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- settings
- {
- main
- {
Description: "Tryhard FFA 2.0.7 Last updated: 15.Dec 2020 More info: www.workshop.codes/D9977 Do NOT click \"save settings\". Import D9977 instead. Heroicon: (HeroDamageDealt) - (AllDamageTaken) - (AllHealingReceived)"
- Description: "Tryhard FFA 2.2.1 workshop.codes/D9977 Add me to find the lobby easier"
- }
- lobby
- {
- Allow Players Who Are In Queue: Yes
- Match Voice Chat: Enabled
- Max Spectators: 6
- Return To Lobby: Never
- }
- modes
- {
- Deathmatch
- {
- enabled maps
- {
- Château Guillard
- }
- }
- General
- {
- Game Mode Start: Immediately
- Respawn Time Scalar: 59%
- Score To Win: 50
- }
- }
- heroes
- {
- General
- {
Ana
{
Ultimate Ability Nano Boost: Off
}
- Ashe
- {
- Dynamite: Off
- Ultimate Ability B.O.B.: Off
- }
- Baptiste
- {
- Immortality Field: Off
Ultimate Ability Amplification Matrix: Off
- }
Doomfist
- Brigitte
- {
Ultimate Ability Meteor Strike: Off
- Healing Dealt: 10%
- Ultimate Ability Rally: Off
- }
- Echo
- {
- Ultimate Ability Duplicate: Off
- }
Genji
{
Ultimate Ability Dragonblade: Off
}
- Hanzo
- {
- Ultimate Ability Dragonstrike: Off
- }
Lúcio
{
Ultimate Ability Sound Barrier: Off
}
- McCree
- {
- Secondary Fire: Off
- Ultimate Ability Deadeye: Off
- }
- Mei
- {
Cryo-Freeze: Off
- Ice Wall: Off
- Primary Fire: Off
- Ultimate Ability Blizzard: Off
- }
- Pharah
- {
- Ultimate Ability Barrage: Off
- }
- Reaper
- {
- Ultimate Ability Death Blossom: Off
- }
- Soldier: 76
- {
- Healing Dealt: 75%
- Ultimate Ability Tactical Visor: Off
- }
- Sombra
- {
- Hack: Off
- Ultimate Ability EMP: Off
- }
- Torbjörn
- {
- Deploy Turret: Off
- Ultimate Ability Molten Core: Off
- }
Widowmaker
{
Ultimate Ability Infra-Sight: Off
}
Zenyatta
{
Ultimate Ability Transcendence: Off
}
- disabled heroes
- {
- Bastion
Brigitte
- D.Va
- Junkrat
- Mercy
- Moira
- Orisa
Reaper
- Reinhardt
- Roadhog
- Sigma
- Symmetra
- Winston
- Wrecking Ball
- Zarya
- }
- }
- }
- }
- variables
- {
- player:
0: AsheHideStats
1: AsheDestroy2
2: AsheDestroy3
3: AsheDestroy4
4: DoomDestroy1
5: DoomDestroy2
6: DoomDestroy3
7: DoomDestroy4
8: EchoDestroy1
9: EchoDestroy2
10: EchoDestroy3
11: EchoDestroy4
12: GenjiDestroy1
13: GenjiDestroy2
14: GenjiDestroy3
15: HanzoDestroy1
16: HanzoDestroy2
17: HanzoDestroy3
18: MccreeDestroy1
19: MccreeDestroy2
20: MccreeDestroy3
21: MccreeDestroy4
22: MeiDestroy1
23: MeiDestroy2
24: MeiDestroy3
25: PharahDestroy1
26: PharahDestroy2
27: PharahDestroy3
28: Soldier76Destroy1
29: Soldier76Destroy2
30: Soldier76Destroy3
31: Soldier76Destroy4
32: SombraDestroy1
33: SombraDestroy2
34: SombraDestroy3
35: TorbDestroy1
36: TorbDestroy2
37: TorbDestroy3
38: TorbDestroy4
39: TracerDestroy1
40: TracerDestroy2
41: TracerDestroy3
42: TracerDestroy4
43: WidowDestroy1
44: WidowDestroy2
45: WidowDestroy3
46: WidowDestroy4
47: AnaDestroy1
48: AnaDestroy2
49: AnaDestroy3
50: AnaDestroy4
51: BapDestroy1
52: BapDestroy2
53: BapDestroy3
54: LucioDestroy1
55: LucioDestroy2
56: LucioDestroy3
57: LucioDestroy4
58: ZenDestroy1
59: ZenDestroy2
60: ZenDestroy3
61: AsheAllHealingReceived
62: EchoAllHealingReceived
63: GenjiAllHealingReceived
64: PharahAllHealingReceived
65: Soldier76AllHealingReceived
66: TracerAllHealingReceived
67: StickybombsUsed
68: StickybombHits
69: FlashbangsUsed
70: FlashbangHits
71: ThrewFlashbang
72: HelixrocketsUsed
73: HelixrocketHits
74: FiredHelixrocket
75: TemporaryArmorRecieved
76: HammerKills
77: PulsebombHits
78: ThrewPulsebomb
79: SleepdartsUsed
80: SleepdartHits
81: HideGameModeHUD
82: HideStats
100: GotTheBadSpawn
}
rule("Skip assembling heroes state & disable inspector recording")
{
event
{
Ongoing - Global;
}
conditions
{
Is Assembling Heroes == True;
}
actions
{
Disable Inspector Recording;
Set Match Time(0);
}
- 0: destroy_hudtext_stats
- 1: goo_used
- 2: goo_hit
- 3: flash_used
- 4: flash_hit
- 5: threw_flash
- 6: helix_used
- 7: helix_hit
- 8: threw_helix
- 9: hammer_kill
- 10: pulse_hit
- 11: threw_pulse
- 12: sleep_used
- 13: sleep_hit
- }
rule("Pause match time")
{
event
{
Ongoing - Global;
}
conditions
{
Is Game In Progress == True;
}
actions
{
Pause Match Time;
}
}
rule("Disable and Enable stuff")
{
event
{
Ongoing - Global;
}
actions
{
Disable Built-In Game Mode Announcer;
Enable Death Spectate Target HUD(All Players(All Teams));
}
}
rule("Tracer 3 blinks every death")
{
event
{
Player Died;
All;
Tracer;
}
actions
{
Set Ability Charge(Event Player, Button(Ability 1), 3);
}
}
rule("Toggle Extra Scoreboard")
- rule("Ban this player: \"lilwyte\" reason hard locking in ffa lol")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Is Button Held(Event Player, Button(Crouch)) == True;
Is Button Held(Event Player, Button(Melee)) == True;
Is Button Held(Event Player, Button(Reload)) == True;
- Has Status(Event Player, Phased Out) == True;
- Custom String("{0}", Event Player) == Custom String("lilwyte");
- }
- actions
- {
Wait(0.500, Abort When False);
Event Player.HideGameModeHUD = !Event Player.HideGameModeHUD;
If(Event Player.HideGameModeHUD);
Disable Game Mode HUD(Event Player);
Else;
Enable Game Mode HUD(Event Player);
- Big Message(Event Player, Custom String("get out"));
- Wait(2, Ignore Condition);
- Remove Player(Event Player);
- }
- }
rule("Toggle Stats")
- rule("Kick afk players")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Is Button Held(Event Player, Button(Interact)) == True;
- Is Button Held(Event Player, Button(Primary Fire)) != True;
- Is Button Held(Event Player, Button(Secondary Fire)) != True;
- }
- actions
- {
Wait(0.500, Abort When False);
Event Player.HideStats = !Event Player.HideStats;
- Wait(150, Abort When False);
- Remove Player(Event Player);
- }
- }
rule("Serverload for host HUD")
- rule("Restart game after potg")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Workshop Setting Toggle(Custom String("General"), Custom String("Display serverload for host"), False, 0) == True;
}
actions
{
Create HUD Text(Host Player, Null, Custom String(" Load: {0} Avg: {1} Peak: {2}", Server Load, Server Load Average,
Server Load Peak), Null, Left, 4, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
}
}
rule("Ashe HUD")
{
event
{
Ongoing - Each Player;
All;
Ashe;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Ashe)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Ashe),
Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Damage Taken), To Nearest),
Round To Integer(Event Player.AsheAllHealingReceived, To Nearest))) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.AsheHideStats = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Hipfire acc: {0}%", Round To Integer((
Player Hero Stat(Event Player, Hero(Ashe), Shots Hit) - Player Hero Stat(Event Player, Hero(Ashe), Scoped Hits)) / (
Player Hero Stat(Event Player, Hero(Ashe), Shots Fired) - Player Hero Stat(Event Player, Hero(Ashe), Scoped Shots)) * 100,
To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AsheDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Ashe), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AsheDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Scoped Critical Hit Accuracy) * 100, To Nearest)) : Empty Array,
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AsheDestroy4 = Last Text ID;
}
}
rule("Doom HUD")
{
event
{
Ongoing - Each Player;
All;
Doomfist;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Doomfist)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Doomfist), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Doomfist), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Doomfist), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0}{1} Boop kills: {2}", Ability Icon String(
Hero(Doomfist), Button(Melee)), Custom String("{0}{1}{2}", Ability Icon String(Hero(Doomfist), Button(Ability 1)),
Ability Icon String(Hero(Doomfist), Button(Ability 2)), Ability Icon String(Hero(Doomfist), Button(Secondary Fire))),
Player Hero Stat(Event Player, Hero(Doomfist), Environmental Kills)) : Empty Array, Null, Left, 3, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy4 = Last Text ID;
}
}
rule("Echo HUD")
{
event
{
Ongoing - Each Player;
All;
Echo;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Echo)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Echo),
Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Damage Taken), To Nearest),
Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.EchoDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Echo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.EchoDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Echo), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.EchoDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0} Sticky direct hit acc: {1}%",
Ability Icon String(Hero(Echo), Button(Secondary Fire)), Round To Integer(
Event Player.StickybombHits / Event Player.StickybombsUsed * 100, To Nearest)) : Empty Array, Null, Left, 3, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.EchoDestroy4 = Last Text ID;
}
}
rule("Genji HUD")
{
event
{
Ongoing - Each Player;
All;
Genji;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Genji)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Genji), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Damage Taken),
To Nearest), Round To Integer(Event Player.GenjiAllHealingReceived, To Nearest))) : Empty Array, Null, Left, 0, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.GenjiDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Genji), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.GenjiDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Genji), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.GenjiDestroy3 = Last Text ID;
}
}
rule("Hanzo HUD")
{
event
{
Ongoing - Each Player;
All;
Hanzo;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Hanzo)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Hanzo), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Healing Received), To Nearest))) : Empty Array, Null,
Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.HanzoDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Hanzo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.HanzoDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Hanzo), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.HanzoDestroy3 = Last Text ID;
}
}
rule("Mccree HUD")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(McCree)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
McCree), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MccreeDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(McCree), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MccreeDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(McCree), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MccreeDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0} Flashbang hits: {1}/{2}",
Ability Icon String(Hero(McCree), Button(Ability 2)), Event Player.FlashbangHits, Event Player.FlashbangsUsed) : Empty Array,
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MccreeDestroy4 = Last Text ID;
}
}
rule("Mei HUD")
{
event
{
Ongoing - Each Player;
All;
Mei;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Mei)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Mei),
Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Mei), Damage Taken), To Nearest),
Round To Integer(Player Hero Stat(Event Player, Hero(Mei), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MeiDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Mei), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MeiDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Mei), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MeiDestroy3 = Last Text ID;
}
}
rule("Pharah HUD")
{
event
{
Ongoing - Each Player;
All;
Pharah;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Pharah)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Pharah), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Pharah), Damage Taken),
To Nearest), Round To Integer(Event Player.PharahAllHealingReceived, To Nearest))) : Empty Array, Null, Left, 0, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.PharahDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Pharah), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 3, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.PharahDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0}{1} Boop kills: {2}", Ability Icon String(
Hero(Pharah), Button(Melee)), Ability Icon String(Hero(Pharah), Button(Ability 2)), Player Hero Stat(Event Player, Hero(
Pharah), Environmental Kills)) : Empty Array, Null, Left, 4, Color(White), Color(White), Color(White), Visible To and String,
Visible Never);
Event Player.PharahDestroy3 = Last Text ID;
}
}
rule("Soldier76 HUD")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Soldier: 76)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Soldier: 76), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76),
Damage Taken), To Nearest), Round To Integer(Event Player.Soldier76AllHealingReceived, To Nearest))) : Empty Array, Null, Left,
0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.Soldier76Destroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Soldier: 76), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.Soldier76Destroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Soldier: 76), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2,
Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.Soldier76Destroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}Helixrocket hits: {1}/{2}",
Ability Icon String(Hero(Soldier: 76), Button(Secondary Fire)), Event Player.HelixrocketHits, Event Player.HelixrocketsUsed)
: Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.Soldier76Destroy4 = Last Text ID;
}
}
rule("Sombra HUD")
{
event
{
Ongoing - Each Player;
All;
Sombra;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Sombra)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Sombra), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.SombraDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Sombra), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.SombraDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Sombra), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.SombraDestroy3 = Last Text ID;
}
}
rule("Torb HUD")
{
event
{
Ongoing - Each Player;
All;
Torbjörn;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Torbjörn)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Torbjörn), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Healing Received)
+ Event Player.TemporaryArmorRecieved, To Nearest))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.TorbDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Torbjörn), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TorbDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Torbjörn), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TorbDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}{1} Hammer kills: {2}", Icon String(Flag),
Icon String(Sad), Event Player.HammerKills) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.TorbDestroy4 = Last Text ID;
}
}
rule("Tracer HUD")
{
event
{
Ongoing - Each Player;
All;
Tracer;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Tracer)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Tracer), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Damage Taken),
To Nearest), Round To Integer(Event Player.TracerAllHealingReceived + Player Hero Stat(Event Player, Hero(Tracer),
Self Healing), To Nearest))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
Visible Never);
Event Player.TracerDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Tracer), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TracerDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Tracer), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TracerDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}Pulsebombs attached: {1}/{2}",
Ability Icon String(Hero(Tracer), Button(Ultimate)), Event Player.PulsebombHits, Player Hero Stat(Event Player, Hero(Tracer),
Ultimates Used)) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TracerDestroy4 = Last Text ID;
}
}
rule("Widow HUD")
{
event
{
Ongoing - Each Player;
All;
Widowmaker;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Widowmaker)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Widowmaker), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.WidowDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Hipfire acc: {0}%", Round To Integer((
Player Hero Stat(Event Player, Hero(Widowmaker), Shots Hit) - Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Hits))
/ (Player Hero Stat(Event Player, Hero(Widowmaker), Shots Fired) - Player Hero Stat(Event Player, Hero(Widowmaker),
Scoped Shots)) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.WidowDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.WidowDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Critical Hit Accuracy) * 100, To Nearest))
: Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.WidowDestroy4 = Last Text ID;
}
}
rule("Ana HUD")
{
event
{
Ongoing - Each Player;
All;
Ana;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Ana)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Ana),
Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Damage Taken), To Nearest),
Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AnaDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Hipfire acc: {0}%", Round To Integer((
Player Hero Stat(Event Player, Hero(Ana), Shots Hit) - Player Hero Stat(Event Player, Hero(Ana), Scoped Hits)) / (
Player Hero Stat(Event Player, Hero(Ana), Shots Fired) - Player Hero Stat(Event Player, Hero(Ana), Scoped Shots)) * 100,
To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AnaDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Ana), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AnaDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0}Sleepdart hits: {1}/{2}",
Ability Icon String(Hero(Ana), Button(Ability 1)), Event Player.SleepdartHits, Event Player.SleepdartsUsed) : Empty Array,
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AnaDestroy4 = Last Text ID;
}
}
rule("Bap HUD")
{
event
{
Ongoing - Each Player;
All;
Baptiste;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Baptiste)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Baptiste), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.BapDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Baptiste), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.BapDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Baptiste), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.BapDestroy3 = Last Text ID;
}
}
rule("Lucio HUD")
{
event
{
Ongoing - Each Player;
All;
Lúcio;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Lúcio)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Lúcio), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Healing Received), To Nearest))) : Empty Array, Null,
Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.LucioDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Lúcio), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.LucioDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Lúcio), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.LucioDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}{1} Boop kills: {2}", Ability Icon String(
Hero(Lúcio), Button(Melee)), Ability Icon String(Hero(Lúcio), Button(Secondary Fire)), Player Hero Stat(Event Player, Hero(
Lúcio), Environmental Kills)) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String,
Visible Never);
Event Player.LucioDestroy4 = Last Text ID;
}
}
rule("Zen HUD")
{
event
{
Ongoing - Each Player;
All;
Zenyatta;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Zenyatta)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Zenyatta), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.ZenDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Zenyatta), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.ZenDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Zenyatta), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.ZenDestroy3 = Last Text ID;
}
}
rule("Ashe Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Ashe);
}
actions
{
Destroy HUD Text(Event Player.AsheHideStats);
Destroy HUD Text(Event Player.AsheDestroy2);
Destroy HUD Text(Event Player.AsheDestroy3);
Destroy HUD Text(Event Player.AsheDestroy4);
}
}
rule("Doom Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Doomfist);
}
actions
{
Destroy HUD Text(Event Player.DoomDestroy1);
Destroy HUD Text(Event Player.DoomDestroy2);
Destroy HUD Text(Event Player.DoomDestroy3);
Destroy HUD Text(Event Player.DoomDestroy4);
}
}
rule("Echo Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Echo);
}
actions
{
Destroy HUD Text(Event Player.EchoDestroy1);
Destroy HUD Text(Event Player.EchoDestroy2);
Destroy HUD Text(Event Player.EchoDestroy3);
Destroy HUD Text(Event Player.EchoDestroy4);
}
}
rule("Genji Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Genji);
}
actions
{
Destroy HUD Text(Event Player.GenjiDestroy1);
Destroy HUD Text(Event Player.GenjiDestroy2);
Destroy HUD Text(Event Player.GenjiDestroy3);
}
}
rule("Hanzo Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Hanzo);
}
actions
{
Destroy HUD Text(Event Player.HanzoDestroy1);
Destroy HUD Text(Event Player.HanzoDestroy2);
Destroy HUD Text(Event Player.HanzoDestroy3);
}
}
rule("Mccree Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(McCree);
}
actions
{
Destroy HUD Text(Event Player.MccreeDestroy1);
Destroy HUD Text(Event Player.MccreeDestroy2);
Destroy HUD Text(Event Player.MccreeDestroy3);
Destroy HUD Text(Event Player.MccreeDestroy4);
}
}
rule("Mei Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Mei);
}
actions
{
Destroy HUD Text(Event Player.MeiDestroy1);
Destroy HUD Text(Event Player.MeiDestroy2);
Destroy HUD Text(Event Player.MeiDestroy3);
}
}
rule("Pharah Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Pharah);
}
actions
{
Destroy HUD Text(Event Player.PharahDestroy1);
Destroy HUD Text(Event Player.PharahDestroy2);
Destroy HUD Text(Event Player.PharahDestroy3);
}
}
rule("Soldier76 Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Soldier: 76);
- Is Game In Progress == False;
- }
- actions
- {
Destroy HUD Text(Event Player.Soldier76Destroy1);
Destroy HUD Text(Event Player.Soldier76Destroy2);
Destroy HUD Text(Event Player.Soldier76Destroy3);
Destroy HUD Text(Event Player.Soldier76Destroy4);
- Wait(21, Abort When False);
- Restart Match;
- }
- }
rule("Sombra Destroy Stats")
- rule("skip assembling heroes")
- {
- event
- {
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Sombra);
}
actions
{
Destroy HUD Text(Event Player.SombraDestroy1);
Destroy HUD Text(Event Player.SombraDestroy2);
Destroy HUD Text(Event Player.SombraDestroy3);
}
}
rule("Torb Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
- Ongoing - Global;
- }
- conditions
- {
Hero Of(Event Player) != Hero(Torbjörn);
- Is Assembling Heroes == True;
- }
- actions
- {
Destroy HUD Text(Event Player.TorbDestroy1);
Destroy HUD Text(Event Player.TorbDestroy2);
Destroy HUD Text(Event Player.TorbDestroy3);
Destroy HUD Text(Event Player.TorbDestroy4);
- Disable Inspector Recording;
- Set Match Time(0);
- }
- }
rule("Tracer Destroy Stats")
- rule("init")
- {
- event
- {
Ongoing - Each Player;
All;
All;
- Ongoing - Global;
- }
- conditions
- {
Hero Of(Event Player) != Hero(Tracer);
- Is Game In Progress == True;
- }
- actions
- {
Destroy HUD Text(Event Player.TracerDestroy1);
Destroy HUD Text(Event Player.TracerDestroy2);
Destroy HUD Text(Event Player.TracerDestroy3);
Destroy HUD Text(Event Player.TracerDestroy4);
- Pause Match Time;
- Set Match Time(0.001);
- Disable Built-In Game Mode Announcer;
- Enable Death Spectate Target HUD(All Players(All Teams));
- Create HUD Text(All Players(All Teams), Null, Custom String("{0}60hp everyone else 80hp", Hero Icon String(Hero(Tracer)),
- Hero Icon String(Hero(Widowmaker))), Null, Left, 0, Color(White), Color(Green), Color(White), Visible To and String,
- Visible Always);
- Create HUD Text(Empty Array, Null, Custom String(
- "Esc -> Show lobby to check if you are in queue to play\r\nLoad: {0}\r\nAvg: {1}\r\nPeak: {2}", Server Load,
- Server Load Average, Server Load Peak), Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String,
- Visible Always);
- Create HUD Text(All Players(All Teams), Null, Custom String(
- " \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n discord.gg/qtuEPEwfuh"),
- Null, Left, 3, Null, Color(Aqua), Null, Visible To and String, Visible Always);
- }
- }
rule("Widow Destroy Stats")
- rule("create hud")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
conditions
{
Hero Of(Event Player) != Hero(Widowmaker);
}
- actions
- {
Destroy HUD Text(Event Player.WidowDestroy1);
Destroy HUD Text(Event Player.WidowDestroy2);
Destroy HUD Text(Event Player.WidowDestroy3);
Destroy HUD Text(Event Player.WidowDestroy4);
}
}
rule("Ana Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Ana);
}
actions
{
Destroy HUD Text(Event Player.AnaDestroy1);
Destroy HUD Text(Event Player.AnaDestroy2);
Destroy HUD Text(Event Player.AnaDestroy3);
Destroy HUD Text(Event Player.AnaDestroy4);
- Create HUD Text(Event Player, Null, Custom String(" \r\n \r\n \r\n{0}\r\n{1}\r\n{2}", Custom String("KDR: {0}\r\n{1}\r\n{2}",
- Player Stat(Event Player, Deaths) == 0 ? Player Stat(Event Player, Final Blows) + Player Stat(Event Player,
- Environmental Kills) : (Player Stat(Event Player, Final Blows) + Player Stat(Event Player, Environmental Kills)) / Player Stat(
- Event Player, Deaths), Hero Of(Event Player) != Hero(Ashe) && Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(
- Event Player) != Hero(Ana) ? Custom String("Weapon acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(
- Event Player), Weapon Accuracy) * 100, To Nearest)) : Custom String("Hipfire acc: {0}%", Round To Integer((Player Hero Stat(
- Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Hits)) / (
- Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired) - Player Hero Stat(Event Player, Hero Of(Event Player),
- Scoped Shots)) * 100, To Nearest)), Hero Of(Event Player) != Hero(Reinhardt) && Hero Of(Event Player) != Hero(Sigma)
- && Hero Of(Event Player) != Hero(Winston) && Hero Of(Event Player) != Hero(Zarya) && Hero Of(Event Player) != Hero(Ashe)
- && Hero Of(Event Player) != Hero(Junkrat) && Hero Of(Event Player) != Hero(Pharah) && Hero Of(Event Player) != Hero(Symmetra)
- && Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(Event Player) != Hero(Ana) && Hero Of(Event Player) != Hero(Brigitte)
- && Hero Of(Event Player) != Hero(Moira) ? Custom String("Critical hit acc: {0}%", Round To Integer(Player Hero Stat(
- Event Player, Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Pharah)
- ? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) : (
- Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker) || Hero Of(Event Player) == Hero(Ana)
- ? Custom String("Scoped acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Accuracy)
- * 100, To Nearest)) : Empty Array))), Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker)
- ? Custom String("Scoped critical hit acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player),
- Scoped Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Doomfist) || Hero Of(Event Player) == Hero(
- Lúcio) ? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills))
- : (Hero Of(Event Player) == Hero(Echo) ? Custom String("Sticky direct hit acc: {0}%", Round To Integer(
- Event Player.goo_hit / Event Player.goo_used * 100, To Nearest)) : (Hero Of(Event Player) == Hero(McCree) ? Custom String(
- "Flashbang hits: {0}/{1}", Event Player.flash_hit, Event Player.flash_used) : (Hero Of(Event Player) == Hero(Soldier: 76)
- ? Custom String("Helixrocket hits: {0}/{1}", Event Player.helix_hit, Event Player.helix_used) : (Hero Of(Event Player) == Hero(
- Torbjörn) ? Custom String("Hammer kills: {0}", Event Player.hammer_kill) : (Hero Of(Event Player) == Hero(Tracer)
- ? Custom String("Pulsebombs attached: {0}/{1}", Event Player.pulse_hit, Player Hero Stat(Event Player, Hero Of(Event Player),
- Ultimates Used)) : (Hero Of(Event Player) == Hero(Ana) ? Custom String("Sleepdart hits: {0}/{1}", Event Player.sleep_hit,
- Event Player.sleep_used) : Empty Array))))))), Empty Array), Null, Left, 1, Color(White), Color(White), Color(White),
- Visible To and String, Visible Never);
- Event Player.destroy_hudtext_stats = Last Text ID;
- }
- }
rule("Bap Destroy Stats")
- rule("destroy hud")
- {
- event
- {
Ongoing - Each Player;
- Player Left Match;
- All;
- All;
- }
conditions
{
Hero Of(Event Player) != Hero(Baptiste);
}
- actions
- {
Destroy HUD Text(Event Player.BapDestroy1);
Destroy HUD Text(Event Player.BapDestroy2);
Destroy HUD Text(Event Player.BapDestroy3);
- Destroy HUD Text(Event Player.destroy_hudtext_stats);
- }
- }
rule("Lucio Destroy Stats")
- rule("heal on kill")
- {
- event
- {
Ongoing - Each Player;
- Player Dealt Final Blow;
- All;
- All;
- }
conditions
{
Hero Of(Event Player) != Hero(Lúcio);
}
- actions
- {
Destroy HUD Text(Event Player.LucioDestroy1);
Destroy HUD Text(Event Player.LucioDestroy2);
Destroy HUD Text(Event Player.LucioDestroy3);
Destroy HUD Text(Event Player.LucioDestroy4);
- Set Player Health(Event Player, Max Health(Event Player) < 175 ? Health(Event Player) + Max Health(Event Player)
- / 100 * 40 : Health(Event Player) + 80);
- }
- }
rule("Zen Destroy Stats")
- rule("reset cooldowns on respawn")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Tracer;
- }
- conditions
- {
Hero Of(Event Player) != Hero(Zenyatta);
}
actions
{
Destroy HUD Text(Event Player.ZenDestroy1);
Destroy HUD Text(Event Player.ZenDestroy2);
Destroy HUD Text(Event Player.ZenDestroy3);
}
}
rule("[Variable] Ashe All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Ashe;
- Is Alive(Event Player) == True;
- }
- actions
- {
Event Player.AsheAllHealingReceived += Event Healing;
}
}
rule("[Variable] Echo All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Echo;
}
actions
{
Event Player.EchoAllHealingReceived += Event Healing;
}
}
rule("[Variable] Genji All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Genji;
}
actions
{
Event Player.GenjiAllHealingReceived += Event Healing;
}
}
rule("[Variable] Pharah All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Pharah;
}
actions
{
Event Player.PharahAllHealingReceived += Event Healing;
}
}
rule("[Variable] Soldier76 All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Soldier: 76;
}
actions
{
Event Player.Soldier76AllHealingReceived += Event Healing;
}
}
rule("[Variable] Tracer All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Tracer;
}
actions
{
Event Player.TracerAllHealingReceived += Event Healing;
- Set Ability Charge(Event Player, Button(Ability 1), 3);
- }
- }
rule("[Variable] Echo StickybombsUsed")
- rule("[variable] goo_used")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Echo;
- }
- conditions
- {
- Is Firing Secondary(Event Player) == True;
- Is Dead(Event Player) != True;
- }
- actions
- {
- Wait(0.035, Abort When False);
Event Player.StickybombsUsed += 1;
- Event Player.goo_used += 1;
- Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
- Event Player.goo_used += 1;
- Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
- Event Player.goo_used += 1;
- Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
- Event Player.goo_used += 1;
- Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
- Event Player.goo_used += 1;
- Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
- Event Player.goo_used += 1;
- }
- }
rule("[Variable] Echo StickybombHits")
- rule("[variable] goo_hit 1")
- {
- event
- {
- Player Dealt Damage;
- All;
- Echo;
- }
- conditions
- {
(Event Damage == 5 || Event Damage == 2.500) == True;
Attacker != Victim;
- (Event Damage == 2.500 || Event Damage == 5) == True;
- }
- actions
- {
Event Player.StickybombHits += 1;
- Event Player.goo_hit += 1;
- }
- }
rule("[Variable] Echo also StickybombHits (Needed to count stickybombs that kill)")
- rule("[variable] goo_hit 2")
- {
- event
- {
- Player Dealt Final Blow;
- All;
- Echo;
- }
- conditions
- {
Event Ability == Is Firing Secondary(Event Player);
Event Damage < 5;
Attacker != Victim;
- (Event Ability == Button(Secondary Fire) && Event Damage < 5) == True;
- }
- actions
- {
Event Player.StickybombHits += 1;
- Event Player.goo_hit += 1;
- }
- }
rule("[Variable] Mccree FlashbangsUsed")
- rule("[variable] flash_used")
- {
- event
- {
- Ongoing - Each Player;
- All;
- McCree;
- }
- conditions
- {
- Is Using Ability 2(Event Player) == True;
- }
- actions
- {
Event Player.FlashbangsUsed += 1;
- Event Player.flash_used += 1;
- }
- }
rule("[Variable] Mccree ThrewFlashbang")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
}
actions
{
Event Player.ThrewFlashbang = True;
Wait(0.350, Ignore Condition);
Event Player.ThrewFlashbang = False;
}
}
rule("[Variable] Mccree FlashbangHits")
- rule("[variable] flash_hit")
- {
- event
- {
- Player Dealt Damage;
- All;
- McCree;
- }
- conditions
- {
Is Using Ability 2(Event Player) == True;
Event Player.ThrewFlashbang == True;
- (Event Ability == Button(Ability 2) && Event Player.threw_flash == True) == True;
- }
- actions
- {
Event Player.FlashbangHits += 1;
Event Player.ThrewFlashbang = False;
- Event Player.flash_hit += 1;
- Event Player.threw_flash = False;
- Big Message(Event Player, Custom String("Nice shot!"));
- }
- }
rule("[Variable] Soldier76 HelixrocketsUsed")
- rule("[variable] threw_flash")
- {
- event
- {
- Ongoing - Each Player;
- All;
Soldier: 76;
- McCree;
- }
- conditions
- {
Is Firing Secondary(Event Player) == True;
- Is Using Ability 2(Event Player) == True;
- }
- actions
- {
Event Player.HelixrocketsUsed += 1;
- Event Player.threw_flash = True;
- Wait(0.350, Ignore Condition);
- Event Player.threw_flash = False;
- }
- }
rule("[Variable] Soldier76 FiredHelixrocket")
- rule("[variable] helix_used")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Soldier: 76;
- }
- conditions
- {
- Is Firing Secondary(Event Player) == True;
- }
- actions
- {
Event Player.FiredHelixrocket = True;
Wait(2, Ignore Condition);
Event Player.FiredHelixrocket = False;
- Event Player.helix_used += 1;
- }
- }
rule("[Variable] Soldier76 HelixrocketHits")
- rule("[variable] helix_hit")
- {
- event
- {
- Player Dealt Damage;
- All;
- Soldier: 76;
- }
- conditions
- {
Event Ability == Button(Secondary Fire);
Attacker != Victim;
Event Player.FiredHelixrocket == True;
- (Event Ability == Button(Secondary Fire) && Attacker != Victim && Event Player.threw_helix == True) == True;
- }
- actions
- {
Event Player.HelixrocketHits += 1;
Event Player.FiredHelixrocket = False;
- Event Player.helix_hit += 1;
- Event Player.threw_helix = False;
- }
- }
rule("[Variable] Soldier76 also HelixrocketHits (Needed to not count environmental kills twice)")
- rule("[variable] threw_helix")
- {
- event
- {
Player Dealt Final Blow;
- Ongoing - Each Player;
- All;
- Soldier: 76;
- }
- conditions
- {
Event Ability == Button(Secondary Fire);
Event Was Environment == True;
Event Player.FiredHelixrocket == True;
- Is Firing Secondary(Event Player) == True;
- }
- actions
- {
Event Player.HelixrocketHits -= 1;
- Event Player.threw_helix = True;
- Wait(1, Ignore Condition);
- Event Player.threw_helix = False;
- }
- }
rule("[Variable] Torb TemporaryArmorRecieved")
- rule("[variable] hammer_kill")
- {
- event
- {
Ongoing - Each Player;
- Player Dealt Final Blow;
- All;
- Torbjörn;
- }
- conditions
- {
Is Using Ability 2(Event Player) == True;
- (Is In Alternate Form(Event Player) && Event Ability == Button(Primary Fire)) == True;
- }
- actions
- {
Event Player.TemporaryArmorRecieved += 100;
- Event Player.hammer_kill += 1;
- }
- }
rule("[Variable] Torb HammerKills")
- rule("[variable] pulse_hit")
- {
- event
- {
Player Dealt Final Blow;
- Player Dealt Damage;
- All;
Torbjörn;
- Tracer;
- }
- conditions
- {
Is In Alternate Form(Event Player) == True;
Event Ability == Is Firing Primary(Event Player);
- (Event Ability == Button(Ultimate) && Event Player.threw_pulse == True) == True;
- }
- actions
- {
Event Player.HammerKills += 1;
- Event Player.pulse_hit += 1;
- Event Player.threw_pulse = False;
- }
- }
rule("[Variable] Tracer ThrewPulsebomb")
- rule("[variable] threw_pulse")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Tracer;
- }
- conditions
- {
- Is Using Ultimate(Event Player) == True;
- }
- actions
- {
Event Player.ThrewPulsebomb = True;
- Event Player.threw_pulse = True;
- Wait(1, Ignore Condition);
Event Player.ThrewPulsebomb = False;
- Event Player.threw_pulse = False;
- }
- }
rule("[Variable] Tracer PulsebombHits")
{
event
{
Player Dealt Damage;
All;
Tracer;
}
conditions
{
Event Ability == Button(Ultimate);
Attacker != Victim;
Event Player.ThrewPulsebomb == True;
}
actions
{
Event Player.PulsebombHits += 1;
Event Player.ThrewPulsebomb = False;
}
}
rule("[Variable] Ana SleepdartsUsed")
- rule("[variable] sleep_used")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Ana;
- }
- conditions
- {
- Is Using Ability 1(Event Player) == True;
- }
- actions
- {
Event Player.SleepdartsUsed += 1;
- Event Player.sleep_used += 1;
- }
- }
rule("[Variable] Ana SleepdartHits")
- rule("[variable] sleep_hit 1")
- {
- event
- {
- Player Dealt Damage;
- All;
- Ana;
- }
- conditions
- {
- Event Ability == Button(Ability 1);
- }
- actions
- {
Event Player.SleepdartHits += 1;
- Event Player.sleep_hit += 1;
- }
- }
rule("[Variable] Ana also SleepdartHits (Needed to not count environmental kills twice)")
- rule("[variable] sleep_hit 2")
- {
- event
- {
- Player Dealt Final Blow;
- All;
- Ana;
- }
- conditions
- {
Event Ability == Button(Ability 1);
Event Was Environment == True;
}
actions
{
Event Player.SleepdartHits -= 1;
}
}
rule("Reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(176.960, 0.190, 51.520)) < 1;
}
actions
{
Respawn(Event Player);
Event Player.GotTheBadSpawn = True;
}
}
rule("Set facing 0")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(215.755, 2.090, 92.842)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(222.615, 2, 90)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 1")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(176.387, 9.090, 107.705)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(183.826, 9, 100.266)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 2")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(203.371, 0.190, 84.491)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(209.895, 0, 79.313)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 3")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(187.229, 1.090, 71.544)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Backward, To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 4")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(189.096, 8.090, 97.505)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(196.598, 8, 105.007)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 5")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(233.823, 2.090, 100.215)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(226.219, 2, 89.396)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 6")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(216.762, 6.090, 106.523)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(220.518, 6, 102.767)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 7")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(222.605, 8.090, 85.524)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(217.448, 8, 85.524)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 8")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(238.157, 4.090, 108.018)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(229.550, 4, 107.029)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 9")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(169.883, 7.090, 69.419)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(175.762, 7, 63.540)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 10")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(238.068, 2.090, 96.783)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Right, To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 11")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(202.478, 8.380, 73.595)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(203.700, 8, 75.126)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 12")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(203.364, 0.190, 71.404)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(210.680, 0, 80.733)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 13")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(209.183, 9.240, 83.372)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(204.809, 9, 78.998)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 15")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(208.280, 9.140, 89.432)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(203.356, 9, 94.355)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 16")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(222.458, 9.090, 63.665)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(220.417, 9, 65.706)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 17")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(216.939, 14.090, 65.950)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(215.407, 14, 64.419)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 18")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(210.078, 0.190, 71.820)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(202.928, 0, 77.459)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 19")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(189.584, 9.090, 109.866)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(198.786, 9, 110.178)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 20")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(203.095, 9.090, 83.352)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(207.847, 9, 78.600)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 21")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(212.428, 8.090, 47.112)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(206.010, 8, 53.530)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 22")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(224.388, 1.090, 80.719)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(214.444, 1, 76.644)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 23")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(237.922, 2.090, 86.308)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(229.106, 2, 95.125)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 24")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(209.727, 8.380, 73.130)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(207.373, 8, 74.981)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 25")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(181.260, 1.090, 82.989)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(188.479, 1, 80.030)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 26")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(212.913, 9.090, 92.277)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Right, To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 27")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(230.567, 4.090, 114.717)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Backward, To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 28")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(167.623, 5.090, 76.956)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(171.127, 5, 80.460)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 29")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(209.773, 0.190, 84.495)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(202.178, 0, 74.865)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 30")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(228.218, 2.090, 99.046)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(238.384, 2, 88.880)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 31")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(231.068, 2.090, 84.783)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Forward, To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 32")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(218.850, 12.090, 44.584)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(215.991, 12, 47.442)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 33")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(172.298, 7.090, 56.345)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(175.901, 7, 59.948)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 34")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(194.445, 1.090, 66.996)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(191.381, 1, 70.060)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 35")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(204.152, 9.090, 89.382)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(209.504, 9, 94.743)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 36")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(224.592, 1.090, 75.273)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(214.295, 1, 79.492)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Set facing 37")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(167.437, 5.090, 84.770)) < 1;
Event Player.GotTheBadSpawn == True;
- (Event Ability == Button(Ability 1) && Event Was Environment == True) == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(171.129, 5, 81.078)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.sleep_hit -= 1;
- }
- }