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Comparing difference between and

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  • settings
  • {
  • modes
  • {
  • Assault
  • {
  • Limit Roles: 2 Of Each Role Per Team
  • }
  • Control
  • {
  • Limit Roles: 2 Of Each Role Per Team
  • }
  • Escort
  • {
  • Limit Roles: 2 Of Each Role Per Team
  • }
  • Hybrid
  • {
  • Limit Roles: 2 Of Each Role Per Team
  • }
  • }
  • heroes
  • {
  • General
  • {
  • Junkrat
  • {
  • Spawn With Ultimate Ready: On
  • }
  • }
  • }
  • workshop
  • {
  • Camera position [X axis]: 1.270
  • }
  • }
  • variables
  • {
  • player:
  • 0: eye_pos_temp
  • 1: Camera_Activated
  • 2: temp_a1
  • 3: temp_ac
  • 4: temp_sf
  • 5: temp_ult
  • 1: ThirdPersonCamVars
  • }
  • rule("3DCam | By DarkShadow#24346")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.ThirdPersonCamVars[0] = Array(Null, Null, Null, Null, Null, Null, Null, Null);
  • Event Player.ThirdPersonCamVars[5] = Workshop Setting Real(Custom String("3D cam | DarkShadow#24346"), Custom String(
  • "Camera position [X axis]"), 0, -5, 5, 0);
  • Event Player.ThirdPersonCamVars[6] = Workshop Setting Real(Custom String("3D cam | DarkShadow#24346"), Custom String(
  • "Camera position [Y axis]"), 3, -1, 20, 0);
  • Event Player.ThirdPersonCamVars[7] = Workshop Setting Real(Custom String("3D cam | DarkShadow#24346"), Custom String(
  • "Camera position [Z axis]"), -3, -50, -0.100, 0);
  • "i-0 = Cam_Activated | i-1 = Ability1 | i-2 = Crouch | i-3 = SeconderyFire | i-4 = Ult"
  • While(True);
  • "toggle cam"
  • If(Is Button Held(Event Player, Button(Interact)) == True);
  • If(Event Player.Camera_Activated == True);
  • Event Player.Camera_Activated = False;
  • Chase Player Variable Over Time(Event Player, eye_pos_temp, Eye Position(Event Player), 1, Destination and Duration);
  • If(Event Player.ThirdPersonCamVars[0] == True);
  • Event Player.ThirdPersonCamVars[0] = False;
  • Start Camera(Event Player, Event Player.eye_pos_temp, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player),
  • Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, All Players(All Teams), Event Player, True)), 0);
  • Chase Player Variable Over Time(Event Player, eye_pos_temp, Eye Position(Event Player), 1, Destination and Duration);
  • Wait(1, Ignore Condition);
  • Stop Camera(Event Player);
  • Disallow Button(Event Player, Button(Interact));
  • Wait(0.250, Ignore Condition);
  • Allow Button(Event Player, Button(Interact));
  • Else If(Event Player.Camera_Activated != True);
  • Event Player.Camera_Activated = True;
  • Else If(Event Player.ThirdPersonCamVars[0] != True);
  • Event Player.ThirdPersonCamVars[0] = True;
  • Event Player.eye_pos_temp = Eye Position(Event Player);
  • Chase Player Variable Over Time(Event Player, eye_pos_temp, Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(
  • Vector(0, 3, -3), Event Player, Rotation And Translation), All Players(All Teams), Event Player, True), 1,
  • Destination and Duration);
  • Vector(Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6], Event Player.ThirdPersonCamVars[7]),
  • Event Player, Rotation And Translation), All Players(All Teams), Event Player, True), 1, Destination and Duration);
  • Start Camera(Event Player, Event Player.eye_pos_temp, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player),
  • Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, All Players(All Teams), Event Player, True)), 0);
  • Wait(1, Ignore Condition);
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(0, 3, -3),
  • Event Player, Rotation And Translation), All Players(All Teams), Event Player, True)), Update Every Frame(
  • Ray Cast Hit Position(Update Every Frame(Eye Position(Event Player)), Update Every Frame(Eye Position(Event Player)
  • + Facing Direction Of(Event Player) * 1000), All Players(All Teams), Event Player, True)), 25);
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(
  • Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6], Event Player.ThirdPersonCamVars[7]), Event Player,
  • Rotation And Translation), All Players(All Teams), Event Player, True)), Update Every Frame(Ray Cast Hit Position(
  • Update Every Frame(Eye Position(Event Player)), Update Every Frame(Eye Position(Event Player) + Facing Direction Of(
  • Event Player) * 1000), All Players(All Teams), Event Player, True)), 25);
  • Disallow Button(Event Player, Button(Interact));
  • Wait(0.250, Ignore Condition);
  • Allow Button(Event Player, Button(Interact));
  • End;
  • End;
  • If(Event Player.Camera_Activated == True);
  • If(Event Player.ThirdPersonCamVars[0] == True);
  • If((Hero Of(Event Player) == Hero(Soldier: 76) || Hero Of(Event Player) == Hero(Reaper)) && Is Using Ability 1(Event Player)
  • == True);
  • Event Player.temp_a1 = True;
  • Event Player.eye_pos_temp = Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(0, 3, -3), Event Player,
  • Event Player.ThirdPersonCamVars[1] = True;
  • Event Player.eye_pos_temp = Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(
  • Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6], Event Player.ThirdPersonCamVars[7]), Event Player,
  • Rotation And Translation), All Players(All Teams), Event Player, True);
  • Chase Player Variable Over Time(Event Player, eye_pos_temp, Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(
  • Vector(0, 4, -6), Event Player, Rotation And Translation), All Players(All Teams), Event Player, True), 2,
  • Destination and Duration);
  • Vector(Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6] + 1, Event Player.ThirdPersonCamVars[7] + -3),
  • Event Player, Rotation And Translation), All Players(All Teams), Event Player, True), 2, Destination and Duration);
  • Start Camera(Event Player, Event Player.eye_pos_temp, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player),
  • Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, All Players(All Teams), Event Player, True)), 0);
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(0, 4, -6),
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(
  • Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6] + 1, Event Player.ThirdPersonCamVars[7] + -3),
  • Event Player, Rotation And Translation), All Players(All Teams), Event Player, True)), Update Every Frame(
  • Ray Cast Hit Position(Update Every Frame(Eye Position(Event Player)), Update Every Frame(Eye Position(Event Player)
  • + Facing Direction Of(Event Player) * 1000), All Players(All Teams), Event Player, True)), 25);
  • Else If(!Is Using Ability 1(Event Player) == True);
  • If(Event Player.temp_a1 == True);
  • Event Player.temp_a1 = False;
  • If(Event Player.ThirdPersonCamVars[1] == True);
  • Event Player.ThirdPersonCamVars[1] = False;
  • Chase Player Variable Over Time(Event Player, eye_pos_temp, Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(
  • Vector(0, 3, -3), Event Player, Rotation And Translation), All Players(All Teams), Event Player, True), 1,
  • Destination and Duration);
  • Vector(Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6], Event Player.ThirdPersonCamVars[7]),
  • Event Player, Rotation And Translation), All Players(All Teams), Event Player, True), 1, Destination and Duration);
  • Start Camera(Event Player, Event Player.eye_pos_temp, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player),
  • Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, All Players(All Teams), Event Player, True)), 0);
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(0, 3, -3),
  • Event Player, Rotation And Translation), All Players(All Teams), Event Player, True)), Update Every Frame(
  • Ray Cast Hit Position(Update Every Frame(Eye Position(Event Player)), Update Every Frame(Eye Position(Event Player)
  • + Facing Direction Of(Event Player) * 1000), All Players(All Teams), Event Player, True)), 25);
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(
  • Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6], Event Player.ThirdPersonCamVars[7]), Event Player,
  • Rotation And Translation), All Players(All Teams), Event Player, True)), Update Every Frame(Ray Cast Hit Position(
  • Update Every Frame(Eye Position(Event Player)), Update Every Frame(Eye Position(Event Player) + Facing Direction Of(
  • Event Player) * 1000), All Players(All Teams), Event Player, True)), 25);
  • End;
  • End;
  • If(Is Crouching(Event Player) == True);
  • Event Player.temp_ac = True;
  • Event Player.ThirdPersonCamVars[2] = True;
  • Chase Player Variable Over Time(Event Player, eye_pos_temp, Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(
  • Vector(0, 2, -2), Event Player, Rotation And Translation), All Players(All Teams), Event Player, True), 2,
  • Destination and Duration);
  • Vector(Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6] - 1, Event Player.ThirdPersonCamVars[7] - -1),
  • Event Player, Rotation And Translation), All Players(All Teams), Event Player, True), 2, Destination and Duration);
  • Start Camera(Event Player, Event Player.eye_pos_temp, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player),
  • Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, All Players(All Teams), Event Player, True)), 0);
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(0, 2, -2),
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(
  • Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6] - 1, Event Player.ThirdPersonCamVars[7] - -1),
  • Event Player, Rotation And Translation), All Players(All Teams), Event Player, True)), Update Every Frame(
  • Ray Cast Hit Position(Update Every Frame(Eye Position(Event Player)), Update Every Frame(Eye Position(Event Player)
  • + Facing Direction Of(Event Player) * 1000), All Players(All Teams), Event Player, True)), 25);
  • Else If(!Is Crouching(Event Player) == True);
  • If(Event Player.temp_ac == True);
  • Event Player.temp_ac = False;
  • If(Event Player.ThirdPersonCamVars[2] == True);
  • Event Player.ThirdPersonCamVars[2] = False;
  • Chase Player Variable Over Time(Event Player, eye_pos_temp, Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(
  • Vector(0, 3, -3), Event Player, Rotation And Translation), All Players(All Teams), Event Player, True), 1,
  • Destination and Duration);
  • Vector(Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6], Event Player.ThirdPersonCamVars[7]),
  • Event Player, Rotation And Translation), All Players(All Teams), Event Player, True), 1, Destination and Duration);
  • Start Camera(Event Player, Event Player.eye_pos_temp, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player),
  • Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, All Players(All Teams), Event Player, True)), 0);
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(0, 3, -3),
  • Event Player, Rotation And Translation), All Players(All Teams), Event Player, True)), Update Every Frame(
  • Ray Cast Hit Position(Update Every Frame(Eye Position(Event Player)), Update Every Frame(Eye Position(Event Player)
  • + Facing Direction Of(Event Player) * 1000), All Players(All Teams), Event Player, True)), 25);
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(
  • Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6], Event Player.ThirdPersonCamVars[7]), Event Player,
  • Rotation And Translation), All Players(All Teams), Event Player, True)), Update Every Frame(Ray Cast Hit Position(
  • Update Every Frame(Eye Position(Event Player)), Update Every Frame(Eye Position(Event Player) + Facing Direction Of(
  • Event Player) * 1000), All Players(All Teams), Event Player, True)), 25);
  • End;
  • End;
  • If((Hero Of(Event Player) == Hero(Ana) || Hero Of(Event Player) == Hero(Widowmaker)) && Is Firing Secondary(Event Player) == True);
  • Event Player.temp_sf = True;
  • Event Player.ThirdPersonCamVars[3] = True;
  • Stop Camera(Event Player);
  • Else;
  • If(Event Player.temp_sf == True);
  • Event Player.temp_sf = False;
  • Event Player.Camera_Activated = False;
  • Event Player.Camera_Activated = True;
  • If(Event Player.ThirdPersonCamVars[3] == True);
  • Event Player.ThirdPersonCamVars[3] = False;
  • Event Player.ThirdPersonCamVars[0] = False;
  • Event Player.ThirdPersonCamVars[0] = True;
  • Event Player.eye_pos_temp = Eye Position(Event Player);
  • Chase Player Variable Over Time(Event Player, eye_pos_temp, Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(
  • Vector(0, 3, -3), Event Player, Rotation And Translation), All Players(All Teams), Event Player, True), 1,
  • Destination and Duration);
  • Vector(Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6], Event Player.ThirdPersonCamVars[7]),
  • Event Player, Rotation And Translation), All Players(All Teams), Event Player, True), 1, Destination and Duration);
  • Start Camera(Event Player, Event Player.eye_pos_temp, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player),
  • Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, All Players(All Teams), Event Player, True)), 0);
  • Wait(1, Ignore Condition);
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(0, 3, -3),
  • Event Player, Rotation And Translation), All Players(All Teams), Event Player, True)), Update Every Frame(
  • Ray Cast Hit Position(Update Every Frame(Eye Position(Event Player)), Update Every Frame(Eye Position(Event Player)
  • + Facing Direction Of(Event Player) * 1000), All Players(All Teams), Event Player, True)), 25);
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(
  • Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6], Event Player.ThirdPersonCamVars[7]), Event Player,
  • Rotation And Translation), All Players(All Teams), Event Player, True)), Update Every Frame(Ray Cast Hit Position(
  • Update Every Frame(Eye Position(Event Player)), Update Every Frame(Eye Position(Event Player) + Facing Direction Of(
  • Event Player) * 1000), All Players(All Teams), Event Player, True)), 25);
  • End;
  • End;
  • If((Hero Of(Event Player) == Hero(Doomfist) || Hero Of(Event Player) == Hero(Junkrat)) && Is Using Ultimate(Event Player) == True);
  • Event Player.temp_ult = True;
  • Event Player.ThirdPersonCamVars[4] = True;
  • Stop Camera(Event Player);
  • Else;
  • If(Event Player.temp_ult == True);
  • Event Player.temp_ult = False;
  • Event Player.Camera_Activated = False;
  • Event Player.Camera_Activated = True;
  • If(Event Player.ThirdPersonCamVars[4] == True);
  • Event Player.ThirdPersonCamVars[4] = False;
  • Event Player.ThirdPersonCamVars[0] = False;
  • Event Player.ThirdPersonCamVars[0] = True;
  • Event Player.eye_pos_temp = Eye Position(Event Player);
  • Chase Player Variable Over Time(Event Player, eye_pos_temp, Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(
  • Vector(0, 3, -3), Event Player, Rotation And Translation), All Players(All Teams), Event Player, True), 1,
  • Destination and Duration);
  • Vector(0, Event Player.eye_pos_temp, Event Player.ThirdPersonCamVars[3]), Event Player, Rotation And Translation), All Players(
  • All Teams), Event Player, True), 1, Destination and Duration);
  • Start Camera(Event Player, Event Player.eye_pos_temp, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player),
  • Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, All Players(All Teams), Event Player, True)), 0);
  • Wait(1, Ignore Condition);
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(0, 3, -3),
  • Event Player, Rotation And Translation), All Players(All Teams), Event Player, True)), Update Every Frame(
  • Ray Cast Hit Position(Update Every Frame(Eye Position(Event Player)), Update Every Frame(Eye Position(Event Player)
  • + Facing Direction Of(Event Player) * 1000), All Players(All Teams), Event Player, True)), 25);
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), World Vector Of(Vector(
  • Event Player.ThirdPersonCamVars[5], Event Player.ThirdPersonCamVars[6], Event Player.ThirdPersonCamVars[7]), Event Player,
  • Rotation And Translation), All Players(All Teams), Event Player, True)), Update Every Frame(Ray Cast Hit Position(
  • Update Every Frame(Eye Position(Event Player)), Update Every Frame(Eye Position(Event Player) + Facing Direction Of(
  • Event Player) * 1000), All Players(All Teams), Event Player, True)), 25);
  • End;
  • End;
  • End;
  • Wait(0.250, Ignore Condition);
  • End;
  • }
  • }
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