Area")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Count Of(Global.TerminalPosition) == 1;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Vector(7.020, 1.312, 12.663), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(7.020, 1.312, 12.663), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-4.509, 1.320, 15.475), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-4.509, 1.320, 15.475), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-4.509, 1.320, 15.475), Vector(0, 0, 0));
  • }
  • }
  • rule("Create Third Area 2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Count Of(Global.TerminalPosition) == 1;
  • Is Game In Progress == True;
  • Global.TerminalPercent > 0;
  • }
  • actions
  • {
  • Wait(20, Ignore Condition);
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Vector(-4.233, 1.125, 14.462), Vector(0, 0, 0));
  • Wait(2, Ignore Condition);
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Vector(-4.233, 1.125, 14.462), Vector(0, 0, 0));
  • Wait(2, Ignore Condition);
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Vector(-4.233, 1.125, 14.462), Vector(0, 0, 0));
  • }
  • }
  • rule("Create Payload Troopers")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.Fixingpayload == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-24.450, 1.116, -25.600), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-24.450, 1.116, -25.600), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-10.758, 1.117, -25.250), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 1, -1, Vector(-10.758, 1.117, -25.250), Vector(0, 0, 0));
  • Global.TrooperSpawns = Array(Vector(-9.240, 1.125, -7.441), Vector(17.699, 4.250, -29.587), Vector(-40.352, 1.324, -32.622),
  • Vector(-17.726, 2.250, -20.295), Vector(10.784, 7.276, -36.329));
  • }
  • }
  • rule("Slicer Spawns")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Global.SlicerSpawns = Array(Vector(-50.989, 1.040, -33.107), Vector(17.425, 1.316, -18.238));
  • }
  • }
  • rule("Eradicators Random Spawns")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Fixingpayload == True;
  • Number Of Players(Team 1) <= 6;
  • }
  • actions
  • {
  • Wait(Random Integer(30, 60), Ignore Condition);
  • Global.NumberOfEradicators = Random Integer(1, 3);
  • Wait(0.250, Ignore Condition);
  • If(Global.NumberOfEradicators == 1);
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Else If(Global.NumberOfEradicators == 2);
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Else If(Global.NumberOfEradicators == 3);
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 2), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • End;
  • Loop If(Number Of Players(Team 1) <= 6);
  • }
  • }
  • rule("Create Detonator - 1")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.Fixingpayload == True;
  • }
  • actions
  • {
  • Wait(73, Ignore Condition);
  • Create Dummy Bot(Hero(Wrecking Ball), Team 1, -1, Vector(-0.965, 1.139, -11.281), Vector(0, 0, 0));
  • }
  • }
  • rule("Create Bastions - 1")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.Fixingpayload == True;
  • }
  • actions
  • {
  • Wait(127, Ignore Condition);
  • Create Dummy Bot(Hero(Bastion), Team 1, -1, Vector(8.189, 2.250, -8.131), Vector(0, 0, 0));
  • }
  • }
  • rule("Create Bastions - 2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.Fixingpayload == True;
  • }
  • actions
  • {
  • Wait(155, Ignore Condition);
  • Create Dummy Bot(Hero(Bastion), Team 1, -1, Vector(-45.422, 1.191, -19.479), Vector(0, 0, 0));
  • }
  • }
  • rule("Create Detonator - 2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.Fixingpayload == True;
  • }
  • actions
  • {
  • Wait(185, Ignore Condition);
  • Create Dummy Bot(Hero(Wrecking Ball), Team 1, -1, Vector(-2.487, 1.137, -12.924), Vector(0, 0, 0));
  • }
  • }
  • rule("Create Detonator - 3")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.Fixingpayload == True;
  • }
  • actions
  • {
  • Wait(222, Ignore Condition);
  • Create Dummy Bot(Hero(Wrecking Ball), Team 1, -1, Vector(-1.241, 1.132, -14.621), Vector(0, 0, 0));
  • }
  • }
  • rule("Create Bastions - 3")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.Fixingpayload == True;
  • }
  • actions
  • {
  • Wait(225, Ignore Condition);
  • Create Dummy Bot(Hero(Bastion), Team 1, -1, Vector(7.789, 2.250, -5.828), Vector(0, 0, 0));
  • }
  • }
  • rule("Tank Bastions")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.PayloadFixed == True;
  • Global.KillOR14 == False;
  • }
  • actions
  • {
  • Wait(Random Integer(20, 30), Abort When False);
  • Create Dummy Bot(Hero(Bastion), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Abort If(Global.KillOR14 == True);
  • Loop;
  • }
  • }
  • rule("Trooper Spawns 4")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.PayloadFixed == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Global.TrooperSpawns = Array(Vector(-31.002, 1.347, -17.573), Vector(-49.210, 1.191, -21.565), Vector(-36.936, 3.250, -49.734),
  • Vector(-67.226, 1.272, -13.389), Vector(-72.424, 1.750, -31.964), Vector(-85.044, 1.921, 3.019), Vector(-59.520, 6.271,
  • -11.683), Vector(-97.440, -1.246, -42.053));
  • Wait(0.250, Ignore Condition);
  • Global.SlicerSpawns = Global.TrooperSpawns;
  • }
  • }
  • rule("Create Detonator - Payload - 1")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.PayloadFixed == True;
  • Distance Between(Payload Position, Vector(-58.650, 0.874, -34.346)) <= 5;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Wrecking Ball), Team 1, -1, Vector(-41.119, 1.113, -26.584), Vector(0, 0, 0));
  • }
  • }
  • rule("Create Eraditcator Kill OR-14s")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.KillOR14 == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Vector(-111.707, 0.764, -6.724), Vector(0, 0, 0));
  • }
  • }
  • rule("Random Spawns for finale")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.KillOR14 == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Global.TrooperSpawns = Array(Vector(-111.850, 0.321, 16.304), Vector(-128.243, 2.320, 32.062), Vector(-147.475, -1.679, 38.089),
  • Vector(-157.946, -1.679, 25.980), Vector(-161.618, 1.321, 45.759), Vector(-165.094, 1.320, 8.855));
  • }
  • }
  • rule("Set Ult - 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Bastion;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Global.KillOR14 == True;
  • Event Player.WasTank == True;
  • }
  • actions
  • {
  • Event Player.Hasult = 1;
  • }
  • }
  • rule("Tank Bastions - Kill or14")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.KillOR14 == True;
  • Global.NumberofOR14killed >= 1;
  • }
  • actions
  • {
  • Wait(Random Integer(20, 30), Ignore Condition);
  • Create Dummy Bot(Hero(Bastion), Team 1, -1, Random Value In Array(Filtered Array(Global.TrooperSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Last Created Entity.WasTank = True;
  • Loop If(Is Game In Progress == True);
  • }
  • }
  • rule("Stagger")
  • {
  • event
  • {
  • Player Took Damage;
  • Team 1;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Damage >= Max Health(Event Player) / 2;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Stunned, 1.500);
  • }
  • }
  • rule("Speed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Baptiste;
  • }
  • actions
  • {
  • Set Projectile Speed(Event Player, 50);
  • }
  • }
  • rule("Challenge Missions")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.GlassCannon = Workshop Setting Toggle(Custom String("Challenge Missions"), Custom String("Glass Cannon"), False, 0);
  • }
  • }
  • rule("Glass Cannon - Setup")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.GlassCannon == True;
  • }
  • actions
  • {
  • Global.Normal = False;
  • Global.Expert = True;
  • Global.Hard = False;
  • Global.Legendary = False;
  • }
  • }
  • rule("Glass Cannon - Setup")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.GlassCannon == True;
  • }
  • actions
  • {
  • Set Player Allowed Heroes(Event Player, All Heroes);
  • }
  • }
  • rule("Glass Cannon")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Global.GlassCannon == True;
  • }
  • actions
  • {
  • Set Max Health(Event Player, 35);
  • Set Damage Dealt(Event Player, 135);
  • Set Player Health(Event Player, Max Health(Event Player));
  • }
  • }
  • disabled rule("WALLS")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Initial Global")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global._arrayBuilder1 = Array(Null, Null, Null, Null);
  • Global.AllPos = Array(Vector(1.094, 1.392, -38.531), Vector(-3.724, 2.406, -57.288));
  • Global.AllDir = Array(Vector(-0.982, 0, 0.187), Vector(-0.980, 0, -0.201));
  • Global.firstpos = Array(Vector(0.869, 2.702, -39.715), Vector(-3.477, 3.697, -58.490));
  • Global.secondpos = Array(Vector(1.319, 0.081, -37.346), Vector(-3.971, 1.115, -56.085));
  • Global.firstpoint2 = Array(Vector(0.869, 0.081, -39.715), Vector(-3.477, 1.115, -58.490));
  • Global.secondpoint2 = Array(Vector(1.319, 2.702, -37.346), Vector(-3.971, 3.697, -56.085));
  • Global.z = 2;
  • Global.g_beamType = Array(1, 1);
  • Global.showwalls = True;
  • Global.Wall_ID = Array(1, 1);
  • }
  • }
  • rule("Initial Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.filterpos = 0;
  • Event Player.lastsavedpos = 0;
  • Event Player.closestbodypos = 0;
  • Event Player.fullbodypos = Position Of(Event Player);
  • Event Player.prevpos_intersection = Position Of(Event Player);
  • Event Player.active_wall = Empty Array;
  • }
  • }
  • rule("Collision Logic")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.initialized == True;
  • Is Dummy Bot(Event Player) == False;
  • }
  • actions
  • {
  • Event Player.lastsavedpos = (Eye Position(Event Player) + Position Of(Event Player)) / 2;
  • Wait(0.016, Ignore Condition);
  • Event Player.closestwall = Filtered Array(Global.AllPos, Distance Between(Global.AllPos[Current Array Index], Event Player)
  • <= Distance Between(Global.AllPos[Current Array Index], Global.firstpos[Current Array Index])
  • || Event Player.active_wall[Current Array Index] == 1 || (Dot Product(Direction Towards(Current Array Element,
  • Event Player.lastsavedpos), Global.AllDir[Current Array Index]) > 0) != (Dot Product(Direction Towards(Current Array Element,
  • Event Player), Global.AllDir[Current Array Index]) > 0));
  • For Player Variable(Event Player, x, 0, Count Of(Event Player.closestwall), 1);
  • Global.z = Index Of Array Value(Global.AllPos, Event Player.closestwall[Event Player.x]);
  • If(Global.Wall_ID[Global.z] == 1 || Global.Wall_ID[Global.z] == 3 || Global.Wall_ID[Global.z] == 5);
  • If(Y Component Of(Global.firstpos[Global.z]) >= Y Component Of(Position Of(Event Player)) && Y Component Of(
  • Global.firstpos[Global.z]) <= Y Component Of(Eye Position(Event Player) + Vector(Empty Array, 0.200, Empty Array)));
  • Event Player.closestbodypos = Global.firstpos[Global.z];
  • Else If(Y Component Of(Global.secondpos[Global.z]) >= Y Component Of(Position Of(Event Player)) && Y Component Of(
  • Global.secondpos[Global.z]) <= Y Component Of(Eye Position(Event Player) + Vector(Empty Array, 0.200, Empty Array)));
  • Event Player.closestbodypos = Global.secondpos[Global.z];
  • Else;
  • Event Player.closestbodypos = Position Of(Event Player);
  • End;
  • Event Player.fullbodypos = Vector(X Component Of(Eye Position(Event Player)), Y Component Of(Event Player.closestbodypos),
  • Z Component Of(Eye Position(Event Player)));
  • Event Player.filterpos = Event Player.fullbodypos + Global.AllDir[Global.z] * Dot Product(
  • Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z]) / Dot Product(Global.AllDir[Global.z],
  • Global.AllDir[Global.z]);
  • If(Global.Wall_ID[Global.z] == 1 || Global.Wall_ID[Global.z] == 3);
  • If((Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.lastsavedpos), Global.AllDir[Global.z]) > 0) != (
  • Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.fullbodypos), Global.AllDir[Global.z]) > 0));
  • Event Player.intersection_length = Dot Product(Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z])
  • / Dot Product(Direction Towards(Event Player.lastsavedpos, Event Player.fullbodypos), Global.AllDir[Global.z]);
  • Event Player.prevpos_intersection = Event Player.fullbodypos + Direction Towards(Event Player.lastsavedpos,
  • Event Player.fullbodypos) * Vector(1, Empty Array, 1) * Event Player.intersection_length;
  • If(Dot Product(Direction Towards(Global.firstpos[Global.z], Vector(X Component Of(Global.secondpos[Global.z]), Y Component Of(
  • Global.firstpos[Global.z]), Z Component Of(Global.secondpos[Global.z]))), Direction Towards(Global.firstpos[Global.z],
  • Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z], Vector(X Component Of(
  • Global.firstpos[Global.z]), Y Component Of(Global.secondpos[Global.z]), Z Component Of(Global.firstpos[Global.z]))),
  • Direction Towards(Global.firstpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Vector(X Component Of(Global.secondpos[Global.z]), Y Component Of(Global.firstpos[Global.z]),
  • Z Component Of(Global.secondpos[Global.z]))), Direction Towards(Global.secondpos[Global.z], Event Player.prevpos_intersection))
  • >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Vector(X Component Of(Global.firstpos[Global.z]),
  • Y Component Of(Global.secondpos[Global.z]), Z Component Of(Global.firstpos[Global.z]))), Direction Towards(
  • Global.secondpos[Global.z], Event Player.prevpos_intersection)) >= 0);
  • Cancel Primary Action(Event Player);
  • Teleport(Event Player, Event Player.prevpos_intersection + Direction Towards(Event Player.prevpos_intersection,
  • Event Player.lastsavedpos) * Vector(1, Empty Array, 1) * 2);
  • End;
  • End;
  • End;
  • Event Player.thickness = 0;
  • If(Global.Wall_ID[Global.z] == 5);
  • Event Player.thickness = 4;
  • Else;
  • Event Player.thickness = 1;
  • End;
  • If(Distance Between(Event Player.fullbodypos, Event Player.filterpos) <= Event Player.thickness && Dot Product(Direction Towards(
  • Global.firstpos[Global.z], Vector(X Component Of(Global.secondpos[Global.z]), Y Component Of(Global.firstpos[Global.z]),
  • Z Component Of(Global.secondpos[Global.z]))), Direction Towards(Global.firstpos[Global.z], Event Player.filterpos))
  • >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z], Vector(X Component Of(Global.firstpos[Global.z]),
  • Y Component Of(Global.secondpos[Global.z]), Z Component Of(Global.firstpos[Global.z]))), Direction Towards(
  • Global.firstpos[Global.z], Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Vector(
  • X Component Of(Global.secondpos[Global.z]), Y Component Of(Global.firstpos[Global.z]), Z Component Of(
  • Global.secondpos[Global.z]))), Direction Towards(Global.secondpos[Global.z], Event Player.filterpos)) >= 0 && Dot Product(
  • Direction Towards(Global.secondpos[Global.z], Vector(X Component Of(Global.firstpos[Global.z]), Y Component Of(
  • Global.secondpos[Global.z]), Z Component Of(Global.firstpos[Global.z]))), Direction Towards(Global.secondpos[Global.z],
  • Event Player.filterpos)) >= 0);
  • If(!Event Player.is_Grounded);
  • Set Gravity(Event Player, 100);
  • End;
  • If(Event Player.active_wall[Global.z] == False);
  • Event Player.active_wall[Global.z] = 1;
  • If((Global.Wall_ID[Global.z] == 1 || Global.Wall_ID[Global.z] == 3) && Event Player.is_Grounded == False);
  • Set Gravity(Event Player, 100);
  • Else If(Global.Wall_ID[Global.z] == 5);
  • Disable Movement Collision With Environment(Event Player, False);
  • End;
  • End;
  • If(Global.Wall_ID[Global.z] == 1);
  • Apply Impulse(Event Player, Direction Towards(Event Player.filterpos, Event Player.fullbodypos) * Vector(1, Empty Array, 1), 0.001,
  • To World, Cancel Contrary Motion);
  • Set Move Speed(Event Player, 100 - Dot Product(Direction Towards(Eye Position(Event Player), Eye Position(Event Player)
  • + World Vector Of(Throttle Of(Event Player), Event Player, Rotation)), Direction Towards(Event Player.filterpos,
  • Event Player.fullbodypos) * -1) * 100);
  • Else If(Global.Wall_ID[Global.z] == 3);
  • Apply Impulse(Event Player, Direction Towards(Event Player.filterpos, Event Player.fullbodypos), Speed Of(Event Player), To World,
  • Cancel Contrary Motion);
  • End;
  • Else;
  • Event Player.active_wall[Global.z] = 0;
  • Set Move Speed(Event Player, 100);
  • End;
  • Else If(Global.Wall_ID[Global.z] == 2 || Global.Wall_ID[Global.z] == 6 || Global.Wall_ID[Global.z] == 7);
  • If(Y Component Of(Global.firstpos[Global.z]) >= Y Component Of(Position Of(Event Player)) && Y Component Of(
  • Global.firstpos[Global.z]) <= Y Component Of(Eye Position(Event Player) + Vector(Empty Array, 0.200, Empty Array)));
  • Event Player.closestbodypos = Global.firstpos[Global.z];
  • Else If(Y Component Of(Global.firstpos[Global.z]) <= Y Component Of(Position Of(Event Player)));
  • Event Player.closestbodypos = Position Of(Event Player);
  • Else If(Y Component Of(Global.firstpos[Global.z]) >= Y Component Of(Eye Position(Event Player)));
  • Event Player.closestbodypos = Eye Position(Event Player);
  • End;
  • Event Player.fullbodypos = Vector(X Component Of(Eye Position(Event Player)), Y Component Of(Event Player.closestbodypos),
  • Z Component Of(Eye Position(Event Player)));
  • Event Player.filterpos = Event Player.fullbodypos + Global.AllDir[Global.z] * Dot Product(
  • Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z]) / Dot Product(Global.AllDir[Global.z],
  • Global.AllDir[Global.z]);
  • If(Global.Wall_ID[Global.z] == 2 || Global.Wall_ID[Global.z] == 7);
  • If((Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.lastsavedpos), Global.AllDir[Global.z]) > 0) != (
  • Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.fullbodypos), Global.AllDir[Global.z]) > 0));
  • Event Player.intersection_length_0 = Dot Product(Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z])
  • / Dot Product(Direction Towards(Event Player.lastsavedpos, Event Player.fullbodypos), Global.AllDir[Global.z]);
  • Event Player.prevpos_intersection = Event Player.fullbodypos + Direction Towards(Event Player.lastsavedpos,
  • Event Player.fullbodypos) * Up * Event Player.intersection_length_0;
  • If(Dot Product(Down, Direction Towards(Event Player.lastsavedpos, Event Player.prevpos_intersection)) > 0);
  • If(Dot Product(Direction Towards(Global.firstpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(
  • Global.firstpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z],
  • Global.firstpoint2[Global.z]), Direction Towards(Global.firstpos[Global.z], Event Player.prevpos_intersection))
  • >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(
  • Global.secondpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Global.firstpoint2[Global.z]), Direction Towards(Global.secondpos[Global.z],
  • Event Player.prevpos_intersection)) >= 0);
  • Cancel Primary Action(Event Player);
  • If(Hero Of(Event Player) == Hero(Wrecking Ball));
  • Teleport(Event Player, Nearest Walkable Position(Event Player.prevpos_intersection));
  • Wait(0.016, Ignore Condition);
  • Teleport(Event Player, Event Player.prevpos_intersection + Up);
  • Else;
  • Teleport(Event Player, Event Player.prevpos_intersection + Up);
  • End;
  • End;
  • End;
  • End;
  • End;
  • Event Player.thickness_0 = 0;
  • If(Global.Wall_ID[Global.z] == 6);
  • Event Player.thickness_0 = 6;
  • Else;
  • Event Player.thickness_0 = 0.500;
  • End;
  • If(Distance Between(Event Player.filterpos, Event Player.fullbodypos) <= Event Player.thickness_0 && Dot Product(Direction Towards(
  • Global.firstpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(Global.firstpos[Global.z],
  • Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z], Global.firstpoint2[Global.z]),
  • Direction Towards(Global.firstpos[Global.z], Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(Global.secondpos[Global.z],
  • Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Global.firstpoint2[Global.z]),
  • Direction Towards(Global.secondpos[Global.z], Event Player.filterpos)) >= 0);
  • If(Global.Wall_ID[Global.z] == 2);
  • If(Dot Product(Down, Direction Towards(Event Player.fullbodypos, Event Player.filterpos)) > 0);
  • If(Event Player.active_wall[Global.z] == False);
  • Event Player.is_Grounded = True;
  • Set Gravity(Event Player, 0);
  • Event Player.active_wall[Global.z] = 1;
  • Apply Impulse(Event Player, Up, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Down, 0.001, To World, Cancel Contrary Motion);
  • If(Horizontal Speed Of(Event Player) > 0.010);
  • Apply Impulse(Event Player, Left, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Right, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Forward, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Backward, 0.001, To World, Cancel Contrary Motion);
  • End;
  • End;
  • If(Is Button Held(Event Player, Button(Jump)));
  • Apply Impulse(Event Player, Up, 5.500, To World, Cancel Contrary Motion);
  • End;
  • If(Throttle Of(Event Player) != Vector(Empty Array, Empty Array, Empty Array));
  • Apply Impulse(Event Player, Cross Product(Up, Normalize(World Vector Of(Throttle Of(Event Player), Event Player, Rotation))),
  • 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Cross Product(Down, Normalize(World Vector Of(Throttle Of(Event Player), Event Player, Rotation))),
  • 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player) + Normalize(World Vector Of(
  • Throttle Of(Event Player), Event Player, Rotation))), 3, To World, Cancel Contrary Motion);
  • End;
  • If(Throttle Of(Event Player) == Vector(Empty Array, Empty Array, Empty Array) && Horizontal Speed Of(Event Player) > 0.010);
  • Apply Impulse(Event Player, Left, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Right, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Forward, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Backward, 0.001, To World, Cancel Contrary Motion);
  • End;
  • Else;
  • Apply Impulse(Event Player, Down, 0.001, To World, Cancel Contrary Motion);
  • End;
  • Else If(Global.Wall_ID[Global.z] == 6);
  • If(Event Player.active_wall[Global.z] == False);
  • Event Player.active_wall[Global.z] = 1;
  • Disable Movement Collision With Environment(Event Player, True);
  • End;
  • Else If(Global.Wall_ID[Global.z] == 7);
  • If(Dot Product(Down, Direction Towards(Event Player.fullbodypos, Event Player.filterpos)) >= 0);
  • If(Is Button Held(Event Player, Button(Jump)));
  • Apply Impulse(Event Player, Up, 5.500, To World, Cancel Contrary Motion);
  • End;
  • If(Event Player.active_wall[Global.z] == False);
  • Event Player.active_wall[Global.z] = 1;
  • Set Gravity(Event Player, 0);
  • End;
  • Apply Impulse(Event Player, Up, 0.001, To World, Cancel Contrary Motion);
  • Else;
  • Apply Impulse(Event Player, Down, 0.001, To World, Cancel Contrary Motion);
  • End;
  • End;
  • Else;
  • Event Player.active_wall[Global.z] = 0;
  • Event Player.is_Grounded = False;
  • End;
  • Else If(Global.Wall_ID[Global.z] == 4);
  • Event Player.closestbodypos = Position Of(Event Player) + Vector(Empty Array, 0.500, Empty Array);
  • Event Player.fullbodypos = Vector(X Component Of(Eye Position(Event Player)), Y Component Of(Event Player.closestbodypos),
  • Z Component Of(Eye Position(Event Player)));
  • Event Player.filterpos = Event Player.fullbodypos + Global.AllDir[Global.z] * Dot Product(
  • Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z]) / Dot Product(Global.AllDir[Global.z],
  • Global.AllDir[Global.z]);
  • If((Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.lastsavedpos), Global.AllDir[Global.z]) > 0) != (
  • Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.fullbodypos), Global.AllDir[Global.z]) > 0));
  • Event Player.intersection_length_1 = Dot Product(Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z])
  • / Dot Product(Direction Towards(Event Player.lastsavedpos, Event Player.fullbodypos), Global.AllDir[Global.z]);
  • Event Player.prevpos_intersection = Ray Cast Hit Position(Event Player.fullbodypos, Event Player.fullbodypos + Direction Towards(
  • Event Player.lastsavedpos, Event Player.fullbodypos) * Event Player.intersection_length_1, Null, Event Player, True);
  • If(Dot Product(Direction Towards(Global.firstpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(
  • Global.firstpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z],
  • Global.firstpoint2[Global.z]), Direction Towards(Global.firstpos[Global.z], Event Player.prevpos_intersection))
  • >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(
  • Global.secondpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Global.firstpoint2[Global.z]), Direction Towards(Global.secondpos[Global.z],
  • Event Player.prevpos_intersection)) >= 0);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection,
  • Event Player.prevpos_intersection + Direction Towards(Event Player.prevpos_intersection, Event Player.lastsavedpos) * Vector(1,
  • Empty Array, 1), Null, Event Player, True));
  • If(Hero Of(Event Player) == Hero(Doomfist) && Is Using Ability 2(Event Player));
  • Teleport(Event Player, Nearest Walkable Position(Event Player.prevpos_intersection));
  • Wait(0.016, Ignore Condition);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection, Event Player.prevpos_intersection + Up, Null,
  • Event Player, True));
  • Cancel Primary Action(Event Player);
  • Else If(Hero Of(Event Player) == Hero(Wrecking Ball));
  • Cancel Primary Action(Event Player);
  • Teleport(Event Player, Nearest Walkable Position(Event Player.prevpos_intersection));
  • Wait(0.016, Ignore Condition);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection, Event Player.prevpos_intersection + Up, Null,
  • Event Player, True));
  • End;
  • Apply Impulse(Event Player, Global.AllDir[Global.z], 0.001, To World, Cancel Contrary Motion XYZ);
  • End;
  • End;
  • If(Distance Between(Event Player.filterpos, Event Player.fullbodypos) <= 1 && Dot Product(Direction Towards(
  • Global.firstpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(Global.firstpos[Global.z],
  • Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z], Global.firstpoint2[Global.z]),
  • Direction Towards(Global.firstpos[Global.z], Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(Global.secondpos[Global.z],
  • Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Global.firstpoint2[Global.z]),
  • Direction Towards(Global.secondpos[Global.z], Event Player.filterpos)) >= 0);
  • If(Dot Product(Up, Direction Towards(Event Player.filterpos, Event Player.closestbodypos)) > 0);
  • Apply Impulse(Event Player, Global.AllDir[Global.z], 0.001, To World, Cancel Contrary Motion XYZ);
  • Else;
  • Apply Impulse(Event Player, Global.AllDir[Global.z], 0.001, To Player, Cancel Contrary Motion XYZ);
  • End;
  • Else;
  • Event Player.active_wall[Global.z] = 0;
  • End;
  • Else If(Global.Wall_ID[Global.z] == 8);
  • Event Player.closestbodypos = Position Of(Event Player) + Vector(Empty Array, 0.500, Empty Array);
  • Event Player.fullbodypos = Vector(X Component Of(Eye Position(Event Player)), Y Component Of(Event Player.closestbodypos),
  • Z Component Of(Eye Position(Event Player)));
  • Event Player.filterpos = Event Player.fullbodypos + Global.AllDir[Global.z] * Dot Product(
  • Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z]) / Dot Product(Global.AllDir[Global.z],
  • Global.AllDir[Global.z]);
  • If((Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.lastsavedpos), Global.AllDir[Global.z]) > 0) != (
  • Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.fullbodypos), Global.AllDir[Global.z]) > 0));
  • Event Player.intersection_length_2 = Dot Product(Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z])
  • / Dot Product(Direction Towards(Event Player.lastsavedpos, Event Player.fullbodypos), Global.AllDir[Global.z]);
  • Event Player.prevpos_intersection = Ray Cast Hit Position(Event Player.fullbodypos, Event Player.fullbodypos + Direction Towards(
  • Event Player.lastsavedpos, Event Player.fullbodypos) * Event Player.intersection_length_2, Null, Event Player, True);
  • If(Dot Product(Direction Towards(Global.firstpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(
  • Global.firstpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z],
  • Global.firstpoint2[Global.z]), Direction Towards(Global.firstpos[Global.z], Event Player.prevpos_intersection))
  • >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(
  • Global.secondpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Global.firstpoint2[Global.z]), Direction Towards(Global.secondpos[Global.z],
  • Event Player.prevpos_intersection)) >= 0);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection,
  • Event Player.prevpos_intersection + Direction Towards(Event Player.prevpos_intersection, Event Player.lastsavedpos) * Vector(1,
  • Empty Array, 1), Null, Event Player, True));
  • If(Hero Of(Event Player) == Hero(Doomfist) && Is Using Ability 2(Event Player));
  • Teleport(Event Player, Nearest Walkable Position(Event Player.prevpos_intersection));
  • Wait(0.016, Ignore Condition);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection, Event Player.prevpos_intersection + Up, Null,
  • Event Player, True));
  • Cancel Primary Action(Event Player);
  • Else If(Hero Of(Event Player) == Hero(Wrecking Ball));
  • Cancel Primary Action(Event Player);
  • Teleport(Event Player, Nearest Walkable Position(Event Player.prevpos_intersection));
  • Wait(0.016, Ignore Condition);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection, Event Player.prevpos_intersection + Up, Null,
  • Event Player, True));
  • End;
  • Apply Impulse(Event Player, Global.AllDir[Global.z], 0.001, To World, Cancel Contrary Motion);
  • End;
  • End;
  • If(Distance Between(Event Player.filterpos, Event Player.fullbodypos) <= 1 && Dot Product(Direction Towards(
  • Global.firstpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(Global.firstpos[Global.z],
  • Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z], Global.firstpoint2[Global.z]),
  • Direction Towards(Global.firstpos[Global.z], Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(Global.secondpos[Global.z],
  • Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Global.firstpoint2[Global.z]),
  • Direction Towards(Global.secondpos[Global.z], Event Player.filterpos)) >= 0);
  • If(Dot Product(Up, Direction Towards(Event Player.filterpos, Event Player.closestbodypos)) > 0);
  • Apply Impulse(Event Player, Global.AllDir[Global.z], 0.001, To World, Cancel Contrary Motion XYZ);
  • Else;
  • Apply Impulse(Event Player, Direction Towards(Event Player.filterpos, Event Player.fullbodypos), 0.001, To World,
  • Cancel Contrary Motion);
  • End;
  • Else;
  • Event Player.active_wall[Global.z] = 0;
  • End;
  • Else If(Global.Wall_ID[Global.z] == 9);
  • Event Player.dir = Direction Towards(Global.AllPos[Global.z] + Direction Towards(Global.AllPos[Global.z], Event Player)
  • * Global.sphereRadius[Global.z], Event Player);
  • If((Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.lastsavedpos), Event Player.dir) > 0) != (Dot Product(
  • Direction Towards(Global.AllPos[Global.z], Event Player), Event Player.dir) > 0));
  • Event Player.intersection_length_3 = Dot Product(Global.AllPos[Global.z] - Event Player, Event Player.dir) / Dot Product(
  • Direction Towards(Event Player.lastsavedpos, Event Player), Event Player.dir);
  • Event Player.prevpos_intersection = Ray Cast Hit Position(Event Player, Event Player + Direction Towards(Event Player.lastsavedpos,
  • Event Player) * Event Player.intersection_length_3, Null, Event Player, True);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection,
  • Event Player.prevpos_intersection + Direction Towards(Event Player.prevpos_intersection, Event Player.lastsavedpos), Null,
  • Event Player, True));
  • Apply Impulse(Event Player, Event Player.dir, 0.001, To World, Cancel Contrary Motion XYZ);
  • End;
  • If(Distance Between(Event Player, Global.AllPos[Global.z] + Direction Towards(Global.AllPos[Global.z], Event Player)
  • * Global.sphereRadius[Global.z]) < 1);
  • Apply Impulse(Event Player, Event Player.dir, 1, To World, Cancel Contrary Motion XYZ);
  • Else;
  • Event Player.active_wall[Global.z] = 0;
  • End;
  • End;
  • End;
  • Loop;
  • }
  • }
  • rule("Disables stuff")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Count Of(Filtered Array(Event Player.active_wall, Current Array Element != 0)) == 0;
  • }
  • actions
  • {
  • Set Gravity(Event Player, 100);
  • Stop Forcing Throttle(Event Player);
  • Stop Accelerating(Event Player);
  • Enable Movement Collision With Environment(Event Player);
  • }
  • }
  • rule("Throttle Loop")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is True For Any(Event Player.active_wall, Current Array Element) == True;
  • }
  • actions
  • {
  • Start Throttle In Direction(Event Player, Null, False, To World, Add to existing throttle, None);
  • Wait(0.016, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Throttle Loop")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Effect Creation")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Wait(5, Ignore Condition);
  • If(Global.showwalls);
  • For Global Variable(x, 0, Count Of(Global.AllPos), 1);
  • If(Array Contains(Array(1, 3, 5), Global.Wall_ID[Global.x]));
  • If(Global.Wall_ID[Global.x] == 5);
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpos[Global.x], Vector(X Component Of(Global.secondpos[Global.x]),
  • Y Component Of(Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Vector(X Component Of(Global.secondpos[Global.x]), Y Component Of(
  • Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpos[Global.x] + Vector(0.001, Empty Array, Empty Array), Vector(
  • X Component Of(Global.firstpos[Global.x]), Y Component Of(Global.secondpos[Global.x]), Z Component Of(
  • Global.firstpos[Global.x])), Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(
  • Global.secondpos[Global.x]), Z Component Of(Global.firstpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Else;
  • Skip(Array(50, 0, 17, 34)[Index Of Array Value(Array(1, 2, 3), Global.g_beamType[Global.x]) + 1]);
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Global.firstpos[Global.x], Vector(X Component Of(
  • Global.secondpos[Global.x]), Y Component Of(Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Color(
  • Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Vector(X Component Of(Global.secondpos[Global.x]), Y Component Of(
  • Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Global.firstpos[Global.x] + Vector(0.001, Empty Array, Empty Array),
  • Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(Global.secondpos[Global.x]), Z Component Of(
  • Global.firstpos[Global.x])), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(
  • Global.secondpos[Global.x]), Z Component Of(Global.firstpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Skip(33);
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpos[Global.x], Vector(X Component Of(Global.secondpos[Global.x]),
  • Y Component Of(Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Vector(X Component Of(Global.secondpos[Global.x]), Y Component Of(
  • Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpos[Global.x] + Vector(0.001, Empty Array, Empty Array), Vector(
  • X Component Of(Global.firstpos[Global.x]), Y Component Of(Global.secondpos[Global.x]), Z Component Of(
  • Global.firstpos[Global.x])), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(
  • Global.secondpos[Global.x]), Z Component Of(Global.firstpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Skip(16);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Global.firstpos[Global.x], Vector(X Component Of(Global.secondpos[Global.x]),
  • Y Component Of(Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(X Component Of(Global.secondpos[Global.x]), Y Component Of(
  • Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Bad Beam, Global.firstpos[Global.x] + Vector(0.001, Empty Array, Empty Array), Vector(
  • X Component Of(Global.firstpos[Global.x]), Y Component Of(Global.secondpos[Global.x]), Z Component Of(
  • Global.firstpos[Global.x])), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(
  • Global.secondpos[Global.x]), Z Component Of(Global.firstpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • End;
  • Else If(Array Contains(Array(2, 4, 6, 7, 8), Global.Wall_ID[Global.x]));
  • If(Global.Wall_ID[Global.x] == 6);
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpos[Global.x], Global.firstpoint2[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.secondpos[Global.x], Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.secondpos[Global.x], Global.secondpoint2[Global.x] + Vector(
  • Empty Array, Empty Array, 0.001), Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.secondpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.firstpos[Global.x], Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Else;
  • Skip(Array(50, 0, 17, 34)[Index Of Array Value(Array(1, 2, 3), Global.g_beamType[Global.x]) + 1]);
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Global.firstpos[Global.x], Global.firstpoint2[Global.x] + Vector(
  • Empty Array, Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Global.firstpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.secondpos[Global.x], Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Global.secondpos[Global.x], Global.secondpoint2[Global.x] + Vector(
  • Empty Array, Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Global.secondpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.firstpos[Global.x], Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Skip(33);
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpos[Global.x], Global.firstpoint2[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.secondpos[Global.x], Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.secondpos[Global.x], Global.secondpoint2[Global.x] + Vector(
  • Empty Array, Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.secondpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.firstpos[Global.x], Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Skip(16);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Global.firstpos[Global.x], Global.firstpoint2[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Bad Beam, Global.firstpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.secondpos[Global.x], Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Bad Beam, Global.secondpos[Global.x], Global.secondpoint2[Global.x] + Vector(
  • Empty Array, Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Bad Beam, Global.secondpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.firstpos[Global.x], Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • End;
  • Else If(Global.Wall_ID[Global.x] == 9);
  • Create Effect(All Players(All Teams), Sphere, Color(Orange), Global.AllPos[Global.x], Global.sphereRadius[Global.x], Visible To);
  • End;
  • Wait(0.016, Ignore Condition);
  • End;
  • End;
  • Global.initialized = True;
  • }
  • }
  • disabled rule("")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Reset")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Global.Index = -1;
  • Global.Areas = Array(Vector(-122.539, -1.225, -4.575), Vector(-120.587, -1.225, 19.619), Vector(-149.351, -2.856, 24.063));
  • Global.Sizes = Array(17, 17, 10);
  • }
  • }
  • rule("Index")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Orisa;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • Global.Index < 3;
  • }
  • actions
  • {
  • Global.Index += 1;
  • Wait(0.250, Ignore Condition);
  • Event Player.Index = Global.Index;
  • }
  • }
  • rule("Walk back into circle")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Orisa;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Distance Between(Event Player, First Of(Sorted Array(Global.Areas[Event Player.Index], Distance Between(Event Player,
  • Current Array Element)))) >= Global.Sizes[Event Player.Index];
  • }
  • actions
  • {
  • Event Player.pathmapReference = Global._objectVariable_1[Global.bake];
  • Event Player.destination = Global.Areas[Event Player.Index];
  • Event Player.parentArray = Global._objectVariable_0[Global.bake][Index Of Array Value(
  • Global.Nodes[Global._objectVariable_1[Global.bake]], First Of(Sorted Array(Global.Nodes[Global._objectVariable_1[Global.bake]],
  • Distance Between(Current Array Element, Event Player.destination))))];
  • Event Player.pathfinderDoGetCurrent = True;
  • }
  • }
  • rule("Stop in Circle")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Orisa;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Distance Between(Event Player, First Of(Sorted Array(Global.Areas[Event Player.Index], Distance Between(Event Player,
  • Current Array Element)))) <= Global.Sizes[Event Player.Index];
  • }
  • actions
  • {
  • Stop Throttle In Direction(Event Player);
  • }
  • }
  • rule("Cancel Revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mercy;
  • }
  • conditions
  • {
  • Closest Player To(Event Player, Team Of(Event Player)).CanBeRevived == False;
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Cancel Primary Action(Event Player);
  • }
  • }
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