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  • einstellungen
  • {
  • hauptregeln
  • {
  • Beschreibung: "<<Hero of the Hill>> by NightKnight#2947 [EU] - Code: TQED6 - Current Maps: Eichenwalde, Hanamura, Dorado, BlizzWorld, Hollywood, KingsRow, Anubis"
  • Beschreibung: "<<Hero of the Hill>> by NightKnight#2947 [EU] - Code TQED6 - Maps Eichenwalde Hanamura Dorado BlizzWorld Hollywood KingsRow Anubis Volskaya Kanezaka"
  • }
  • Lobby
  • {
  • Kartenrotation: Nach einem Match
  • Max. Anzahl Spieler FFA: 8
  • Max. Anzahl Zuschauer: 12
  • Seitenwechsel nach Match: Nein
  • Voicechat Match: Aktiviert
  • Zurück zur Lobby: Nach einem Match
  • Zurück zur Lobby: Nie
  • }
  • modi
  • {
  • Deathmatch
  • {
  • Siegpunktzahl: 50
  • Spiellänge in Minuten: 15
  • verfügbare karten
  • {
  • Blizzard World
  • Dorado
  • Eichenwalde
  • Hanamura
  • Hollywood
  • Kanezaka
  • King's Row
  • Tempel des Anubis
  • Volskaya Industries
  • }
  • }
  • deaktiviert Team-Deathmatch
  • {
  • Siegpunktzahl: 200
  • }
  • Allgemein
  • {
  • Heldenbegrenzung: Aus
  • Heldenwechsel zulassen: Aus
  • Start des Spielmodus: Manuell
  • Wiederbelebungszeit: 20%
  • Wiederbelebungszeit: 40%
  • }
  • }
  • helden
  • {
  • Allgemein
  • {
  • Bewegungsgeschwindigkeit: 130%
  • Ultimeteraufladung: 400%
  • Bewegungsgeschwindigkeit: 120%
  • Ultimeteraufladung: 140%
  • Vertikale Sprunggeschwindigkeit: 130%
  • Mercy
  • {
  • Bewegungsgeschwindigkeit: 80%
  • Magazingröße: 50%
  • Ultimative Fähigkeit Valkyrie: Aus
  • }
  • Widowmaker
  • {
  • Mit aufgeladenem Ultimate starten: Ein
  • }
  • }
  • }
  • workshop
  • {
  • Select Hero 1: Sombra
  • Select Hero 18: Zenyatta
  • Select Hero 3: Tracer
  • Select Hero 4: Zarya
  • Select Hero 6: Winston
  • Should it be a Beam Default 1 True or a Bubble 0 False?: Aus
  • }
  • }
  • Variablen
  • {
  • global:
  • 0: PointA
  • 1: PointB
  • 2: PointC
  • 3: PointD
  • 4: PointE
  • 5: PointF
  • 6: PointLoopArray
  • 7: LightShaftEffectVariable
  • 8: CurrentActivePoint
  • 9: RadiusLightShaft
  • 10: LightShaftDuration
  • 11: PointsGoal
  • 12: LeadingPlayer
  • 13: InWorldTextTimerVariable
  • 14: LastActivePoint
  • 15: Hero1
  • 16: Hero2
  • 17: Hero3
  • 18: Hero4
  • 19: Hero5
  • 20: Hero6
  • 21: Hero7
  • 22: Hero8
  • 23: Hero9
  • 24: Hero10
  • 25: Hero11
  • 26: Hero12
  • 27: Hero13
  • 28: Hero14
  • 29: Hero15
  • 30: Hero16
  • 31: Hero17
  • 32: Hero18
  • 33: Hero19
  • 34: Hero20
  • 35: ChangeHerosAfterXPoints
  • 36: LeadingPlayerHUD
  • 37: SecondsToGainPoints
  • 38: Progress_Bar_Template
  • 39: BubbleOrBeam
  • 40: AmountOfPointsWhenKillAPlayer
  • 41: AmountOfPointsWhenStayInArea
  • player:
  • 0: Score
  • 1: PlayerHudIconVariable
  • 2: ProgressbarVariable
  • 3: Timer
  • }
  • deaktiviert regel("Spawn Dummy")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Has Spawned(Players In Slot(0, All Teams)) == True;
  • }
  • aktionen
  • {
  • Create Dummy Bot(Hero(Ana), All Teams, -1, Players In Slot(0, All Teams), Vector(0, 0, 0));
  • }
  • }
  • regel("Disable Built-In Game Mode Things")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • {
  • Disable Built-In Game Mode Completion;
  • Disable Game Mode HUD(All Players(All Teams));
  • Disable Built-In Game Mode Scoring;
  • Set Match Time(3599);
  • Disable Scoreboard(All Players(All Teams));
  • Disable Built-In Game Mode Announcer;
  • Disable Kill Feed(All Players(All Teams));
  • }
  • }
  • regel("Skip Hero Selection Time")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • (Is In Setup || Is Assembling Heroes) == True;
  • }
  • aktionen
  • {
  • Set Match Time(0);
  • }
  • }
  • regel("Set Match Time")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Is Game In Progress == True;
  • }
  • aktionen
  • {
  • Set Match Time(3599);
  • }
  • }
  • regel("Set Global Variables")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • {
  • Global.ChangeHerosAfterXPoints = Workshop Setting Toggle(Custom String(
  • "Hero change with points (true) or free to change heroes (false)"), Custom String(
  • "Hero change with points (true, default) or free to change heroes (false)"), True, 0);
  • Global.BubbleOrBeam = Workshop Setting Toggle(Custom String("Bubble or Beam Effect?"), Custom String(
  • "Should it be a Beam (Default, 1, True) or a Bubble (0, False)?"), True, 0);
  • Global.RadiusLightShaft = Workshop Setting Integer(Custom String("Beam/Bubble Radius"), Custom String(
  • "Select the radius of the beam/bubble (Default 6)"), 6, 2, 12, 0);
  • Global.LightShaftDuration = Workshop Setting Integer(Custom String("Beam/Bubble duration"), Custom String(
  • "Select duration of the beam/bubble in seconds (default 20)"), 20, 10, 100, 0);
  • Global.Hero1 = Workshop Setting Hero(Custom String("Select Hero 1"), Custom String("Select Hero 1"), Tracer, 0);
  • Global.Hero2 = Workshop Setting Hero(Custom String("Select Hero 2"), Custom String("Select Hero 2"), Ashe, 0);
  • Global.Hero3 = Workshop Setting Hero(Custom String("Select Hero 3"), Custom String("Select Hero 3"), Baptiste, 0);
  • Global.Hero4 = Workshop Setting Hero(Custom String("Select Hero 4"), Custom String("Select Hero 4"), Widowmaker, 0);
  • Global.Hero5 = Workshop Setting Hero(Custom String("Select Hero 5"), Custom String("Select Hero 5"), Brigitte, 0);
  • Global.Hero6 = Workshop Setting Hero(Custom String("Select Hero 6"), Custom String("Select Hero 6"), D.Va, 0);
  • Global.Hero7 = Workshop Setting Hero(Custom String("Select Hero 7"), Custom String("Select Hero 7"), Doomfist, 0);
  • Global.Hero8 = Workshop Setting Hero(Custom String("Select Hero 8"), Custom String("Select Hero 8"), Echo, 0);
  • Global.Hero9 = Workshop Setting Hero(Custom String("Select Hero 9"), Custom String("Select Hero 9"), Genji, 0);
  • Global.Hero10 = Workshop Setting Hero(Custom String("Select Hero 10"), Custom String("Select Hero 10"), Hanzo, 0);
  • Global.Hero11 = Workshop Setting Hero(Custom String("Select Hero 11"), Custom String("Select Hero 11"), Junkrat, 0);
  • Global.Hero12 = Workshop Setting Hero(Custom String("Select Hero 12"), Custom String("Select Hero 12"), Lúcio, 0);
  • Global.Hero13 = Workshop Setting Hero(Custom String("Select Hero 13"), Custom String("Select Hero 13"), McCree, 0);
  • Global.Hero14 = Workshop Setting Hero(Custom String("Select Hero 14"), Custom String("Select Hero 14"), Mei, 0);
  • Global.Hero15 = Workshop Setting Hero(Custom String("Select Hero 15"), Custom String("Select Hero 15"), Roadhog, 0);
  • Global.Hero16 = Workshop Setting Hero(Custom String("Select Hero 16"), Custom String("Select Hero 16"), Sigma, 0);
  • Global.Hero17 = Workshop Setting Hero(Custom String("Select Hero 17"), Custom String("Select Hero 17"), Pharah, 0);
  • Global.Hero18 = Workshop Setting Hero(Custom String("Select Hero 18"), Custom String("Select Hero 18"), Reaper, 0);
  • Global.Hero19 = Workshop Setting Hero(Custom String("Select Hero 19"), Custom String("Select Hero 19"), Reinhardt, 0);
  • Global.Hero20 = Workshop Setting Hero(Custom String("Select Hero 20"), Custom String("Select Hero 20"), Mercy, 0);
  • Global.Progress_Bar_Template = Array(Custom String("□□□□□"), Custom String("▣□□□□"), Custom String("■□□□□"), Custom String(
  • "■▣□□□"), Custom String("■■□□□"), Custom String("■■▣□□"), Custom String("■■■□□"), Custom String("■■■▣□"), Custom String(
  • "■■■■□"), Custom String("■■■■▣"), Custom String("■■■■■"));
  • Global.AmountOfPointsWhenKillAPlayer = Workshop Setting Integer(Custom String("Score Kill Amount"), Custom String(
  • "Amount of points a player gets when killing a other player (default = 1)"), 1, 0, 10, 0);
  • Global.AmountOfPointsWhenStayInArea = Workshop Setting Integer(Custom String("Amount Points in Area"), Custom String(
  • "Amount of Points a player gets when he stays in the area - Default 2"), 2, 1, 6, 0);
  • Global.PointsGoal = Workshop Setting Integer(Custom String("Select points Goal"), Custom String(
  • "Select Points Goal (Default 300)"), 300, 10, 999, 0);
  • Global.SecondsToGainPoints = Workshop Setting Integer(Custom String("Seconds past to gain points inside the beam/bubble"),
  • Custom String("Seconds past to gain points inside the beam/bubble. Default = 1 sec"), 1, 1, 7, 0);
  • }
  • }
  • regel("Score + Progress Bar and give Effects while in Light Shaft")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Distance Between(Global.CurrentActivePoint, Event Player) <= Global.RadiusLightShaft;
  • Is Alive(Event Player) == True;
  • }
  • aktionen
  • {
  • Wait(Global.SecondsToGainPoints, Abort When False);
  • Start Heal Over Time(Event Player, Event Player, 1, 7);
  • Play Effect(All Players(All Teams), Buff Explosion Sound, Color(White), Event Player, 8);
  • Event Player.Score = Event Player.Score + Global.AmountOfPointsWhenStayInArea;
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Orange), Event Player, 1);
  • Destroy Progress Bar HUD Text(Event Player.ProgressbarVariable);
  • Loop;
  • }
  • }
  • deaktiviert regel("DEBUG COORDINATES")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • aktionen
  • {
  • Wait(0.250, Ignore Condition);
  • deaktiviert Create HUD Text(All Players(All Teams), Event Player, Null, Position Of(Event Player), Left, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Event Player, Custom String("Slot: {0} {1}", Slot Of(Event Player), Team Of(Event Player)),
  • Position Of(Event Player), Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • deaktiviert Create HUD Text(All Players(All Teams), Event Player, Null, Slot Of(Event Player), Left, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • }
  • }
  • regel("Set Global Variables")
  • regel("Init Points Eichenwalde")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(Eichenwalde);
  • }
  • aktionen
  • {
  • Global.RadiusLightShaft = 4;
  • Global.LightShaftDuration = 17;
  • Global.PointsGoal = 220;
  • Global.Hero1 = Hero(Tracer);
  • Global.Hero2 = Hero(Ashe);
  • Global.Hero3 = Hero(Baptiste);
  • Global.Hero4 = Hero(Widowmaker);
  • Global.Hero5 = Hero(Brigitte);
  • Global.Hero6 = Hero(D.Va);
  • Global.Hero7 = Hero(Doomfist);
  • Global.Hero8 = Hero(Echo);
  • Global.Hero9 = Hero(Genji);
  • Global.Hero10 = Hero(Hanzo);
  • Global.Hero11 = Hero(Junkrat);
  • Global.Hero12 = Hero(Lúcio);
  • Global.Hero13 = Hero(McCree);
  • Global.Hero14 = Hero(Mei);
  • Global.Hero15 = Hero(Moira);
  • Global.Hero16 = Hero(Sigma);
  • Global.Hero17 = Hero(Pharah);
  • Global.Hero18 = Hero(Reaper);
  • Global.Hero19 = Hero(Reinhardt);
  • Global.Hero20 = Hero(Mercy);
  • Global.PointA = Vector(43, 5, -67);
  • Global.PointB = Vector(42, 8, -88);
  • Global.PointC = Vector(60, 18, -94);
  • Global.PointD = Vector(80, 12, -98);
  • Global.PointE = Vector(85, 12, -71);
  • Global.PointF = Vector(55, 21, -68);
  • }
  • }
  • regel("Init Points Eichenwalde")
  • regel("Init Points Eichenwalde Halloween")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(Eichenwalde);
  • Current Map == Map(Eichenwalde Halloween);
  • }
  • aktionen
  • {
  • Global.PointA = Vector(43, 5, -67);
  • Global.PointB = Vector(42, 8, -88);
  • Global.PointC = Vector(60, 18, -94);
  • Global.PointD = Vector(80, 12, -98);
  • Global.PointE = Vector(85, 12, -71);
  • Global.PointF = Vector(55, 21, -68);
  • }
  • }
  • regel("Init Points Hanamura")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(Hanamura);
  • }
  • aktionen
  • {
  • Global.PointA = Vector(13.400, 0, -4.200);
  • Global.PointB = Vector(11.800, 11, 21);
  • Global.PointC = Vector(13, -1.600, -58.300);
  • Global.PointD = Vector(-10.500, -0.900, -84.600);
  • Global.PointE = Vector(-23, -1, -49);
  • Global.PointF = Vector(31.700, 3, -76);
  • }
  • }
  • regel("Init Points Hanamura Winter")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(Hanamura Winter);
  • }
  • aktionen
  • {
  • Global.PointA = Vector(13.400, 0, -4.200);
  • Global.PointB = Vector(11.800, 11, 21);
  • Global.PointC = Vector(13, -1.600, -58.300);
  • Global.PointD = Vector(-10.500, -0.900, -84.600);
  • Global.PointE = Vector(-23, -1, -49);
  • Global.PointF = Vector(31.700, 3, -76);
  • }
  • }
  • regel("Init Points Dorado")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(Dorado);
  • }
  • aktionen
  • {
  • Global.PointA = Vector(141, 10, 4.200);
  • Global.PointB = Vector(124, 11, 25);
  • Global.PointC = Vector(120, 17, 7);
  • Global.PointD = Vector(121, 7, -14);
  • Global.PointE = Vector(87, 6, 0.700);
  • Global.PointF = Vector(101.700, 20, 30);
  • }
  • }
  • regel("Init Points BlizzWorld")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(Blizzard World);
  • }
  • aktionen
  • {
  • Global.PointA = Vector(-76.900, 4.880, 66.500);
  • Global.PointB = Vector(-37, 0, 73);
  • Global.PointC = Vector(-30, 11, 88);
  • Global.PointD = Vector(-63, 5.600, 101);
  • Global.PointE = Vector(-40, 0, 122.700);
  • Global.PointF = Vector(-73.700, 0, 137);
  • }
  • }
  • regel("Init Points BlizzWorld Winter")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(Blizzard World Winter);
  • }
  • aktionen
  • {
  • Global.PointA = Vector(-76.900, 4.880, 66.500);
  • Global.PointB = Vector(-37, 0, 73);
  • Global.PointC = Vector(-30, 11, 88);
  • Global.PointD = Vector(-63, 5.600, 101);
  • Global.PointE = Vector(-40, 0, 122.700);
  • Global.PointF = Vector(-73.700, 0, 137);
  • }
  • }
  • regel("Init Points Hollywood")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(Hollywood);
  • }
  • aktionen
  • {
  • Global.PointA = Vector(5.700, 10.700, -33);
  • Global.PointB = Vector(1.680, 13, -67.500);
  • Global.PointC = Vector(26.900, 6.800, -76.350);
  • Global.PointD = Vector(22.160, 1.600, -52.200);
  • Global.PointE = Vector(-27.700, 5.750, -43.610);
  • Global.PointF = Vector(42.900, 2.700, -54);
  • }
  • }
  • regel("Init Points Hollywood Halloween")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(Hollywood Halloween);
  • }
  • aktionen
  • {
  • Global.PointA = Vector(5.700, 10.700, -33);
  • Global.PointB = Vector(1.680, 13, -67.500);
  • Global.PointC = Vector(26.900, 6.800, -76.350);
  • Global.PointD = Vector(22.160, 1.600, -52.200);
  • Global.PointE = Vector(-27.700, 5.750, -43.610);
  • Global.PointF = Vector(42.900, 2.700, -54);
  • }
  • }
  • regel("Init Points Kings Row")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(King's Row);
  • }
  • aktionen
  • {
  • Global.PointA = Vector(-94.700, 7.400, -30);
  • Global.PointB = Vector(-64.500, 0, -49.400);
  • Global.PointC = Vector(-55, 0, -25);
  • Global.PointD = Vector(-34, 9, -34);
  • Global.PointE = Vector(-49, 0, 3.700);
  • Global.PointF = Vector(-64.500, 0, -18.600);
  • }
  • }
  • regel("Init Points Kings Row Winter")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(King's Row Winter);
  • }
  • aktionen
  • {
  • Global.PointA = Vector(-94.700, 7.400, -30);
  • Global.PointB = Vector(-64.500, 0, -49.400);
  • Global.PointC = Vector(-55, 0, -25);
  • Global.PointD = Vector(-34, 9, -34);
  • Global.PointE = Vector(-49, 0, 3.700);
  • Global.PointF = Vector(-64.500, 0, -18.600);
  • }
  • }
  • regel("Init Points Tempel von Anubis")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(Tempel des Anubis);
  • }
  • aktionen
  • {
  • Global.PointA = Vector(-5, 0, 31);
  • Global.PointB = Vector(-45.500, 0, 43.300);
  • Global.PointC = Vector(-21.200, 6.300, 62);
  • Global.PointD = Vector(-7.400, 4.600, 109.200);
  • Global.PointE = Vector(-50, 9.500, 33.330);
  • Global.PointF = Vector(7.600, 8.500, 68);
  • }
  • }
  • regel("Init Points Volskaya")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(Volskaya Industries);
  • }
  • aktionen
  • {
  • Global.PointA = Vector(-102, 2, 43);
  • Global.PointB = Vector(-70.800, 2.600, 49.700);
  • Global.PointC = Vector(-56, -4, 72);
  • Global.PointD = Vector(-66.300, 2, 94);
  • Global.PointE = Vector(-13.800, -4, 112);
  • Global.PointF = Vector(30, -4, 73.600);
  • }
  • }
  • regel("Init Points Kanezaka")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Current Map == Map(Kanezaka);
  • }
  • aktionen
  • {
  • Global.PointA = Vector(-29, 4, 42);
  • Global.PointB = Vector(-30.700, 10, -9.650);
  • Global.PointC = Vector(-63.400, 12, -27.500);
  • Global.PointD = Vector(-9.300, 10.300, -37.800);
  • Global.PointE = Vector(6.400, 9, 1.380);
  • Global.PointF = Vector(-15.880, 10.500, 16.700);
  • }
  • }
  • regel("Set Points Array")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • {
  • Global.PointLoopArray = Array(Global.PointA, Global.PointB, Global.PointC, Global.PointD, Global.PointE, Global.PointF);
  • }
  • }
  • regel("Create and Destroy Light Shaft")
  • regel("Create and Destroy Beam/Bubble Effect")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • deaktiviert Is Game In Progress == True;
  • }
  • aktionen
  • {
  • Global.CurrentActivePoint = Random Value In Array(Global.PointLoopArray);
  • Loop If(Global.CurrentActivePoint == Global.LastActivePoint);
  • Create Effect(All Players(All Teams), Light Shaft, Color(Yellow), Global.CurrentActivePoint, Global.RadiusLightShaft,
  • Visible To Position and Radius);
  • Global.LightShaftEffectVariable = Last Created Entity;
  • Wait(Global.LightShaftDuration, Ignore Condition);
  • Create In-World Text(All Players(All Teams), Custom String("3"), Vector(X Component Of(Global.CurrentActivePoint), Y Component Of(
  • Global.CurrentActivePoint) + 3, Z Component Of(Global.CurrentActivePoint)), 3, Do Not Clip, Visible To Position and String,
  • Color(Red), Default Visibility);
  • Global.InWorldTextTimerVariable = Last Text ID;
  • Wait(1, Ignore Condition);
  • Destroy In-World Text(Global.InWorldTextTimerVariable);
  • Create In-World Text(All Players(All Teams), Custom String("2"), Vector(X Component Of(Global.CurrentActivePoint), Y Component Of(
  • Global.CurrentActivePoint) + 3, Z Component Of(Global.CurrentActivePoint)), 3, Do Not Clip, Visible To Position and String,
  • Color(Red), Default Visibility);
  • Global.InWorldTextTimerVariable = Last Text ID;
  • Wait(1, Ignore Condition);
  • Destroy In-World Text(Global.InWorldTextTimerVariable);
  • Create In-World Text(All Players(All Teams), Custom String("1"), Vector(X Component Of(Global.CurrentActivePoint), Y Component Of(
  • Global.CurrentActivePoint) + 3, Z Component Of(Global.CurrentActivePoint)), 3, Do Not Clip, Visible To Position and String,
  • Color(Red), Default Visibility);
  • Global.InWorldTextTimerVariable = Last Text ID;
  • Wait(1, Ignore Condition);
  • Destroy In-World Text(Global.InWorldTextTimerVariable);
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Red), Global.CurrentActivePoint, 5);
  • Destroy Effect(Global.LightShaftEffectVariable);
  • Global.LastActivePoint = Global.CurrentActivePoint;
  • Loop;
  • }
  • }
  • regel("Score and give Effects while in Light Shaft")
  • If(Global.BubbleOrBeam == True);
  • Create Effect(All Players(All Teams), Light Shaft, Color(Yellow), Global.CurrentActivePoint, Global.RadiusLightShaft,
  • Visible To Position and Radius);
  • Global.LightShaftEffectVariable = Last Created Entity;
  • Wait(Global.LightShaftDuration, Ignore Condition);
  • Create In-World Text(All Players(All Teams), Custom String("3"), Vector(X Component Of(Global.CurrentActivePoint), Y Component Of(
  • Global.CurrentActivePoint) + 3, Z Component Of(Global.CurrentActivePoint)), 3, Do Not Clip, Visible To Position and String,
  • Color(Red), Default Visibility);
  • Global.InWorldTextTimerVariable = Last Text ID;
  • Wait(1, Ignore Condition);
  • Destroy In-World Text(Global.InWorldTextTimerVariable);
  • Create In-World Text(All Players(All Teams), Custom String("2"), Vector(X Component Of(Global.CurrentActivePoint), Y Component Of(
  • Global.CurrentActivePoint) + 3, Z Component Of(Global.CurrentActivePoint)), 3, Do Not Clip, Visible To Position and String,
  • Color(Red), Default Visibility);
  • Global.InWorldTextTimerVariable = Last Text ID;
  • Wait(1, Ignore Condition);
  • Destroy In-World Text(Global.InWorldTextTimerVariable);
  • Create In-World Text(All Players(All Teams), Custom String("1"), Vector(X Component Of(Global.CurrentActivePoint), Y Component Of(
  • Global.CurrentActivePoint) + 3, Z Component Of(Global.CurrentActivePoint)), 3, Do Not Clip, Visible To Position and String,
  • Color(Red), Default Visibility);
  • Global.InWorldTextTimerVariable = Last Text ID;
  • Wait(1, Ignore Condition);
  • Destroy In-World Text(Global.InWorldTextTimerVariable);
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Red), Global.CurrentActivePoint, 5);
  • Destroy Effect(Global.LightShaftEffectVariable);
  • Global.LastActivePoint = Global.CurrentActivePoint;
  • Loop;
  • Else;
  • Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.CurrentActivePoint, Global.RadiusLightShaft,
  • Visible To Position and Radius);
  • Global.LightShaftEffectVariable = Last Created Entity;
  • Wait(Global.LightShaftDuration, Ignore Condition);
  • Create In-World Text(All Players(All Teams), Custom String("3"), Vector(X Component Of(Global.CurrentActivePoint), Y Component Of(
  • Global.CurrentActivePoint) + 3, Z Component Of(Global.CurrentActivePoint)), 3, Do Not Clip, Visible To Position and String,
  • Color(Red), Default Visibility);
  • Global.InWorldTextTimerVariable = Last Text ID;
  • Wait(1, Ignore Condition);
  • Destroy In-World Text(Global.InWorldTextTimerVariable);
  • Create In-World Text(All Players(All Teams), Custom String("2"), Vector(X Component Of(Global.CurrentActivePoint), Y Component Of(
  • Global.CurrentActivePoint) + 3, Z Component Of(Global.CurrentActivePoint)), 3, Do Not Clip, Visible To Position and String,
  • Color(Red), Default Visibility);
  • Global.InWorldTextTimerVariable = Last Text ID;
  • Wait(1, Ignore Condition);
  • Destroy In-World Text(Global.InWorldTextTimerVariable);
  • Create In-World Text(All Players(All Teams), Custom String("1"), Vector(X Component Of(Global.CurrentActivePoint), Y Component Of(
  • Global.CurrentActivePoint) + 3, Z Component Of(Global.CurrentActivePoint)), 3, Do Not Clip, Visible To Position and String,
  • Color(Red), Default Visibility);
  • Global.InWorldTextTimerVariable = Last Text ID;
  • Wait(1, Ignore Condition);
  • Destroy In-World Text(Global.InWorldTextTimerVariable);
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Red), Global.CurrentActivePoint, 5);
  • Destroy Effect(Global.LightShaftEffectVariable);
  • Global.LastActivePoint = Global.CurrentActivePoint;
  • Loop;
  • }
  • }
  • deaktiviert regel("Count down Timer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Distance Between(Global.CurrentActivePoint, Event Player) <= Global.RadiusLightShaft;
  • Is Alive(Event Player) == True;
  • Event Player.Timer < Global.SecondsToGainPoints;
  • }
  • aktionen
  • {
  • Wait(1, Abort When False);
  • Start Heal Over Time(Event Player, Event Player, 1, 7);
  • Play Effect(All Players(All Teams), Buff Explosion Sound, Color(White), Event Player, 8);
  • deaktiviert Add Health Pool To Player(Event Player, Armor, 10, True, True);
  • Event Player.Score = Event Player.Score + 1;
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Orange), Event Player, 1);
  • Loop;
  • Event Player.Timer = Event Player.Timer + 1;
  • Loop If Condition Is True;
  • }
  • }
  • regel("Display Score")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • aktionen
  • {
  • Create HUD Text(Event Player, Custom String("Score: {0} | {1} = WIN", Event Player.Score, Global.PointsGoal), Null, Null, Top, 0,
  • Create HUD Text(Event Player, Custom String("Score: {0} | {1} = WIN", Event Player.Score, Global.PointsGoal), Null, Null, Top, 2,
  • Color(Yellow), Color(White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • deaktiviert regel("Display Pos Active Point")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • {
  • Create HUD Text(All Players(All Teams), Position Of(Global.CurrentActivePoint), Null, Null, Top, 0, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • regel("Declare Victory")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score >= Global.PointsGoal;
  • }
  • aktionen
  • {
  • deaktiviert Big Message(All Players(All Teams), Custom String("{0} has won the game.", Event Player));
  • Declare Player Victory(Event Player);
  • }
  • }
  • deaktiviert regel("Set Leading Player")
  • regel("Set Leading Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > All Players(All Teams).Score;
  • Last Of(Sorted Array(All Players(All Teams), Current Array Element.Score)) == Event Player;
  • }
  • aktionen
  • {
  • Global.LeadingPlayer = Event Player;
  • Wait(1.500, Ignore Condition);
  • Loop;
  • deaktiviert Wait(1.500, Ignore Condition);
  • deaktiviert Loop;
  • }
  • }
  • deaktiviert regel("Leading Player HUD")
  • regel("HUD - Main")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • {
  • Create HUD Text(All Players(All Teams), Custom String("Leading player: {0} with {1} points", Global.LeadingPlayer,
  • Global.LeadingPlayer.Score), Null, Null, Right, 0, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Global.LeadingPlayerHUD = Last Text ID;
  • Wait(1.500, Ignore Condition);
  • Destroy HUD Text(Global.LeadingPlayerHUD);
  • Loop;
  • Create HUD Text(All Players(All Teams), Custom String(""), Custom String(
  • "Kill = +{1} Point(s) | Stay in the marked area to gain +{2} point(s) ({0}) - Code: TQED6 by NightKnight#2947", Icon String(
  • Arrow: Down), Global.AmountOfPointsWhenKillAPlayer, Global.AmountOfPointsWhenStayInArea), Null, Top, 1, Color(Yellow), Color(
  • Yellow), Color(Yellow), Visible To and String, Default Visibility);
  • }
  • }
  • regel("HUD")
  • regel("HUD - \"Hero changes every x Points\"")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Create HUD Text(All Players(All Teams), Custom String(""), Custom String(
  • "Stay in the marked area to gain points ({0}). Code: TQED6 by NightKnight#2947", Icon String(Arrow: Down)), Null, Top, 0,
  • Color(Red), Color(Red), Color(Red), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Custom String(""), Custom String("Hero changes every 10 points {0}", Ability Icon String(
  • Hero(Echo), Button(Ultimate))), Null, Left, 0, Color(White), Color(Red), Color(White), Visible To and String,
  • Default Visibility);
  • "Hero changes every 15 points {0}\r\n(this and much more can be changed in the workshop options)", Ability Icon String(Hero(
  • Echo), Button(Ultimate))), Null, Left, 0, Color(White), Color(Red), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • deaktiviert regel("Dummy Bot")
  • regel("HUD - \"Hero change can be activated\"")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • {
  • Is Communicating Any Voice line(Is True For Any(All Players(All Teams), 0 == 0)) == True;
  • Global.ChangeHerosAfterXPoints == False;
  • }
  • aktionen
  • {
  • Create HUD Text(All Players(All Teams), Custom String(""), Custom String(
  • "Hero-Change by points can be activated in the workshop options {0}", Ability Icon String(Hero(Echo), Button(Ultimate))), Null,
  • Left, 0, Color(White), Color(Red), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • regel("Leading Player HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • {
  • Create Dummy Bot(Hero(Ana), All Teams, -1, Vector(0, 0, 0), Vector(0, 0, 0));
  • If(Global.LeadingPlayer == Null);
  • Wait(0.250, Ignore Condition);
  • Loop;
  • Else;
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("Leading player: {0} {2} with {1} points", Global.LeadingPlayer,
  • Global.LeadingPlayer.Score, Hero Icon String(Hero Of(Global.LeadingPlayer))), Right, 0, Color(White), Color(White), Color(
  • Green), Visible To and String, Default Visibility);
  • Global.LeadingPlayerHUD = Last Text ID;
  • deaktiviert Wait(1.500, Ignore Condition);
  • deaktiviert Destroy HUD Text(Global.LeadingPlayerHUD);
  • deaktiviert Loop;
  • }
  • }
  • regel("Change Hero 1-10")
  • deaktiviert regel("Delete Progress Bar")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score <= 10;
  • Distance Between(Global.CurrentActivePoint, Event Player) > Global.RadiusLightShaft;
  • }
  • aktionen
  • {
  • Destroy Progress Bar HUD Text(Event Player.ProgressbarVariable);
  • }
  • }
  • regel("Change Hero 1-15")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score <= 15;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero1);
  • deaktiviert Start Forcing Player To Be Hero(Event Player, Hero(Hanzo));
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero2)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero2);
  • }
  • }
  • regel("Change Hero 10-20")
  • regel("Change Hero 15-30")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 10;
  • Event Player.Score <= 20;
  • Event Player.Score > 15;
  • Event Player.Score <= 30;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero2);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero3)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero3);
  • }
  • }
  • regel("Change Hero 20-30")
  • regel("Change Hero 30-45")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 20;
  • Event Player.Score <= 30;
  • Event Player.Score > 30;
  • Event Player.Score <= 45;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero3);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero4)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero4);
  • }
  • }
  • regel("Change Hero 30-40")
  • regel("Change Hero 45-60")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 30;
  • Event Player.Score <= 40;
  • Event Player.Score > 45;
  • Event Player.Score <= 60;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero4);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero5)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero5);
  • }
  • }
  • regel("Change Hero 40-50")
  • regel("Change Hero 60-75")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 40;
  • Event Player.Score <= 50;
  • Event Player.Score > 60;
  • Event Player.Score <= 75;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero5);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero6)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero6);
  • }
  • }
  • regel("Change Hero 50-60")
  • regel("Change Hero 75-90")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 50;
  • Event Player.Score <= 60;
  • Event Player.Score > 75;
  • Event Player.Score <= 90;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero6);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero7)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero7);
  • }
  • }
  • regel("Change Hero 60-70")
  • regel("Change Hero 90-105")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 60;
  • Event Player.Score <= 70;
  • Event Player.Score > 90;
  • Event Player.Score <= 105;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero7);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero8)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero8);
  • }
  • }
  • regel("Change Hero 70-80")
  • regel("Change Hero 105-120")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 70;
  • Event Player.Score <= 80;
  • Event Player.Score > 105;
  • Event Player.Score <= 120;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero8);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero9)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero9);
  • }
  • }
  • regel("Change Hero 80-90")
  • regel("Change Hero 120-135")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 80;
  • Event Player.Score <= 90;
  • Event Player.Score > 120;
  • Event Player.Score <= 135;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero9);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero10)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero10);
  • }
  • }
  • regel("Change Hero 90-100")
  • regel("Change Hero 135-150")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 90;
  • Event Player.Score <= 100;
  • Event Player.Score > 135;
  • Event Player.Score <= 150;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero10);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero11)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero11);
  • }
  • }
  • regel("Change Hero 100-110")
  • regel("Change Hero 150-165")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 100;
  • Event Player.Score <= 110;
  • Event Player.Score > 150;
  • Event Player.Score <= 165;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero11);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero12)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero12);
  • }
  • }
  • regel("Change Hero 110-120")
  • regel("Change Hero 165-180")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 110;
  • Event Player.Score <= 120;
  • Event Player.Score > 165;
  • Event Player.Score <= 180;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero12);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero13)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero13);
  • }
  • }
  • regel("Change Hero 120-130")
  • regel("Change Hero 180-195")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 120;
  • Event Player.Score <= 130;
  • Event Player.Score > 180;
  • Event Player.Score <= 195;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero13);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero14)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero14);
  • }
  • }
  • regel("Change Hero 130-140")
  • regel("Change Hero 195-210")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 130;
  • Event Player.Score <= 140;
  • Event Player.Score > 195;
  • Event Player.Score <= 210;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero14);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero15)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero15);
  • }
  • }
  • regel("Change Hero 140-150")
  • regel("Change Hero 210-225")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 140;
  • Event Player.Score <= 150;
  • Event Player.Score > 210;
  • Event Player.Score <= 225;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero15);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero16)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero16);
  • }
  • }
  • regel("Change Hero 150-160")
  • regel("Change Hero 225-240")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 150;
  • Event Player.Score <= 160;
  • Event Player.Score > 225;
  • Event Player.Score <= 240;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero16);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero17)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero17);
  • }
  • }
  • regel("Change Hero 160-170")
  • regel("Change Hero 240-255")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 160;
  • Event Player.Score <= 170;
  • Event Player.Score > 240;
  • Event Player.Score <= 255;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero17);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero18)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero18);
  • }
  • }
  • regel("Change Hero 170-180")
  • regel("Change Hero 255-270")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 170;
  • Event Player.Score <= 180;
  • Event Player.Score > 255;
  • Event Player.Score <= 270;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero18);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero19)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero19);
  • }
  • }
  • regel("Change Hero 180-190")
  • regel("Change Hero 270-285")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 180;
  • Event Player.Score <= 190;
  • Event Player.Score > 270;
  • Event Player.Score <= 285;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero19);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Next Hero: {0}", Hero Icon String(Global.Hero20)), Null, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Preload Hero(Event Player, Global.Hero20);
  • }
  • }
  • regel("Change Hero 190-200")
  • regel("Change Hero 285-300")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Event Player.Score > 190;
  • Event Player.Score <= 200;
  • Event Player.Score > 285;
  • Event Player.Score <= 300;
  • Global.ChangeHerosAfterXPoints == True;
  • }
  • aktionen
  • {
  • Start Forcing Player To Be Hero(Event Player, Global.Hero20);
  • Destroy HUD Text(Event Player.PlayerHudIconVariable);
  • Create HUD Text(Event Player, Custom String("Last Hero", Hero Icon String(Global.Hero3)), Null, Null, Left, 0, Color(Red), Color(
  • White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PlayerHudIconVariable = Last Text ID;
  • Big Message(All Players(All Teams), Custom String("{0} has the last hero!", Event Player));
  • }
  • }
  • regel("In WorldPointer")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • {
  • Create Icon(All Players(All Teams), Vector(X Component Of(Global.CurrentActivePoint), Y Component Of(Global.CurrentActivePoint)
  • + 5, Z Component Of(Global.CurrentActivePoint)), Arrow: Down, Visible To and Position, Color(Yellow), True);
  • }
  • }
  • regel("If you are too dumb to read the hud texts")
  • {
  • event
  • {
  • Player Joined Match;
  • All;
  • All;
  • }
  • aktionen
  • {
  • Wait(10.250, Ignore Condition);
  • Wait Until(Has Spawned(Event Player), 10);
  • Big Message(Event Player, Custom String("Stay in the marked area to gain points!", Global.PointsGoal));
  • Wait(4.250, Ignore Condition);
  • Big Message(All Players(All Teams), Custom String("{0} points to win the game.", Global.PointsGoal));
  • }
  • }
  • regel("Playerscore above head")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • {
  • Is Alive(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • }
  • aktionen
  • {
  • Create In-World Text(All Players(All Teams), Custom String("{0}", Event Player.Score), Event Player + Vector(0, 2, 0), 1.500,
  • Clip Against Surfaces, Visible To Position and String, Color(Yellow), Default Visibility);
  • deaktiviert Create In-World Text(All Players(All Teams), Custom String("{0}", Event Player.Score), Event Player, 1, Clip Against Surfaces,
  • Visible To Position and String, Color(Yellow), Default Visibility);
  • Wait(0.500, Ignore Condition);
  • Loop;
  • If(Hero Of(Event Player) != Hero(Sombra));
  • Create In-World Text(All Living Players(All Teams), Custom String("{0}", Event Player.Score), Event Player + Vector(0, 2, 0),
  • 1.500, Clip Against Surfaces, Visible To Position and String, Color(Yellow), Default Visibility);
  • Wait(0.500, Ignore Condition);
  • Loop;
  • Else;
  • Wait(0.500, Ignore Condition);
  • Loop;
  • }
  • }
  • regel("Set Object Description")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • {
  • Set Objective Description(All Players(All Teams), Custom String("Hero of the Hill"), Visible To and String);
  • }
  • }
  • regel("Kills = Score")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • All;
  • }
  • aktionen
  • {
  • Event Player.Score = Event Player.Score + Global.AmountOfPointsWhenKillAPlayer;
  • }
  • }
  • regel("Make Sombra Invis when Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • bedingungen
  • {
  • Has Spawned(Event Player) == True;
  • }
  • aktionen
  • {
  • Wait(2, Ignore Condition);
  • Press Button(Event Player, Button(Ability 1));
  • Set Ability Cooldown(Event Player, Button(Ability 1), 0);
  • }
  • }
  • deaktiviert regel("HUD - Timer")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • {
  • Create HUD Text(All Players(All Teams), Custom String("Area moves in: {0}", Global.LightShaftDuration + 0), Null, Null, Left, 0,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
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