Return to post
settings
einstellungen
{
main
hauptregeln
{
Description: "<<Hero of the Hill - Team Edition>> by NightKnight#2947 [EU] - Code 3N14F - Maps Eichenwalde Hanamura Dorado BlizzWorld Hollywood KingsRow Anubis Volskaya Kanezaka"
Beschreibung: "<<Hero of the Hill - Team Edition>> by NightKnight#2947 [EU] - Code BZSYJ - Maps Eichenwalde Hanamura Dorado BlizzWorld Hollywood KingsRow Anubis Volskaya Kanezaka"
}
lobby
Lobby
{
Map Rotation: After A Game
Match Voice Chat: Enabled
Max Spectators: 12
Max Team 1 Players: 5
Max Team 2 Players: 5
Return To Lobby: Never
Swap Teams After Match: No
Kartenrotation: Nach einem Match
Max. Anzahl Zuschauer: 12
Seitenwechsel nach Match: Nein
Voicechat Match: Aktiviert
Zurück zur Lobby: Nie
}
modes
modi
{
disabled Deathmatch
deaktiviert Deathmatch
{
Game Length In Minutes: 15
Score To Win: 50
Siegpunktzahl: 50
Spiellänge in Minuten: 15
}
Team Deathmatch
Team-Deathmatch
{
Game Length In Minutes: 15
Score To Win: 200
Siegpunktzahl: 200
Spiellänge in Minuten: 15
enabled maps
verfügbare karten
{
Blizzard World
Blizzard World Winter
Dorado
Eichenwalde
Eichenwalde Halloween
Hanamura
Hanamura Winter
Hollywood
Hollywood Halloween
Kanezaka
King's Row
King's Row Winter
Temple of Anubis
Tempel des Anubis
Volskaya Industries
}
}
General
Allgemein
{
Allow Hero Switching: Off
Game Mode Start: Immediately
Hero Limit: Off
Respawn Time Scalar: 40%
Heldenbegrenzung: Aus
Heldenwechsel zulassen: Aus
Start des Spielmodus: Sofort
Wiederbelebungszeit: 40%
}
}
heroes
helden
{
General
Allgemein
{
Infinite Ultimate Duration: On
Movement Speed: 120%
Bewegungsgeschwindigkeit: 120%
Unbegrenzte Ultimatedauer: Ein
Mercy
{
Ammunition Clip Size Scalar: 50%
Health: 80%
Movement Speed: 70%
Projectile Speed: 80%
Bewegungsgeschwindigkeit: 70%
Magazingröße: 50%
Projektilgeschwindigkeit: 80%
Trefferpunkte: 80%
}
enabled heroes
verfügbare helden
{
Sombra
}
}
}
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?: Off
Should unkillable bastions appear which automatically target & kill players?: On
Should it be a Beam Default 1 True or a Bubble 0 False?: Aus
Should unkillable bastions appear which automatically target & kill players?: Ein
}
}
variables
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
42: ScoreboardHUDID
43: BastionPos1
44: BastionPos2
115: SpawnBastions
player:
0: Score
1: PlayerHUDIconVariable
2: ProgressbarVariable
3: Timer
53: botTarget
54: targetInView
55: viewAngle
56: turnSpeed
57: moveCloser
58: reactionTime
}
disabled rule("Spawn Dummy")
deaktiviert regel("Spawn Dummy")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Has Spawned(Players In Slot(0, All Teams)) == True;
}
actions
aktionen
{
Create Dummy Bot(Hero(Ana), All Teams, -1, Players In Slot(0, All Teams), Vector(0, 0, 0));
}
}
rule("Disable Built-In Game Mode Things")
regel("Disable Built-In Game Mode Things")
{
event
{
Ongoing - Global;
}
actions
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));
}
}
rule("Skip Hero Selection Time")
regel("Skip Hero Selection Time")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
(Is In Setup || Is Assembling Heroes) == True;
}
actions
aktionen
{
Set Match Time(0);
}
}
rule("Set Match Time")
regel("Set Match Time")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Is Game In Progress == True;
}
actions
aktionen
{
Set Match Time(3599);
}
}
rule("Set Global Variables")
regel("Set Global Variables")
{
event
{
Ongoing - Global;
}
actions
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 9)"), 9, 2, 12, 0);
"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 35)"), 35, 10, 100, 0);
"Select duration of the beam/bubble in seconds (default 20)"), 20, 10, 100, 0);
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);
Global.SpawnBastions = Workshop Setting Toggle(Custom String("Bastion Turrets?"), Custom String(
"Should unkillable bastions appear which automatically target & kill players?"), False, 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("■■■■■"));
}
}
rule("Start Gamemode and reset score")
regel("Start Gamemode and reset score")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Is Game In Progress == True;
}
actions
aktionen
{
Event Player.Score = 0;
}
}
rule("Score + Progress Bar and give Effects while in Light Shaft")
regel("Score + Progress Bar and give Effects while in Light Shaft")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Distance Between(Global.CurrentActivePoint, Event Player) <= Global.RadiusLightShaft;
Is Alive(Event Player) == True;
Is Dummy Bot(Event Player) == False;
}
actions
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;
}
}
disabled rule("DEBUG COORDINATES")
deaktiviert regel("DEBUG COORDINATES")
{
event
{
Ongoing - Each Player;
All;
All;
}
actions
aktionen
{
Wait(0.250, Ignore Condition);
disabled Create HUD Text(All Players(All Teams), Event Player, Null, Position Of(Event Player), Left, 0, Color(White), Color(White), Color(
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);
disabled Create HUD Text(All Players(All Teams), Event Player, Null, Slot Of(Event Player), Left, 0, Color(White), Color(White), Color(
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);
}
}
rule("Init Points Eichenwalde")
regel("Init Points Eichenwalde")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(Eichenwalde);
}
actions
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);
Global.BastionPos1 = Vector(29.900, 14, -81.270);
Global.BastionPos2 = Vector(70.960, 13.300, -74.770);
}
}
rule("Init Points Eichenwalde Halloween")
regel("Init Points Eichenwalde Halloween")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(Eichenwalde Halloween);
}
actions
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);
Global.BastionPos1 = Vector(29.900, 14, -81.270);
Global.BastionPos2 = Vector(70.960, 13.300, -74.770);
}
}
rule("Init Points Hanamura")
regel("Init Points Hanamura")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(Hanamura);
}
actions
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);
Global.BastionPos1 = Vector(-16.230, 9.190, -90.130);
Global.BastionPos2 = Vector(30.500, 2, -29.500);
}
}
rule("Init Points Hanamura Winter")
regel("Init Points Hanamura Winter")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(Hanamura Winter);
}
actions
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);
Global.BastionPos1 = Vector(-16.230, 9.190, -90.130);
Global.BastionPos2 = Vector(30.500, 2, -29.500);
}
}
rule("Init Points Dorado")
regel("Init Points Dorado")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(Dorado);
}
actions
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);
Global.BastionPos1 = Vector(95.900, 9, -20.100);
Global.BastionPos2 = Vector(116, 11, 41.100);
}
}
rule("Init Points BlizzWorld")
regel("Init Points BlizzWorld")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(Blizzard World);
}
actions
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);
Global.BastionPos1 = Vector(-67.200, 6.700, 111.100);
Global.BastionPos2 = Vector(-44, -0.200, 61.500);
}
}
rule("Init Points BlizzWorld Winter")
regel("Init Points BlizzWorld Winter")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(Blizzard World Winter);
}
actions
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);
Global.BastionPos1 = Vector(-67.200, 6.700, 111.100);
Global.BastionPos2 = Vector(-44, -0.200, 61.500);
}
}
rule("Init Points Hollywood")
regel("Init Points Hollywood")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(Hollywood);
}
actions
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);
Global.BastionPos1 = Vector(-11.700, 1.700, -76.200);
Global.BastionPos2 = Vector(13.380, 1.800, -18.220);
}
}
rule("Init Points Hollywood Halloween")
regel("Init Points Hollywood Halloween")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(Hollywood Halloween);
}
actions
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);
Global.BastionPos1 = Vector(-11.700, 1.700, -76.200);
Global.BastionPos2 = Vector(13.380, 1.800, -18.220);
}
}
rule("Init Points Kings Row")
regel("Init Points Kings Row")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(King's Row);
}
actions
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);
Global.BastionPos1 = Vector(-93, 1.110, 6.540);
Global.BastionPos2 = Vector(-68.386, 5.800, -35.064);
}
}
rule("Init Points Kings Row Winter")
regel("Init Points Kings Row Winter")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(King's Row Winter);
}
actions
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);
Global.BastionPos1 = Vector(-93, 1.110, 6.540);
Global.BastionPos2 = Vector(-68.386, 5.800, -35.064);
}
}
rule("Init Points Tempel von Anubis")
regel("Init Points Tempel von Anubis")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(Temple of Anubis);
Current Map == Map(Tempel des Anubis);
}
actions
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);
Global.BastionPos1 = Vector(-9.800, 14.400, 81.300);
Global.BastionPos2 = Vector(-28.300, 10.900, 18);
}
}
rule("Init Points Volskaya")
regel("Init Points Volskaya")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(Volskaya Industries);
}
actions
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);
Global.BastionPos1 = Vector(-91.140, 2.020, 58.160);
Global.BastionPos2 = Vector(-1.801, 3.220, 95.847);
}
}
rule("Init Points Kanezaka")
regel("Init Points Kanezaka")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Current Map == Map(Kanezaka);
}
actions
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);
Global.BastionPos1 = Vector(-38.270, 7, -23);
Global.BastionPos2 = Vector(-27.940, 5.800, 31.500);
}
}
rule("Set Points Array")
regel("Set Points Array")
{
event
{
Ongoing - Global;
}
actions
aktionen
{
Global.PointLoopArray = Array(Global.PointA, Global.PointB, Global.PointC, Global.PointD, Global.PointE, Global.PointF);
}
}
rule("Create and Destroy Beam/Bubble Effect")
regel("Create and Destroy Beam/Bubble Effect")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
disabled Is Game In Progress == True;
deaktiviert Is Game In Progress == True;
}
actions
aktionen
{
Global.CurrentActivePoint = Random Value In Array(Global.PointLoopArray);
Loop If(Global.CurrentActivePoint == Global.LastActivePoint);
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;
}
}
disabled rule("Count down Timer")
deaktiviert regel("Count down Timer")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Timer < Global.SecondsToGainPoints;
}
actions
aktionen
{
Wait(1, Abort When False);
Event Player.Timer = Event Player.Timer + 1;
Loop If Condition Is True;
}
}
rule("Display Score")
regel("Display Score")
{
event
{
Ongoing - Each Player;
All;
All;
}
actions
aktionen
{
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);
}
}
disabled rule("Display Pos Active Point")
deaktiviert regel("Display Pos Active Point")
{
event
{
Ongoing - Global;
}
actions
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);
}
}
rule("Declare Victory")
regel("Declare Victory")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score >= Global.PointsGoal;
}
actions
aktionen
{
disabled Big Message(All Players(All Teams), Custom String("{0} has won the game.", Event Player));
disabled Declare Player Victory(Event Player);
deaktiviert Big Message(All Players(All Teams), Custom String("{0} has won the game.", Event Player));
deaktiviert Declare Player Victory(Event Player);
Declare Team Victory(Team Of(Event Player));
}
}
rule("Set Leading Player")
regel("Set Leading Player")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
disabled Last Of(Sorted Array(All Players(All Teams), Current Array Element.Score)) == Event Player;
deaktiviert Last Of(Sorted Array(All Players(All Teams), Current Array Element.Score)) == Event Player;
Last Of(Sorted Array(Filtered Array(All Players(All Teams), !Is Dummy Bot(Current Array Element)), Current Array Element.Score))
== Event Player;
}
actions
aktionen
{
Global.LeadingPlayer = Event Player;
}
}
rule("HUD - Main")
regel("HUD - Main")
{
event
{
Ongoing - Global;
}
actions
aktionen
{
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: 3N14F by NightKnight#2947 | FFA Code: MQJ9RW",
Icon String(Arrow: Down), Global.AmountOfPointsWhenKillAPlayer, Global.AmountOfPointsWhenStayInArea), Null, Top, 1, Color(
Yellow), Color(Yellow), Color(Yellow), Visible To and String, Default Visibility);
"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);
}
}
rule("HUD - \"Hero changes every x Points\"")
regel("HUD - \"Hero changes every x Points\"")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Global.ChangeHerosAfterXPoints == True;
}
actions
aktionen
{
Create HUD Text(All Players(All Teams), Custom String(""), Custom String(
"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, 1, Color(White), Color(Red), Color(White), Visible To and String, Default Visibility);
}
}
rule("HUD - \"Hero change can be activated\"")
regel("HUD - \"Hero change can be activated\"")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Global.ChangeHerosAfterXPoints == False;
}
actions
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, 1, Color(White), Color(Red), Color(White), Visible To and String, Default Visibility);
}
}
rule("HUD - Scoreboard")
regel("HUD - Scoreboard")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Is Game In Progress == False;
}
actions
aktionen
{
Create HUD Text(All Players(All Teams), Custom String(""), Custom String("Start gamemode for scoreboard"), Null, Left, 0, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Global.ScoreboardHUDID = Last Text ID;
}
}
rule("HUD - Delete Scoreboard HUD")
regel("HUD - Delete Scoreboard HUD")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Is Game In Progress == True;
}
actions
aktionen
{
Destroy HUD Text(Global.ScoreboardHUDID);
}
}
rule("HUD - Bastion Turrets")
regel("HUD - Bastion Turrets")
{
event
{
Ongoing - Global;
}
actions
aktionen
{
Create HUD Text(All Players(All Teams), Custom String(""), Custom String("Spawn Bastion Turrets: {0}", Global.SpawnBastions), Null,
Left, 2, Color(White), Color(Red), Color(White), Visible To and String, Default Visibility);
}
}
rule("Leading Player HUD")
regel("Leading Player HUD")
{
event
{
Ongoing - Global;
}
actions
aktionen
{
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;
disabled Wait(1.500, Ignore Condition);
disabled Destroy HUD Text(Global.LeadingPlayerHUD);
disabled Loop;
deaktiviert Wait(1.500, Ignore Condition);
deaktiviert Destroy HUD Text(Global.LeadingPlayerHUD);
deaktiviert Loop;
}
}
disabled rule("Delete Progress Bar")
deaktiviert regel("Delete Progress Bar")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Distance Between(Global.CurrentActivePoint, Event Player) > Global.RadiusLightShaft;
}
actions
aktionen
{
Destroy Progress Bar HUD Text(Event Player.ProgressbarVariable);
}
}
rule("Change Hero 1-15")
regel("Change Hero 1-15")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score <= 15;
Global.ChangeHerosAfterXPoints == True;
Is Dummy Bot(Event Player) == False;
}
actions
aktionen
{
Start Forcing Player To Be Hero(Event Player, Global.Hero1);
disabled Start Forcing Player To Be Hero(Event Player, Hero(Hanzo));
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);
}
}
rule("Change Hero 15-30")
regel("Change Hero 15-30")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 15;
Event Player.Score <= 30;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 30-45")
regel("Change Hero 30-45")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 30;
Event Player.Score <= 45;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 45-60")
regel("Change Hero 45-60")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 45;
Event Player.Score <= 60;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 60-75")
regel("Change Hero 60-75")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 60;
Event Player.Score <= 75;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 75-90")
regel("Change Hero 75-90")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 75;
Event Player.Score <= 90;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 90-105")
regel("Change Hero 90-105")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 90;
Event Player.Score <= 105;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 105-120")
regel("Change Hero 105-120")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 105;
Event Player.Score <= 120;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 120-135")
regel("Change Hero 120-135")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 120;
Event Player.Score <= 135;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 135-150")
regel("Change Hero 135-150")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 135;
Event Player.Score <= 150;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 150-165")
regel("Change Hero 150-165")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 150;
Event Player.Score <= 165;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 165-180")
regel("Change Hero 165-180")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 165;
Event Player.Score <= 180;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 180-195")
regel("Change Hero 180-195")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 180;
Event Player.Score <= 195;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 195-210")
regel("Change Hero 195-210")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 195;
Event Player.Score <= 210;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 210-225")
regel("Change Hero 210-225")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 210;
Event Player.Score <= 225;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 225-240")
regel("Change Hero 225-240")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 225;
Event Player.Score <= 240;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 240-255")
regel("Change Hero 240-255")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 240;
Event Player.Score <= 255;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 255-270")
regel("Change Hero 255-270")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 255;
Event Player.Score <= 270;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 270-285")
regel("Change Hero 270-285")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 270;
Event Player.Score <= 285;
Global.ChangeHerosAfterXPoints == True;
}
actions
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);
}
}
rule("Change Hero 285-300")
regel("Change Hero 285-300")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Event Player.Score > 285;
Event Player.Score <= 300;
Global.ChangeHerosAfterXPoints == True;
}
actions
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));
}
}
rule("In WorldPointer")
regel("In WorldPointer")
{
event
{
Ongoing - Global;
}
actions
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);
}
}
rule("If you are too dumb to read the hud texts")
regel("If you are too dumb to read the hud texts")
{
event
{
Player Joined Match;
All;
All;
}
actions
aktionen
{
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));
}
}
rule("Playerscore above head")
regel("Playerscore above head")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Is Alive(Event Player) == True;
Has Spawned(Event Player) == True;
Is Dummy Bot(Event Player) == False;
}
actions
aktionen
{
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;
}
}
rule("Set Object Description")
regel("Set Object Description")
{
event
{
Ongoing - Global;
}
actions
aktionen
{
Set Objective Description(All Players(All Teams), Custom String("Hero of the Hill (Team Edition)"), Visible To and String);
Set Objective Description(All Players(All Teams), Custom String("Hero of the Hill"), Visible To and String);
}
}
rule("Kills = Score")
regel("Kills = Score")
{
event
{
Player Dealt Final Blow;
All;
All;
}
conditions
bedingungen
{
Is Dummy Bot(Event Player) == False;
}
actions
aktionen
{
Event Player.Score = Event Player.Score + Global.AmountOfPointsWhenKillAPlayer;
}
}
rule("Make Sombra Invis when Spawn")
regel("Make Sombra Invis when Spawn")
{
event
{
Ongoing - Each Player;
All;
Sombra;
}
conditions
bedingungen
{
Has Spawned(Event Player) == True;
}
actions
aktionen
{
Wait(2, Ignore Condition);
Press Button(Event Player, Button(Ability 1));
Set Ability Cooldown(Event Player, Button(Ability 1), 0);
}
}
disabled rule("HUD - Timer")
deaktiviert regel("HUD - Timer")
{
event
{
Ongoing - Global;
}
actions
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);
}
}
rule("Mercy Effect")
regel("Mercy Effect")
{
event
{
Ongoing - Each Player;
All;
Mercy;
}
actions
aktionen
{
Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Color(Yellow), Always);
}
}
rule("Set Player Score")
regel("Set Player Score")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
bedingungen
{
Has Spawned(Event Player) == True;
}
actions
aktionen
{
Wait(0.020, Ignore Condition);
Set Player Score(Event Player, Event Player.Score);
Loop If Condition Is True;
}
}
rule("SpawnBastion")
regel("SpawnBastion")
{
event
{
Ongoing - Global;
}
conditions
bedingungen
{
Has Spawned(Players In Slot(0, All Teams)) == True;
Global.SpawnBastions == True;
}
actions
aktionen
{
Create Dummy Bot(Hero(Bastion), Team 1, 4, Global.BastionPos1, Vector(0, 0, 0));
Create Dummy Bot(Hero(Bastion), Team 2, 4, Global.BastionPos2, Vector(0, 0, 0));
Create Dummy Bot(Hero(Bastion), Team 2, 4, Global.BastionPos1, Vector(0, 0, 0));
Create Dummy Bot(Hero(Bastion), Team 2, 5, Global.BastionPos2, Vector(0, 0, 0));
}
}
rule("Turret Mode")
regel("Turret Mode")
{
event
{
Ongoing - Each Player;
All;
Bastion;
}
conditions
bedingungen
{
Is Dummy Bot(Event Player) == True;
Has Spawned(Event Player) == True;
}
actions
aktionen
{
Wait(5, Ignore Condition);
Press Button(Event Player, Button(Ability 1));
Wait Until(Has Status(Event Player, Hacked), 9990);
Loop;
}
}
rule("Bastion Vars")
regel("Bastion Vars")
{
event
{
Ongoing - Each Player;
All;
Bastion;
}
conditions
bedingungen
{
Is Dummy Bot(Event Player) == True;
}
actions
aktionen
{
Start Scaling Player(Event Player, 1.500, True);
Set Move Speed(Event Player, 200);
Set Damage Dealt(Event Player, 30);
Event Player.viewAngle = 60;
Event Player.turnSpeed = 300;
Event Player.viewAngle = 40;
Event Player.turnSpeed = 130;
Event Player.reactionTime = 0.400;
Set Status(Event Player, Null, Phased Out, 9999);
Set Status(Event Player, Null, Unkillable, 9999);
Set Status(Event Player, Null, Invincible, 9999);
disabled Set Gravity(Event Player, 0);
deaktiviert Set Gravity(Event Player, 0);
Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Color(Red), Always);
}
}
rule("Bastion Target in View")
regel("Bastion Target in View")
{
event
{
Ongoing - Each Player;
All;
Bastion;
}
conditions
bedingungen
{
Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Closest Player To(Event Player, All Teams)), Players in View Angle(
Event Player, All Teams, Event Player.viewAngle), Players On Hero(Hero(Reaper), All Teams), True) == True;
Is Dummy Bot(Event Player) == True;
}
actions
aktionen
{
Event Player.targetInView = True;
Start Holding Button(Event Player, Button(Primary Fire));
}
}
rule("Bastion Target in View2")
regel("Bastion Target in View2")
{
event
{
Ongoing - Each Player;
All;
Bastion;
}
conditions
bedingungen
{
Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Closest Player To(Event Player, All Teams)), Players in View Angle(
Event Player, All Teams, Event Player.viewAngle), Players On Hero(Hero(Reaper), All Teams), True) == False;
Is Dummy Bot(Event Player) == True;
}
actions
aktionen
{
Event Player.targetInView = False;
Stop Holding Button(Event Player, Button(Primary Fire));
}
}
rule("Bastion Find and Set Target")
regel("Bastion Find and Set Target")
{
event
{
Ongoing - Each Player;
All;
Bastion;
}
conditions
bedingungen
{
Is Dummy Bot(Event Player) == True;
}
actions
aktionen
{
Skip If(Event Player.targetInView == 1, 1);
Event Player.botTarget = Vector(Random Integer(-360, 360), Random Integer(-180, 360), Random Integer(-360, 360));
Skip If(Event Player.targetInView == False, 1);
Event Player.botTarget = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Closest Player To(Event Player,
All Teams)), Players in View Angle(Event Player, All Teams, Event Player.viewAngle), Players On Hero(Hero(Reaper), All Teams),
True);
Skip If(Distance Between(Event Player.botTarget, Event Player) < 3, 1);
Event Player.moveCloser = 1;
Start Facing(Event Player, Direction Towards(Event Player, Event Player.botTarget - Vector(0, 2, 0)), Event Player.turnSpeed,
To World, None);
disabled Start Holding Button(Event Player, Button(Primary Fire));
deaktiviert Start Holding Button(Event Player, Button(Primary Fire));
Wait(Event Player.reactionTime, Ignore Condition);
Loop;
}
}
rule("Prevent Invis Sombra to be a botTarget")
regel("Prevent Invis Sombra to be a botTarget")
{
event
{
Ongoing - Each Player;
All;
Bastion;
}
conditions
bedingungen
{
Is Dummy Bot(Event Player) == True;
}
actions
aktionen
{
disabled If(Event Player.botTarget == Hero(Sombra) && Is Using Ability 1(Event Player.botTarget));
disabled If(Event Player.botTarget == Hero(Sombra));
disabled If(Array Contains(Players in View Angle(Event Player, All Teams, 10), Hero(Sombra)));
disabled If(Array Contains(Players Within Radius(Event Player.botTarget, 2, All Teams, Off), Hero(Sombra)));
disabled Event Player.botTarget = Vector(Random Integer(-360, 360), Random Integer(-180, 360), Random Integer(-360, 360));
disabled Big Message(All Players(All Teams), Custom String("YES"));
deaktiviert If(Event Player.botTarget == Hero(Sombra) && Is Using Ability 1(Event Player.botTarget));
deaktiviert If(Event Player.botTarget == Hero(Sombra));
deaktiviert If(Array Contains(Players in View Angle(Event Player, All Teams, 10), Hero(Sombra)));
deaktiviert If(Array Contains(Players Within Radius(Event Player.botTarget, 2, All Teams, Off), Hero(Sombra)));
deaktiviert Event Player.botTarget = Vector(Random Integer(-360, 360), Random Integer(-180, 360), Random Integer(-360, 360));
deaktiviert Big Message(All Players(All Teams), Custom String("YES"));
}
}