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Comparing difference between and

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  • variables
  • {
  • global:
  • 0: SlamCD
  • 1: Respawn
  • 2: win
  • 3: WINNER
  • player:
  • 0: PunchPosition
  • 1: Slam
  • 2: Inball
  • 3: spawnLocation
  • 4: LastToDamage
  • }
  • rule("respawn slots")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • If(Slot Of(Event Player) == 0);
  • Event Player.spawnLocation = Vector(-208.426, 20.830, -5.470);
  • Else If(Slot Of(Event Player) == 1);
  • Event Player.spawnLocation = Vector(-208.558, 20.830, 5.538);
  • Else If(Slot Of(Event Player) == 2);
  • Event Player.spawnLocation = Vector(-213.757, 20.830, -3.006);
  • Else If(Slot Of(Event Player) == 3);
  • Event Player.spawnLocation = Vector(-213.874, 20.830, 2.809);
  • Else If(Slot Of(Event Player) == 4);
  • Event Player.spawnLocation = Vector(-210.606, 20.830, -8.088);
  • Else If(Slot Of(Event Player) == 5);
  • Event Player.spawnLocation = Vector(-210.652, 20.830, 8.029);
  • Else If(Slot Of(Event Player) == 6);
  • Event Player.spawnLocation = Vector(-211.058, 20.830, -2.196);
  • Else If(Slot Of(Event Player) == 7);
  • Event Player.spawnLocation = Vector(-211.412, 20.830, 2.250);
  • Else If(Slot Of(Event Player) == 8);
  • Event Player.spawnLocation = Vector(-211.229, 20.830, -2.179);
  • Else If(Slot Of(Event Player) == 9);
  • Event Player.spawnLocation = Vector(-211.124, 20.830, 2.163);
  • Else If(Slot Of(Event Player) == 10);
  • Event Player.spawnLocation = Vector(-208.703, 20.830, 5.721);
  • Else If(Slot Of(Event Player) == 11);
  • Event Player.spawnLocation = Vector(-204.417, 21.650, 7.401);
  • }
  • }
  • rule("credits (created By FINCH#12273 u/ebro02)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Set Objective Description(All Players(All Teams), Custom String("Workshop Code: MCP0Y"), Visible To and String);
  • Wait(30, Ignore Condition);
  • Set Objective Description(All Players(All Teams), Custom String("Created by: FINCH #12273"), Visible To and String);
  • Wait(30, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("------------- DEV --------------")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • disabled rule("bot")
  • rule("bot")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Host Player == Event Player;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Wrecking Ball), All Teams, -1, Event Player, Vector(0, 0, 0));
  • }
  • }
  • disabled rule("dev HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Host Player == Event Player;
  • }
  • actions
  • {
  • disabled Create HUD Text(Event Player, Event Player.PunchPosition, Custom String("PunchPosition"), Null, Left, 0, Color(White), Color(
  • White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Distance Between(Event Player.PunchPosition, Position Of(Event Player)), Custom String("DB"), Null,
  • Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Distance Between(Event Player, Vector(-98, -162, 57)), Custom String("circle distance"), Null, Left,
  • 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Event Player.Slam, Custom String("slam"), Null, Left, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Create HUD Text(Host Player, Distance Between(Event Player, Nearest Walkable Position(Event Player)), Custom String("walkable"),
  • Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Event Player.Inball, Custom String("inball"), Null, Left, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Y Component Of(Position Of(Event Player)), Custom String("Y POS"), Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, X Component Of(Position Of(Event Player)), Custom String("x POS"), Null, Left, 2, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Z Component Of(Position Of(Event Player)), Custom String("Z POS"), Null, Left, 3, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("------------- SET UP ------------------------")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("bounce pad (bounce R)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Vector(-204.182, 16.246, -21.806), Event Player) <= 1.500;
  • }
  • actions
  • {
  • Start Accelerating(Event Player, Vector(-3, 10, 3), 100, 20, To World, Direction Rate and Max Speed);
  • Play Effect(All Players(All Teams), Echo Sticky Bomb Explosion Sound, Color(White), Vector(-204, 16.800, -21.800), 100);
  • Play Effect(All Players(All Teams), Winston Jump Pack Landing Effect, Color(Orange), Vector(-204, 16.246, -21.800), 1);
  • Wait(0.250, Ignore Condition);
  • Stop Accelerating(Event Player);
  • Loop If Condition Is True;
  • disabled Loop If Condition Is True;
  • }
  • }
  • rule("bounce pad (pad)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Sphere, Color(Orange), Vector(-204.185, 16.249, -21.810), 1.500,
  • Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Sphere, Color(Orange), Vector(-204.178, 16.264, 21.799), 1.500,
  • Visible To Position and Radius);
  • Global.E = Custom Color(Random Integer(0, 255), Random Integer(0, 255), Random Integer(0, 255), 255);
  • Create Effect(All Players(All Teams), Sphere, Global.E, Vector(-204.185, 16.249, -21.810), 1.500, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Sphere, Global.E, Vector(-204.178, 16.264, 21.799), 1.500, Visible To Position and Radius);
  • }
  • }
  • rule("bounce pad (bounce L)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Vector(-204.178, 16.258, 21.802), Event Player) <= 1.500;
  • }
  • actions
  • {
  • Start Accelerating(Event Player, Vector(-3, 10, -3), 100, 20, To World, Direction Rate and Max Speed);
  • Play Effect(All Players(All Teams), Winston Jump Pack Landing Effect, Color(Orange), Vector(-204, 16.246, 21.800), 1);
  • Play Effect(All Players(All Teams), Echo Sticky Bomb Explosion Sound, Color(White), Vector(-204, 16.800, 21.800), 100);
  • disabled Play Effect(All Players(All Teams), Echo Sticky Bomb Explosion Sound, Color(White), Event Player, 100);
  • Wait(0.250, Ignore Condition);
  • Stop Accelerating(Event Player);
  • Loop If Condition Is True;
  • disabled Loop If Condition Is True;
  • }
  • }
  • rule("time pause")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Set Match Time(0);
  • Wait(0.250, Ignore Condition);
  • Set Match Time(61);
  • Wait(0.250, Ignore Condition);
  • Pause Match Time;
  • }
  • }
  • rule("player initializing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.PunchPosition = Vector(0, -1000, 0);
  • Set Ammo(Event Player, 1, 1);
  • Event Player.Inball = False;
  • Disable Built-In Game Mode Respawning(Event Player);
  • disabled Create In-World Text(All Players(All Teams), Slot Of(Event Player), Event Player, 1, Clip Against Surfaces,
  • Visible To Position and String, Color(White), Default Visibility);
  • Global.SlamCD = 0;
  • Enable Death Spectate All Players(Event Player);
  • }
  • }
  • rule("rules")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("global initializing")
  • {
  • event
  • {
  • Player Joined Match;
  • All;
  • All;
  • }
  • actions
  • {
  • Start Forcing Player To Be Hero(Event Player, Hero(Wrecking Ball));
  • Disable Built-In Game Mode Scoring;
  • Global.win = True;
  • }
  • }
  • rule("-------------------- ABILITIES -------------------------")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("hook breaking")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • }
  • actions
  • {
  • Wait(8, Abort When False);
  • Small Message(Event Player, Custom String("Hook Breaking..."));
  • Wait(1, Abort When False);
  • Press Button(Event Player, Button(Secondary Fire));
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Event Player, 3);
  • Play Effect(All Players(All Teams), Pharah Rocket Launcher Explosion Effect, Color(Red), Event Player, 1);
  • Play Effect(All Players(All Teams), DVa Micro Missiles Explosion Sound, Color(Red), Position Of(Event Player), 100);
  • Set Ability Cooldown(Event Player, Button(Secondary Fire), 6);
  • }
  • }
  • rule("slam set true")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Distance Between(Nearest Walkable Position(Event Player), Position Of(Event Player)) >= 0.500;
  • Is On Ground(Event Player) == False;
  • }
  • actions
  • {
  • Event Player.Slam = True;
  • Wait(2, Ignore Condition);
  • disabled Event Player.Slam = False;
  • disabled Wait(3, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("slam false")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Slam == True;
  • Is On Ground(Event Player) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.Slam = False;
  • }
  • }
  • rule("slam freeze fix")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Status(Event Player, Stunned) == True;
  • }
  • actions
  • {
  • Event Player.Slam = False;
  • }
  • }
  • rule("slam freeze")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • All;
  • }
  • conditions
  • {
  • Attacker.Slam == True;
  • Has Status(Victim, Frozen) == False;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Frozen, 2);
  • Play Effect(All Players(All Teams), Sigma Accretion Impact Effect, Color(Sky Blue), Victim, 2);
  • }
  • }
  • rule("one shot")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Reload));
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("stun")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • All;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Stunned, 0.100);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Event Player, 1);
  • Play Effect(All Players(All Teams), Sigma Accretion Impact Effect, Color(Red), Event Player, 1);
  • Play Effect(All Players(All Teams), Doomfist Rising Uppercut Leap Sound, Color(Red), Event Player, 100);
  • }
  • }
  • rule("----------------- DEATH --------------------")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("barriers")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • disabled Create Effect(All Players(All Teams), Sphere, Color(Red), Vector(-97.964, -162, 57.278), 1000, Visible To Position and Radius);
  • disabled Create Effect(All Players(All Teams), Sphere, Color(Blue), Vector(-131.724, 40, 64.322), 18, Visible To Position and Radius);
  • disabled Create Effect(All Players(All Teams), Sphere, Color(Blue), Vector(-85.694, 40.471, 54.990), 5, Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 20, -30), Vector(-200, 20, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 20, -30), Vector(-200, 20, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 21, -30), Vector(-200, 21, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 21, -30), Vector(-200, 21, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 22, -30), Vector(-200, 22, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 22, -30), Vector(-200, 22, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 23, -30), Vector(-200, 23, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 23, -30), Vector(-200, 23, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 24, -30), Vector(-200, 24, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 24, -30), Vector(-200, 24, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 25, -30), Vector(-200, 25, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 25, -30), Vector(-200, 25, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 26, -30), Vector(-200, 26, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 26, -30), Vector(-200, 26, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 27, -30), Vector(-200, 27, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 27, -30), Vector(-200, 27, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 28, -30), Vector(-200, 28, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 28, -30), Vector(-200, 28, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 29, -30), Vector(-200, 29, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 29, -30), Vector(-200, 29, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 30, -30), Vector(-200, 30, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 30, -30), Vector(-200, 30, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 31, -30), Vector(-200, 31, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 31, -30), Vector(-200, 31, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 19, -30), Vector(-200, 19, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 19, -30), Vector(-200, 19, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 18, -30), Vector(-200, 18, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 18, -30), Vector(-200, 18, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 17, -30), Vector(-200, 17, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 17, -30), Vector(-200, 17, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 16, -30), Vector(-200, 16, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 16, -30), Vector(-200, 16, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 15, -30), Vector(-200, 15, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 15, -30), Vector(-200, 15, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 32, -30), Vector(-200, 32, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 32, -30), Vector(-200, 32, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 33, -30), Vector(-200, 33, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 33, -30), Vector(-200, 33, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 34, -30), Vector(-200, 34, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 34, -30), Vector(-200, 34, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 35, -30), Vector(-200, 35, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 35, -30), Vector(-200, 35, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 36, -30), Vector(-200, 36, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 36, -30), Vector(-200, 36, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 37, -30), Vector(-200, 37, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 37, -30), Vector(-200, 37, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 38, -30), Vector(-200, 38, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 38, -30), Vector(-200, 38, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 39, -30), Vector(-200, 39, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 39, -30), Vector(-200, 39, 30), Color(Red),
  • Visible To Position and Radius);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(-200, 40, -30), Vector(-200, 40, 30), Color(Red),
  • Create Beam Effect(All Players(All Teams), Omnic Slicer Beam, Vector(-200, 40, -30), Vector(-200, 40, 30), Color(Red),
  • Visible To Position and Radius);
  • }
  • }
  • rule("barrior death")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • X Component Of(Position Of(Event Player)) > -200;
  • }
  • actions
  • {
  • Set Gravity(Event Player, 0);
  • Set Move Speed(Event Player, 0);
  • Set Status(Event Player, Null, Stunned, 0.100);
  • Create Effect(All Players(All Teams), Winston Tesla Cannon Sound, Color(White), Event Player, 1000,
  • Visible To Position and Radius);
  • Play Effect(All Players(All Teams), Doomfist Rising Uppercut Impact Effect, Color(White), Event Player, 2);
  • Play Effect(All Players(All Teams), Sombra Translocator Reappear Sound, Color(White), Position Of(Event Player), 100);
  • Wait(0.250, Ignore Condition);
  • Play Effect(All Players(All Teams), Doomfist Rising Uppercut Impact Effect, Color(White), Event Player, 2);
  • Wait(0.250, Ignore Condition);
  • disabled Play Effect(All Players(All Teams), Orisa Halt Implosion Sound, Color(White), Position Of(Event Player), 100);
  • Play Effect(All Players(All Teams), Doomfist Rising Uppercut Impact Effect, Color(White), Event Player, 2);
  • Wait(0.250, Ignore Condition);
  • Play Effect(All Players(All Teams), Doomfist Rising Uppercut Impact Effect, Color(White), Event Player, 2);
  • Wait(0.250, Ignore Condition);
  • Play Effect(All Players(All Teams), Doomfist Rising Uppercut Impact Effect, Color(White), Event Player, 2);
  • Wait(0.250, Ignore Condition);
  • Play Effect(All Players(All Teams), Doomfist Rising Uppercut Impact Effect, Color(White), Event Player, 2);
  • Wait(0.250, Ignore Condition);
  • Kill(Event Player, Event Player.LastToDamage);
  • disabled Play Effect(All Players(All Teams), DVa Self Destruct Explosion Effect, Color(Red), Event Player, 0.500);
  • Wait(0.250, Ignore Condition);
  • Loop If Condition Is True;
  • Set Gravity(Event Player, 100);
  • Set Move Speed(Event Player, 100);
  • Destroy Effect(Last Created Entity);
  • disabled Loop If Condition Is True;
  • }
  • }
  • rule("ground death 1")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Z Component Of(Position Of(Event Player)) > 23;
  • Is On Ground(Event Player) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Cant Walk there bro"));
  • Kill(Event Player, Event Player.LastToDamage);
  • Wait(0.250, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("ground death 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Z Component Of(Position Of(Event Player)) < -23;
  • Is On Ground(Event Player) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Cant Walk there bro"));
  • Kill(Event Player, Event Player.LastToDamage);
  • Wait(0.250, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("last2damage")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.LastToDamage = Attacker;
  • }
  • }
  • rule("env death")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Y Component Of(Position Of(Event Player)) < 1.800;
  • }
  • actions
  • {
  • Kill(Event Player, Event Player.LastToDamage);
  • }
  • }
  • rule("---------------- RESPAWN -----------------")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("respawn slots")
  • rule("death")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Player Died;
  • All;
  • All;
  • }
  • conditions
  • actions
  • {
  • Has Spawned(Event Player) == True;
  • Play Effect(All Players(All Teams), DVa Self Destruct Explosion Effect, Color(Red), Event Player, 0.500);
  • Play Effect(All Players(All Teams), Junkrat RIP Tire Explosion Sound, Color(White), Event Player, 100);
  • Play Effect(All Players(All Teams), Ana Biotic Grenade Explosion Sound, Color(White), Event Player, 100);
  • }
  • }
  • actions
  • rule("---------------- RESPAWN -----------------")
  • {
  • event
  • {
  • If(Slot Of(Event Player) == 0);
  • Event Player.spawnLocation = Vector(-204.439, 21.433, -10.108);
  • Else If(Slot Of(Event Player) == 1);
  • Event Player.spawnLocation = Vector(-211.075, 20.830, -8.268);
  • Else If(Slot Of(Event Player) == 2);
  • Event Player.spawnLocation = Vector(-213.718, 20.830, -2.798);
  • Else If(Slot Of(Event Player) == 3);
  • Event Player.spawnLocation = Vector(-213.962, 20.830, 3.154);
  • Else If(Slot Of(Event Player) == 4);
  • Event Player.spawnLocation = Vector(-211.013, 20.830, 8.628);
  • Else If(Slot Of(Event Player) == 5);
  • Event Player.spawnLocation = Vector(-204.737, 21.449, 10.074);
  • Else If(Slot Of(Event Player) == 6);
  • Event Player.spawnLocation = Vector(-204.444, 21.450, -7.595);
  • Else If(Slot Of(Event Player) == 7);
  • Event Player.spawnLocation = Vector(-208.627, 20.830, -5.858);
  • Else If(Slot Of(Event Player) == 8);
  • Event Player.spawnLocation = Vector(-211.229, 20.830, -2.179);
  • Else If(Slot Of(Event Player) == 9);
  • Event Player.spawnLocation = Vector(-211.124, 20.830, 2.163);
  • Else If(Slot Of(Event Player) == 10);
  • Event Player.spawnLocation = Vector(-208.703, 20.830, 5.721);
  • Else If(Slot Of(Event Player) == 11);
  • Event Player.spawnLocation = Vector(-204.417, 21.650, 7.401);
  • Ongoing - Global;
  • }
  • }
  • rule("respawnplayer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Respawn == True;
  • }
  • actions
  • {
  • Kill(All Players(All Teams), Null);
  • Wait(0.100, Ignore Condition);
  • Teleport(Event Player, Event Player.spawnLocation);
  • Wait(1, Ignore Condition);
  • Resurrect(Event Player);
  • }
  • }
  • rule("game respawn group (death)")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • conditions
  • {
  • Number Of Players(All Teams) > 1;
  • Number Of Living Players(All Teams) <= 1;
  • disabled Global.win == True;
  • }
  • actions
  • {
  • Wait(2, Abort When False);
  • disabled Global.win = False;
  • Big Message(All Players(All Teams), String("{0} {1}", Custom String("The winner is"), All Living Players(All Teams)));
  • Big Message(All Players(All Teams), String("{0} {1}", Global.WINNER, Custom String("")));
  • Modify Player Score(All Living Players(All Teams), 1);
  • Wait(2, Ignore Condition);
  • Global.Respawn = True;
  • Wait(0.100, Ignore Condition);
  • Set Ability Cooldown(All Players(All Teams), Button(Ability 1), 0);
  • Set Ability Cooldown(All Players(All Teams), Button(Ability 2), 0);
  • Wait(1, Ignore Condition);
  • Set Status(All Players(All Teams), Null, Frozen, 3);
  • Set Status(All Players(All Teams), Null, Stunned, 0.100);
  • Wait(0.250, Ignore Condition);
  • Global.Respawn = False;
  • disabled Global.win = True;
  • Loop If Condition Is True;
  • }
  • }
  • rule("game respawn group (leave)")
  • {
  • event
  • {
  • Player Left Match;
  • All;
  • All;
  • }
  • conditions
  • {
  • Number Of Players(All Teams) > 1;
  • Number Of Living Players(All Teams) <= 1;
  • disabled Global.win == True;
  • }
  • actions
  • {
  • Wait(2, Abort When False);
  • disabled Global.win = False;
  • Big Message(All Players(All Teams), String("{0} {1}", Custom String("The winner is"), All Living Players(All Teams)));
  • Modify Player Score(All Living Players(All Teams), 1);
  • Wait(2, Ignore Condition);
  • Global.Respawn = True;
  • Wait(0.100, Ignore Condition);
  • Set Ability Cooldown(All Players(All Teams), Button(Ability 1), 0);
  • Set Ability Cooldown(All Players(All Teams), Button(Ability 2), 0);
  • Wait(1, Ignore Condition);
  • Set Status(All Players(All Teams), Null, Frozen, 3);
  • Set Status(All Players(All Teams), Null, Stunned, 0.100);
  • Global.Respawn = False;
  • disabled Global.win = True;
  • Loop If Condition Is True;
  • }
  • }
  • rule("game respawn lonely")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • conditions
  • {
  • Number Of Players(All Teams) <= 1;
  • Number Of Living Players(All Teams) == 0;
  • }
  • actions
  • {
  • disabled Big Message(All Players(All Teams), String("{0} {1}", Custom String("hi"), All Living Players(All Teams)));
  • Global.Respawn = True;
  • Wait(0.250, Ignore Condition);
  • Global.Respawn = False;
  • Loop If Condition Is True;
  • }
  • }
  • rule("one player")
  • {
  • event
  • {
  • Player Left Match;
  • All;
  • All;
  • }
  • conditions
  • {
  • Number Of Players(All Teams) <= 1;
  • }
  • actions
  • {
  • Set Player Score(All Players(All Teams), 0);
  • }
  • }
  • rule("winner")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • conditions
  • {
  • Number Of Living Players(All Teams) == 1;
  • }
  • actions
  • {
  • Global.WINNER = String("{0} {1}", Custom String("The winner is"), All Living Players(All Teams));
  • }
  • }
  • rule("draw")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • conditions
  • {
  • Number Of Living Players(All Teams) == 0;
  • }
  • actions
  • {
  • Global.WINNER = String("{0} {1}", Custom String("Draw"), Custom String(""));
  • }
  • }
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