Create
Return to post

Comparing difference between and

View raw
  • settings
  • {
  • main
  • {
  • Description: "Retribution PVE - made by Waitedboat4#2760 - v2.5: Sympathy Gains Challenge Mission"
  • Description: "Retribution PVE - made by Waitedboat4#2760 - v2.6: Assassin Fix"
  • }
  • lobby
  • {
  • Max Team 1 Players: 4
  • Max Team 2 Players: 0
  • Swap Teams After Match: No
  • }
  • modes
  • {
  • Escort
  • {
  • Payload Speed Modifier: 10%
  • enabled maps
  • {
  • Rialto
  • }
  • }
  • General
  • {
  • Game Mode Start: Immediately
  • Kill Feed: Off
  • Spawn Health Packs: Disabled
  • }
  • }
  • heroes
  • {
  • Team 1
  • {
  • enabled heroes
  • {
  • Genji
  • McCree
  • Moira
  • Reaper
  • }
  • }
  • Team 2
  • {
  • Genji
  • {
  • Infinite Ultimate Duration: On
  • Spawn With Ultimate Ready: On
  • }
  • Reaper
  • {
  • Movement Speed: 60%
  • }
  • Widowmaker
  • {
  • Grappling Hook Cooldown Time: 0%
  • }
  • Wrecking Ball
  • {
  • Movement Speed: 50%
  • }
  • }
  • }
  • extensions
  • {
  • Buff Status Effects
  • Spawn More Dummy Bots
  • }
  • }
  • variables
  • {
  • global:
  • 0: _extendedGlobalCollection
  • 2: Nodes
  • 3: Segments
  • 4: Attributes
  • 5: map
  • 6: _classIndexes
  • 7: _tempNodes
  • 8: _tempSegments
  • 9: _tempAttributes
  • 10: StartingArea
  • 11: Objective
  • 12: BreachStarted
  • 13: Headtoextractionpoint
  • 14: AssemblingHeroes
  • 15: Normal
  • 16: Hard
  • 17: Expert
  • 18: Legendary
  • 19: Allheroes
  • 20: Score
  • 22: BreachRound
  • 23: SmokeBomb
  • 24: SniperIntro
  • 25: IntroOver1
  • 26: Sniper
  • 27: BoatRound
  • 28: MiddleAreaRound
  • 29: _arrayBuilder1
  • 30: AllPos
  • 31: AllDir
  • 32: firstpos
  • 33: secondpos
  • 34: firstpoint2
  • 35: secondpoint2
  • 36: Assassin
  • 37: z
  • 38: Wall_ID
  • 39: showwalls
  • 40: IntroOver2
  • 41: Heavy
  • 42: beam_ID
  • 43: g_beamType
  • 44: initialized
  • 45: sphereRadius
  • 46: x
  • 47: IntroOver3
  • 48: RandomSpawns
  • 49: NumberOfPlayersAtPoint
  • 50: Survive
  • 51: SetSpawns
  • 52: Extractround
  • 53: SpawnEnforcer
  • 54: Objectivetext
  • 55: NumberOfPlayersinPortal
  • 56: SurgicalStrike
  • 57: CloseQuarters
  • 58: BreachEffect
  • 59: NightSkyNo
  • 60: NextAreaText
  • 61: _objectVariable_0
  • 62: _objectVariable_1
  • 63: bake
  • 64: i
  • 65: bakeCompleted
  • 66: compressBakeMatcher
  • 67: compressedNodes
  • 68: compressBakeResult
  • 69: compressCurrentNodeArray
  • 70: compressBakeNodeLoop
  • 71: compressBakeStringLoop
  • 72: compressMapper
  • 73: SympathyGains
  • player:
  • 1: Invis
  • 2: p_LineofSight
  • 3: pathfinderDoGetCurrent
  • 4: pathfinderCurrent
  • 5: pathmapReference
  • 6: parentArray
  • 7: destination
  • 8: lastAttribute
  • 17: AsssasinPositions
  • 18: Assasindopositions
  • 19: Washeavyassault
  • 20: ReviveEffect
  • 21: ReviveText
  • 23: Charge
  • 24: PreviousHP
  • 25: Charging
  • 26: IsAttacking
  • 27: AlreadySpawned
  • 28: filterpos
  • 29: lastsavedpos
  • 30: closestbodypos
  • 31: fullbodypos
  • 32: prevpos_intersection
  • 33: active_wall
  • 34: closestwall
  • 35: is_Grounded
  • 36: x
  • 37: intersection_length
  • 38: thickness
  • 39: intersection_length_0
  • 40: thickness_0
  • 41: intersection_length_1
  • 42: intersection_length_2
  • 43: dir
  • 44: intersection_length_3
  • 45: CanBeRevived
  • 46: ReviveTimer
  • 47: ProgressBar
  • 48: HealEffect
  • }
  • rule("Initial Global")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global._classIndexes[1000] = 0;
  • Global._classIndexes[0] = -1;
  • Global._extendedGlobalCollection[1] = Index Of Array Value(Global._classIndexes, 0);
  • Global._classIndexes[Global._extendedGlobalCollection[1]] = -1;
  • Global._tempNodes = Empty Array;
  • Global._tempSegments = Empty Array;
  • Global._tempAttributes = Empty Array;
  • Modify Global Variable(_tempNodes, Append To Array, Vector(133.779, -1.240, -20.048));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(143.956, -1.240, -30.580));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(154.565, -1.240, -20.738));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(143.913, -1.240, -11.681));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(123.397, -1.240, -21.118));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(123.275, 1.760, -1.112));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(112.428, 5.760, -1.491));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(99.549, 5.750, -33.014));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(112.273, 5.750, -32.997));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(112.909, 5.760, -40.690));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(124.549, 1.760, -40.176));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(112.864, -1.250, -20.847));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(112.669, -0.240, -4.677));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(120.387, -0.240, -6.402));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(119.644, -1.240, -14.857));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(111.813, -1.250, -11.918));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(114.063, -1.250, -28.586));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(98.843, -1.250, -28.371));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(97.161, -1.421, -21.491));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(98.936, -1.250, -15.354));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(106.670, -1.250, -11.481));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(106.025, -1.250, 0.487));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(79.950, -1.250, -0.838));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(78.420, -1.240, -9.446));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(81.945, -1.250, -16.732));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(80.487, -1.400, -21.142));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(99.540, -0.250, -50.285));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(66.801, -0.400, -48.281));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(68.515, -0.425, -42.149));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(79.548, -0.250, -42.474));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(79.912, 3.750, -29.795));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(78.741, 3.750, -25.537));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(84.257, 3.750, -26.489));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(84.382, 3.750, -33.978));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(79.377, -1.250, -25.987));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(78.286, -1.250, -30.440));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(69.393, -1.401, -30.572));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(69.565, -1.400, -21.146));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(68.349, -1.250, -11.456));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(62.756, -1.250, -10.915));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(63.301, -1.250, -7.495));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(73.067, 2.751, -7.414));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(75.891, 3.757, -14.418));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(81.752, 3.757, -14.109));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(59.888, -1.250, -16.129));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(50.471, 0.750, -15.774));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(50.851, 4.750, -29.790));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(61.718, 4.750, -29.296));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(61.532, 4.750, -40.258));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(55.823, 4.750, -39.008));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(55.271, 4.750, -33.397));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(50.167, 4.750, -33.680));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(66.245, 4.750, -30.970));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(66.689, 4.750, -22.651));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(63.031, 4.750, -21.372));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(51.345, -0.250, -29.508));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(50.754, -0.237, -36.404));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(52.504, -0.399, -42.797));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(44.119, 0.650, -35.875));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(35.911, 0.650, -37.563));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(36.514, 5.750, -51.721));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(37.896, 5.750, -55.873));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(38.063, 5.750, -85.539));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(44.533, 4.738, -85.880));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(44.241, -0.394, -67.754));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(65.974, -0.250, -61.640));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(60.054, -0.250, -67.540));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(55.563, -0.250, -69.395));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(53.894, -1.250, -91.716));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(42.163, -1.250, -92.909));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(31.092, -1.250, -91.738));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(31.697, -1.250, -86.813));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(37.743, -0.250, -84.580));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(38.334, -0.240, -69.025));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(40.405, -0.250, -51.153));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(46.822, -0.249, -47.013));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(31.059, -0.346, -69.961));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(31.688, 0.650, -37.379));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(45.896, -1.250, -11.421));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(6.846, -0.398, -68.151));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(5.427, -0.250, -82.679));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(10.025, -0.250, -83.294));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(8.647, -0.250, -89.037));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(2.429, -0.250, -88.547));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(3.767, -0.250, -83.484));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(5.915, -0.250, -77.071));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-9.604, 5.750, -73.618));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-0.140, 5.750, -72.299));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-0.314, 5.750, -49.981));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-14.797, 5.748, -51.172));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(6.776, -0.398, -50.294));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(6.147, -0.398, -61.800));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(1.872, 3.750, -30.353));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-6.572, 1.750, -30.519));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-6.111, -0.831, -38.157));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-4.225, -0.250, -62.413));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-6.719, -0.250, -48.983));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-6.288, -0.978, -41.232));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-20.976, -1.400, -43.697));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-21.389, -1.400, -66.422));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-35.987, -1.398, -68.490));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-37.315, 1.600, -99.918));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-55.657, 1.600, -99.949));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-72.581, 1.750, -97.789));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-78.748, 1.750, -100.435));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-74.083, 1.750, -103.945));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-77.022, 1.750, -108.329));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-72.760, 1.750, -109.769));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-74.142, 2.750, -124.482));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-67.095, 2.750, -125.476));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-69.153, 4.750, -143.578));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-60.838, 4.750, -146.746));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-59.558, 4.750, -150.982));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-55.002, 4.750, -151.714));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-53.035, 4.750, -146.450));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-43.914, 4.750, -144.238));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-37.986, 4.750, -144.216));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-45.249, 2.750, -123.367));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-57.050, 2.602, -123.390));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-56.644, 1.600, -111.282));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-46.631, 2.750, -116.862));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-48.490, 1.750, -109.734));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-36.886, 1.750, -109.078));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-76.653, 2.559, -94.629));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-75.409, 2.750, -90.636));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-51.608, 2.750, -89.451));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-52.504, -1.250, -71.557));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-42.132, -1.250, -71.052));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-41.767, -1.250, -63.738));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-48.566, -1.250, -62.767));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-45.567, 2.741, -91.702));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-44.040, 2.050, -95.650));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-43.514, 4.750, -79.041));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-36.064, 4.750, -78.814));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-28.939, 4.749, -79.502));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-27.635, 4.749, -87.260));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-18.388, 1.750, -87.641));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-19.513, -1.250, -78.829));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-31.507, -1.250, -78.394));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-19.513, -1.250, -72.103));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-14.450, -1.250, -72.967));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-36.888, -2.567, -54.270));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-35.832, -2.500, -49.952));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-35.268, -2.150, -46.588));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-27.953, -1.750, -50.555));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-27.283, -1.250, -61.506));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-12.050, -1.250, -38.502));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-13.590, -1.250, -34.272));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-22.669, -1.250, -33.394));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-22.510, -1.240, -42.463));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-28.173, -1.750, -42.932));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-28.680, -1.750, -39.213));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-32.192, -1.750, -38.452));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-32.251, -1.250, -33.582));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(69.455, -0.250, -74.286));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(71.523, -0.250, -67.930));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(72.706, -0.250, -57.938));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(76.990, -0.250, -76.313));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(69.735, -0.250, -78.817));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(59.231, 1.750, -77.892));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(58.383, 3.750, -86.146));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(64.793, 0.107, -79.028));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-28.993, 1.750, -100.669));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-28.457, -1.250, -83.438));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(2.019, 3.750, -33.644));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(13.175, 3.750, -33.903));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(13.416, -0.250, -47.996));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-9.481, 5.750, -78.093));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(-4.375, -0.250, -56.752));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(90.291, 0.751, -50.021));
  • Modify Global Variable(_tempNodes, Append To Array, Vector(105.373, -1.250, -14.979));
  • Modify Global Variable(_tempSegments, Append To Array, Up);
  • Modify Global Variable(_tempSegments, Append To Array, Vector(1, 2, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(2, 3, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(3, Empty Array, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(Empty Array, 4, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(4, 5, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(5, 6, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(6, 8, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(8, 7, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(8, 9, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(9, 10, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(10, 4, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(4, 14, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(14, 13, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(13, 12, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(12, 15, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(15, 11, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(11, 16, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(15, 20, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(19, 18, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(18, 17, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(17, 16, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(20, 21, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(21, 22, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(22, 23, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(23, 24, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(24, 25, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(25, 18, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(17, 26, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(27, 28, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(28, 29, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(29, 30, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(30, 31, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(31, 32, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(32, 33, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(25, 34, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(34, 35, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(35, 36, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(36, 28, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(36, 37, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(37, 25, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(37, 38, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(38, 39, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(39, 40, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(40, 41, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(41, 42, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(42, 43, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(39, 44, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(44, 45, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(45, 46, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(46, 47, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(47, 48, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(48, 49, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(49, 50, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(50, 51, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(52, 53, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(53, 54, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(54, 47, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(47, 52, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(36, 55, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(55, 56, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(28, 57, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(57, 56, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(56, 58, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(58, 59, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(59, 60, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(60, 61, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(61, 62, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(62, 63, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(63, 64, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(57, 64, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(27, 65, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(65, 66, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(66, 67, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(67, 64, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(67, 68, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(68, 69, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(69, 70, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(70, 71, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(71, 72, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(72, 73, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(73, 64, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(73, 74, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(74, 75, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(75, 57, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(71, 76, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(76, 73, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(76, 77, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(77, 59, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(58, 78, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(78, 39, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(76, 79, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(80, 81, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(81, 82, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(82, 83, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(83, 84, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(84, 80, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(80, 85, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(85, 79, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(86, 87, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(87, 88, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(88, 89, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(90, 91, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(91, 79, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(92, 93, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(93, 94, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(91, 95, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(95, 96, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(96, 97, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(97, 94, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(97, 98, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(98, 99, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(99, 100, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(100, 101, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(101, 102, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(102, 103, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(103, 104, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(104, 105, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(105, 102, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(105, 106, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(106, 107, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(107, 108, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(108, 109, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(109, 110, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(110, 111, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(111, 112, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(112, 113, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(113, 114, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(114, 115, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(115, 116, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(115, 117, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(117, 118, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(118, 119, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(119, 102, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(117, 120, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(120, 121, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(121, 122, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(122, 101, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(121, 119, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(107, 119, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(103, 123, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(123, 124, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(124, 125, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(125, 126, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(126, 127, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(127, 128, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(128, 129, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(129, 126, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(127, 100, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(125, 130, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(130, 131, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(131, 101, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(130, 132, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(132, 133, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(133, 134, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(134, 135, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(135, 136, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(136, 137, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(137, 138, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(138, 100, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(137, 139, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(139, 99, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(139, 140, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(140, 89, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(141, 142, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(142, 143, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(142, 144, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(144, 145, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(145, 99, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(94, 146, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(146, 147, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(147, 148, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(148, 149, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(149, 98, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(149, 150, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(150, 151, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(151, 152, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(152, 153, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(153, 148, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(144, 150, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(154, 155, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(155, 156, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(154, 157, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(154, 158, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(159, 160, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(157, 158, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(159, 161, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(161, 158, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(4, 11, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(101, 162, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(162, 163, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(163, 137, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(118, 108, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(111, 114, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(164, 92, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(164, 165, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(165, 166, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(166, 90, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(86, 167, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(167, 85, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(86, 95, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(88, 168, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(168, 95, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(26, 169, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(19, 170, Empty Array));
  • Modify Global Variable(_tempSegments, Append To Array, Vector(170, 20, Empty Array));
  • Modify Global Variable(_tempAttributes, Append To Array, Vector(89, 140, 1));
  • Modify Global Variable(_tempAttributes, Append To Array, Vector(86, 167, 1));
  • Modify Global Variable(_tempAttributes, Append To Array, Vector(95, 86, 1));
  • Modify Global Variable(_tempAttributes, Append To Array, Vector(168, 88, 1));
  • Global.Nodes[Global._extendedGlobalCollection[1]] = Global._tempNodes;
  • Global.Segments[Global._extendedGlobalCollection[1]] = Global._tempSegments;
  • Global.Attributes[Global._extendedGlobalCollection[1]] = Global._tempAttributes;
  • Global.map = Global._extendedGlobalCollection[1];
  • Global.i = 0;
  • Global.compressBakeMatcher = Array(Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(
  • ""), Custom String(""), Custom String(""), Custom String(""), Custom String(" "), Custom String(" "), Custom String(" "),
  • Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(""),
  • Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(""),
  • Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(""), Custom String(""),
  • Custom String(" "), Custom String("!"), Custom String("#"), Custom String("$"), Custom String("%"), Custom String("&"),
  • Custom String("'"), Custom String("("), Custom String(")"), Custom String("*"), Custom String("+"), Custom String(","),
  • Custom String("-"), Custom String("."), Custom String("/"), Custom String("0"), Custom String("1"), Custom String("2"),
  • Custom String("3"), Custom String("4"), Custom String("5"), Custom String("6"), Custom String("7"), Custom String("8"),
  • Custom String("9"), Custom String(":"), Custom String(";"), Custom String("<"), Custom String("="), Custom String(">"),
  • Custom String("?"), Custom String("@"), Custom String("A"), Custom String("B"), Custom String("C"), Custom String("D"),
  • Custom String("E"), Custom String("F"), Custom String("G"), Custom String("H"), Custom String("I"), Custom String("J"),
  • Custom String("K"), Custom String("L"), Custom String("M"), Custom String("N"), Custom String("O"), Custom String("P"),
  • Custom String("Q"), Custom String("R"), Custom String("S"), Custom String("T"), Custom String("U"), Custom String("V"),
  • Custom String("W"), Custom String("X"), Custom String("Y"), Custom String("Z"), Custom String("["), Custom String("]"),
  • Custom String("^"), Custom String("_"), Custom String("`"), Custom String("a"), Custom String("b"), Custom String("c"),
  • Custom String("d"), Custom String("e"), Custom String("f"), Custom String("g"), Custom String("h"), Custom String("i"),
  • Custom String("j"), Custom String("k"), Custom String("l"), Custom String("m"), Custom String("n"), Custom String("o"),
  • Custom String("p"), Custom String("q"), Custom String("r"), Custom String("s"), Custom String("t"), Custom String("u"),
  • Custom String("v"), Custom String("w"), Custom String("x"), Custom String("y"), Custom String("z"), Custom String("|"),
  • Custom String("}"), Custom String("~"), Custom String(""), Custom String("€"), Custom String(""), Custom String("‚"),
  • Custom String("ƒ"), Custom String("„"), Custom String("…"), Custom String("†"), Custom String("‡"), Custom String("ˆ"),
  • Custom String("‰"), Custom String("Š"), Custom String("‹"), Custom String("Œ"), Custom String(""), Custom String("Ž"),
  • Custom String(""), Custom String(""), Custom String("‘"), Custom String("’"), Custom String("“"), Custom String("”"),
  • Custom String("•"), Custom String("–"), Custom String("—"), Custom String("˜"), Custom String("™"), Custom String("š"),
  • Custom String("›"), Custom String("œ"), Custom String(""), Custom String("ž"), Custom String("Ÿ"), Custom String(" "),
  • Custom String("¡"), Custom String("¢"), Custom String("£"), Custom String("¤"), Custom String("¥"), Custom String("¦"),
  • Custom String("§"), Custom String("¨"), Custom String("©"), Custom String("ª"), Custom String("«"), Custom String("¬"),
  • Custom String("­"), Custom String("®"), Custom String("¯"), Custom String("°"), Custom String("±"));
  • }
  • }
  • rule("bake")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.compressedNodes = Array(Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • "  ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • "  ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • "  ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • "  ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • "  ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • "  ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • "  ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' !#$%() )*+,-./,12345674;4=> =?@ADEHFGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'  !#$%() )*+,-./,12345674;4=> =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' !!#$%() )*+,-./,12345674;4=> =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' !##$%() )*+,-./,12345674;4=> =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' !#$$%() )*+,-./,12345674;4=> =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' !#$%%() )*+,-./,12345674;4=> =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' !#$%&() )*+,-./,12345674;4=> =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' ) !#$%(()*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' ) !#$%())*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)**+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*++,-./,12345674;4)< S?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,,-./,12345674;4)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,--./,12345674;4)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,-../,12345674;4)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,-.//,12345674;4)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,-./0,12345674;4)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,1,-./12345674;4)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,1,-./22345674;4)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,1,-./23345674;4)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,1,-./23445674;4)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,1,-./23455674;4)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,1,-./23456674;4)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,1,-./23456774;4)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,1,-./23456784;4)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,1,-./234945679:)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,1,-./234;4567::)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,1,-./234;4567:;)? S?@ABE>FGHILQNEP>R@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' > !#$%()<)*+,-./,12345674;4<==?@ADE>HEHKLMNEP>N@?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' > !#$%()<)*S,-./,12345674;4===?@ADE>HEHKLMNEP>N@?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' > !#$%() )*+,-./,12345674;4=>=?@ADE>HEHKLMNEP>N@?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' > !#$%()<),S,-./,12345674;4=?=?@ABE>HEHKLQNEP>R@?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' > !#$%()<),S,-./,12345674;4=?=@@ABC>HEJKLQNQP>R@?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' > !#$%()<),S,-./,12345674;4=?=@AABCDHEHKLQNQP>R@?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' > !#$%()<),S,-./,12345674;4=?=@ABBCDHEHKLQNEP>R@?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@ABCCDGHEHKLMNENON@?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*+,-./,12345674;4=>E=ABCDDGHEHKLMNENON@?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*+,-./,12345674;4=>E=?BCDEGHEHKLMNENONQ?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F !#$%() )*+,-./,12345674;4=> =?@ADEHFGHILMNEN>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F !#$%() )*+,-./,12345674;4=>E=?BCDEHGGHILMNENONQ?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F !#$%() )*+,-./,12345674;4=>E=?BCDEHGHHILMNENONQ?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F !#$%() )*+,-./,12345674;4=>E=RBCDEHGHIIJKLENOLQ?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F !#$%() )*+,-./,12345674;4=>E@R@ADENGHIJJKLMNOLQ?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKKLMNOLQ?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLLMNOLQ?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*+,-./,12345674;4=>E=R@CDENGHEJKLMMNONQ?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*+,-./,12345674;4=>E=R@CDENGHEHKLMNNONQ?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' > !#$%() )*+,-./,12345674;4=>P=?@ADENGHEHKLMNOON@?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' > !#$%() )*+,-./,12345674;4=>P=?@ADENHEHKLMNOPN@?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOQ?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±' > !#$%()<),S,-./,12345674;4=?=@R@ABCNHEJKLQNQP>R?QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±* ) !#$%)*+,S,-./,12345674;4=?=S?@ABE>HEHKLQNEP>R@QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?ZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?ZUVYUUe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?ZVVYUUe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?ZVWWXUe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?ZYUXXUe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?ZYUXYUe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?ZZUVYUe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?ZZUVYU®[]^aT«dgaefg’i©klmlo~}ruxwxy|y~€€km„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•id™šhœž›ª¬­`[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?ZZUVYU®]]^aT«dgaefg’i©klmlo~}ruxwxy|y~€€km„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•˜id™šh—žŸª¬­`[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?ZZUVYU®]^^aTcdgaehi’i©klmlo~}ruxwxy|y~€€km„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•˜id›œh—žŸªb­`[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?ZZUVYU®]^_aTcdgfghi’i©klmlo~}ruxwxy|y~€€km„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•˜id›œh—žŸªb«`[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^`«bgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^a«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^­`bcfgdghijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—d™šhœž›ªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^­eccfgdghijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—d™šhœž›ªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdfgdghijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—d™šhœž›ªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ªb­`[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgffghijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—d™šhœž›ªb«`[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfgghijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—d™šhœž›ªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghhijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—d›œhœžŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghiijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•˜id›œh—žŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijjklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„k‰Ž‘ji’•—•˜id›œh—žŸkb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijkklmlo~}ruxwxy|y~€€km„‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijkllmlo~}rsxwxy|y~l€~km‚‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijklmmnopqrstuvu|y~l€~km‚ƒ„…"),
  • Custom String("ˆ…„k‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijklmnnopqrstuvu|y~q€~km‚ƒ„…"),
  • Custom String("ˆ…„k‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijklonoopqrstuvu|y~q€~€m‚ƒ„…"),
  • Custom String("ˆ…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijklonoppqrstuvu|y~q€~€m‚ƒ„…"),
  • Custom String("ˆ…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~nopqqrstuvu|y~q€~€m‚ƒ„j"),
  • Custom String("ˆ…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~nopqrrstuvu|y}r}|~€m‚ƒ„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~nopqrsstuvuxy}r}|~€m‚ƒ„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~nopqrsttuvuxyyr}|€m‚ƒ„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~nopqrstuuvuxyy|€|€m‚‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~nopqrstuvvwxyy|€|€m‚‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~nopqrstuvwwxyy|€|€m‚‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~nopqrstuxwxxyy|€|€m‚‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~lopq~}tuxwxyyy|€|€m‚‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~lopq~}tuxwxyzy|€|€m‚‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~lopq~}ruxwxy|y|€|€m‚‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~lopq~}rsxwxy|y}}|~€m‚‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~lopq~}rsxwxy|y~€~€m‚‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~lopq~}ruxwxy|y|€€m‚‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijk~lopq~}ruxwxy|y~€€€m‚‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijkklmpq~}ruxwxy|y~€€m„‰„j"),
  • Custom String("†…Šk‰‹Œªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghij†lm‚mnopqrstuvu|y~l€~k‚ƒ„…"),
  • Custom String("ˆ…„‰‰‹ŒŽªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghij†Šm‚mnopqrstuvu|y~l€~kƒƒ„…"),
  • Custom String("ˆ…„‰‰‹ŒŽªji’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghij†Šk‚mnopqrsxwxy|y~€€kƒ„„…"),
  • Custom String("ˆ…„‰‰‹ŒŽªji’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghij†Šk‚mnopqrsxwxy|y~€€kƒ„……"),
  • Custom String("ˆ…„‰‰‹Œ‘ji’•—•˜id›œh—žŸkb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghij†jk‚mno~}ruxwxy|y~€€kƒ„…†"),
  • Custom String("†‡„‰‰‹Ž‘ji’•—•˜id›œh—žŸkb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghij†jk‚mnop}ruxwxy|y~€€kƒ„…ˆ‡"),
  • Custom String("‡„‰‰‹Ž‘ji’•—•˜id›œh—žŸkb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghij†Šk‚mnopqrsxwxy|y~€€kƒ„…ˆ‡"),
  • Custom String("ˆ„‰‰‹Œ‘ji’•—•˜id›œh—žŸkb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghij†Šk‚mlo~}ruxwxy|y~€€kƒ„‰„…"),
  • Custom String("ˆ…‰‰‹ŒŽªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghijkŠklmlo~}ruxwxy|y~€€kƒ„‰„…"),
  • Custom String("ˆ…Š‰‹ŒŽªj’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghi’†Šk‚mlo~}ruxwxy|y~€€kƒ„‰„…"),
  • Custom String("ˆ…‹‰‹ŒŽ’•—•˜id›œh—žŸk©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghi’‘Šk‚mlo~}ruxwxy|y~€€kƒ„‰„…"),
  • Custom String("ˆ…‹‰ŒŒŽ’•—•˜id›œh—žŸkb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghi’‘Šk‚mlo~}ruxwxy|y~€€kƒ„‰„j"),
  • Custom String("†…‹‰ŒŽ’•—•˜id›œh—žŸkb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghi’‘Šk‚mlo~}ruxwxy|y~€€kƒ„‰†j"),
  • Custom String("†‡‹‰ŒŽŽ’•—•˜id›œh—žŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghi’‘©klmlo~}ruxwxy|y~€€kƒ„‰†j"),
  • Custom String("†‡‹‰ŒŽ’•—•˜id›œh—žŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghi’‘©klmlo~}ruxwxy|y~€€km„‰†j"),
  • Custom String("†‡ŠkŒŽ’•—•˜id›œh—žŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghi’‘jklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ‘’•—•˜id›œh—žŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghi’i©klmlo~}ruxwxy|y~€€km„…†j"),
  • Custom String("†‡ŠkŒŽ’’•—•˜id›œh—žŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghi’i©klmlo~}ruxwxy|y~€€km„…†j"),
  • Custom String("†‡ŠkŒŽ’“•—•˜id›œh—žŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghœ˜ijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’”••—š›œ—žŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghœ˜ijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•••—š›œ—žŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghœ˜ijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•–•—š›œ—žŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghœ˜ijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—š›œ—žŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghœ˜ijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•˜š›œ—žŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecd™fgdghijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—™š›œŸ ›ªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecd™fgdœhijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—šš›œŸ ›ªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecd™fgdœhijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—š››œŸ ›ªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghœhijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—š›œœžŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghœ˜ijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—š›œžŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghœ˜ijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—š› žžŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghœ˜ijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—š› žŸŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecd™fgdœ˜ijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—š› žŸ ªb«¬[e")), Array(Custom String(
  • ""),
  • Custom String("¡¢¡¡¨¦¥")), Array(Custom String(
  • ""),
  • Custom String("¢¢¡¡¨¦¥")), Array(Custom String(
  • ""),
  • Custom String("¢£¡¡¨¦¥")), Array(Custom String(
  • ""),
  • Custom String("¤¡¢¤¨¦¥")), Array(Custom String(
  • ""),
  • Custom String("¥¡¢¥¨¦¥")), Array(Custom String(
  • ""),
  • Custom String("¥¡¢¥¨¦¦")), Array(Custom String(
  • ""),
  • Custom String("¥¡¢¥¨§¦")), Array(Custom String(
  • ""),
  • Custom String("¥¡¢¥¨¨¦")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghi’k©klmlo~}ruxwxy|y~€€km„‰„j"),
  • Custom String("†…Šk‰‹Œª’•—•˜id›œh—žŸ©b«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdgfghi’‘©klmlo~}ruxwxy|y~€€km„‰†j"),
  • Custom String("†‡Šk‰Žª’•—•˜id›œh—žŸªb«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^­`«bcfgdghijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—d™šhœž›ª«¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^­`«bcagdghijklmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡„kŒŽ’i’•—•—d™šhœž›ª¬¬[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^­`«bcaedghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­[e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?ZZUVYU®e[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`e")), Array(Custom String(
  • " ±'F> !#$%() )*S,-./,12345674;4=>E@R@ADENGHEJKLQNQNOTQ?aZUVYUTe[¯^aecdg¯efg’i©klmlo~}ruxwxy|y~€€km„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•id™šhœž›ªb­`[")), Array(Custom String(
  • " ±° ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")), Array(Custom String(
  • " ±± ) !#$%'(*+,-./,12345674;4)< =?@ADE>FGHILMNEP>N@,QZUVYUTe[¯^aT«dgaefghi©klmlo~}ruxwxy|y~€€kƒ„…†j"),
  • Custom String("†‡ŠkŒŽ’“_•—•—d™šhœž›ª¬­`Ze")));
  • Global.compressBakeResult = Empty Array;
  • For Global Variable(compressBakeNodeLoop, 0, Count Of(Global.compressedNodes), 1);
  • Global.compressCurrentNodeArray = Empty Array;
  • For Global Variable(compressBakeStringLoop, 0, Count Of(Global.compressedNodes[Global.compressBakeNodeLoop]), 1);
  • Global.compressMapper = Empty Array;
  • Global.compressMapper[String Length(Global.compressedNodes[Global.compressBakeNodeLoop][Global.compressBakeStringLoop]) - 1] = 0;
  • Modify Global Variable(compressCurrentNodeArray, Append To Array, Mapped Array(Global.compressMapper, Index Of Array Value(
  • Global.compressBakeMatcher, String Slice(Global.compressedNodes[Global.compressBakeNodeLoop][Global.compressBakeStringLoop],
  • Current Array Index, 1))));
  • Global.i += 1;
  • If(!(Global.i % 5));
  • Wait(0.016, Ignore Condition);
  • End;
  • End;
  • Global.compressBakeResult[Global.compressBakeNodeLoop] = Global.compressCurrentNodeArray;
  • End;
  • Global._extendedGlobalCollection[2] = Index Of Array Value(Global._classIndexes, 0);
  • Global._classIndexes[Global._extendedGlobalCollection[2]] = 1;
  • Global._objectVariable_1[Global._extendedGlobalCollection[2]] = Global.map;
  • Global._objectVariable_0[Global._extendedGlobalCollection[2]] = Global.compressBakeResult;
  • Global.bake = Global._extendedGlobalCollection[2];
  • Global.bakeCompleted = True;
  • }
  • }
  • rule("Me")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(All Players(Team 1), Null, Custom String("https://workshop.codes/retribution"), Null, Right, 0, Color(White),
  • Color(Green), Color(Green), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(Team 1), Null, Null, Custom String("Created by Waitedboat4#2760"), Right, 0, Color(White), Color(
  • White), Color(Green), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Disable Global")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Disable Inspector Recording;
  • Disable Built-In Game Mode Announcer;
  • Disable Built-In Game Mode Scoring;
  • Disable Built-In Game Mode Completion;
  • }
  • }
  • rule("Disable Global - Game in Progress")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Start Forcing Spawn Room(Team 2, 2);
  • Pause Match Time;
  • }
  • }
  • rule("Disable Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Disable Messages(Event Player);
  • Disable Game Mode HUD(Event Player);
  • Disable Game Mode In-World UI(Event Player);
  • Disable Built-In Game Mode Respawning(Event Player);
  • }
  • }
  • rule("NightSky")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.NightSkyNo < 70;
  • Workshop Setting Toggle(Custom String("Settings"), Custom String("Enable Night Sky"), True, 0) == True;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Sphere, Color(Black), Vector(0, 0, 0), 200, Visible To Position and Radius);
  • Global.NightSkyNo += 1;
  • Wait(0.250, Ignore Condition);
  • Loop If(Global.NightSkyNo < 70);
  • }
  • }
  • disabled rule("------------WALL SCRIPT-------")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Initial Global")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global._arrayBuilder1 = Array(Null, Null, Null, Null);
  • Global.AllPos = Array(Vector(-10.003, -2.753, -75.819), Vector(-1.772, 1.225, -85.979), Vector(-1.919, 7.308, -48.251), Vector(
  • -1.902, 1.769, -42.556), Vector(84.914, 1.801, -49.992));
  • Global.AllDir = Array(Vector(0.050, 0, 0.999), Vector(1, 0, -0.019), Vector(-0.041, 0, -0.999), Vector(-0.999, 0, -0.032), Vector(
  • -1, 0, 0.020));
  • Global.firstpos = Array(Vector(-11.368, -1.367, -75.750), Vector(-1.747, 2.661, -84.628), Vector(-0.515, 8.745, -48.309), Vector(
  • -1.738, 4.067, -47.750), Vector(84.875, 3.919, -51.899));
  • Global.secondpos = Array(Vector(-8.638, -4.139, -75.887), Vector(-1.798, -0.210, -87.330), Vector(-3.323, 5.871, -48.193), Vector(
  • -2.066, -0.528, -37.363), Vector(84.953, -0.318, -48.085));
  • Global.firstpoint2 = Array(Vector(-11.368, -4.139, -75.750), Vector(-1.747, -0.210, -84.628), Vector(-0.515, 5.871, -48.309),
  • Vector(-1.738, -0.528, -47.750), Vector(84.875, -0.318, -51.899));
  • Global.secondpoint2 = Array(Vector(-8.638, -1.367, -75.887), Vector(-1.798, 2.661, -87.330), Vector(-3.323, 8.745, -48.193),
  • Vector(-2.066, 4.067, -37.363), Vector(84.953, 3.919, -48.085));
  • Global.z = 2;
  • Global.g_beamType = Array(1, 1, 1, 1, 1);
  • Global.showwalls = True;
  • Global.Wall_ID = Array(1, 1, 1, 1, 1);
  • }
  • }
  • rule("Initial Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.filterpos = 0;
  • Event Player.lastsavedpos = 0;
  • Event Player.closestbodypos = 0;
  • Event Player.fullbodypos = Position Of(Event Player);
  • Event Player.prevpos_intersection = Position Of(Event Player);
  • Event Player.active_wall = Empty Array;
  • }
  • }
  • rule("Collision Logic")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.initialized == True;
  • Is Dummy Bot(Event Player) == False;
  • }
  • actions
  • {
  • Event Player.lastsavedpos = (Eye Position(Event Player) + Position Of(Event Player)) / 2;
  • Wait(0.016, Ignore Condition);
  • Event Player.closestwall = Filtered Array(Global.AllPos, Distance Between(Global.AllPos[Current Array Index], Event Player)
  • <= Distance Between(Global.AllPos[Current Array Index], Global.firstpos[Current Array Index])
  • || Event Player.active_wall[Current Array Index] == 1 || (Dot Product(Direction Towards(Current Array Element,
  • Event Player.lastsavedpos), Global.AllDir[Current Array Index]) > 0) != (Dot Product(Direction Towards(Current Array Element,
  • Event Player), Global.AllDir[Current Array Index]) > 0));
  • For Player Variable(Event Player, x, 0, Count Of(Event Player.closestwall), 1);
  • Global.z = Index Of Array Value(Global.AllPos, Event Player.closestwall[Event Player.x]);
  • If(Global.Wall_ID[Global.z] == 1 || Global.Wall_ID[Global.z] == 3 || Global.Wall_ID[Global.z] == 5);
  • If(Y Component Of(Global.firstpos[Global.z]) >= Y Component Of(Position Of(Event Player)) && Y Component Of(
  • Global.firstpos[Global.z]) <= Y Component Of(Eye Position(Event Player) + Vector(Empty Array, 0.200, Empty Array)));
  • Event Player.closestbodypos = Global.firstpos[Global.z];
  • Else If(Y Component Of(Global.secondpos[Global.z]) >= Y Component Of(Position Of(Event Player)) && Y Component Of(
  • Global.secondpos[Global.z]) <= Y Component Of(Eye Position(Event Player) + Vector(Empty Array, 0.200, Empty Array)));
  • Event Player.closestbodypos = Global.secondpos[Global.z];
  • Else;
  • Event Player.closestbodypos = Position Of(Event Player);
  • End;
  • Event Player.fullbodypos = Vector(X Component Of(Eye Position(Event Player)), Y Component Of(Event Player.closestbodypos),
  • Z Component Of(Eye Position(Event Player)));
  • Event Player.filterpos = Event Player.fullbodypos + Global.AllDir[Global.z] * Dot Product(
  • Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z]) / Dot Product(Global.AllDir[Global.z],
  • Global.AllDir[Global.z]);
  • If(Global.Wall_ID[Global.z] == 1 || Global.Wall_ID[Global.z] == 3);
  • If((Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.lastsavedpos), Global.AllDir[Global.z]) > 0) != (
  • Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.fullbodypos), Global.AllDir[Global.z]) > 0));
  • Event Player.intersection_length = Dot Product(Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z])
  • / Dot Product(Direction Towards(Event Player.lastsavedpos, Event Player.fullbodypos), Global.AllDir[Global.z]);
  • Event Player.prevpos_intersection = Event Player.fullbodypos + Direction Towards(Event Player.lastsavedpos,
  • Event Player.fullbodypos) * Vector(1, Empty Array, 1) * Event Player.intersection_length;
  • If(Dot Product(Direction Towards(Global.firstpos[Global.z], Vector(X Component Of(Global.secondpos[Global.z]), Y Component Of(
  • Global.firstpos[Global.z]), Z Component Of(Global.secondpos[Global.z]))), Direction Towards(Global.firstpos[Global.z],
  • Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z], Vector(X Component Of(
  • Global.firstpos[Global.z]), Y Component Of(Global.secondpos[Global.z]), Z Component Of(Global.firstpos[Global.z]))),
  • Direction Towards(Global.firstpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Vector(X Component Of(Global.secondpos[Global.z]), Y Component Of(Global.firstpos[Global.z]),
  • Z Component Of(Global.secondpos[Global.z]))), Direction Towards(Global.secondpos[Global.z], Event Player.prevpos_intersection))
  • >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Vector(X Component Of(Global.firstpos[Global.z]),
  • Y Component Of(Global.secondpos[Global.z]), Z Component Of(Global.firstpos[Global.z]))), Direction Towards(
  • Global.secondpos[Global.z], Event Player.prevpos_intersection)) >= 0);
  • Cancel Primary Action(Event Player);
  • Teleport(Event Player, Event Player.prevpos_intersection + Direction Towards(Event Player.prevpos_intersection,
  • Event Player.lastsavedpos) * Vector(1, Empty Array, 1) * 2);
  • End;
  • End;
  • End;
  • Event Player.thickness = 0;
  • If(Global.Wall_ID[Global.z] == 5);
  • Event Player.thickness = 4;
  • Else;
  • Event Player.thickness = 1;
  • End;
  • If(Distance Between(Event Player.fullbodypos, Event Player.filterpos) <= Event Player.thickness && Dot Product(Direction Towards(
  • Global.firstpos[Global.z], Vector(X Component Of(Global.secondpos[Global.z]), Y Component Of(Global.firstpos[Global.z]),
  • Z Component Of(Global.secondpos[Global.z]))), Direction Towards(Global.firstpos[Global.z], Event Player.filterpos))
  • >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z], Vector(X Component Of(Global.firstpos[Global.z]),
  • Y Component Of(Global.secondpos[Global.z]), Z Component Of(Global.firstpos[Global.z]))), Direction Towards(
  • Global.firstpos[Global.z], Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Vector(
  • X Component Of(Global.secondpos[Global.z]), Y Component Of(Global.firstpos[Global.z]), Z Component Of(
  • Global.secondpos[Global.z]))), Direction Towards(Global.secondpos[Global.z], Event Player.filterpos)) >= 0 && Dot Product(
  • Direction Towards(Global.secondpos[Global.z], Vector(X Component Of(Global.firstpos[Global.z]), Y Component Of(
  • Global.secondpos[Global.z]), Z Component Of(Global.firstpos[Global.z]))), Direction Towards(Global.secondpos[Global.z],
  • Event Player.filterpos)) >= 0);
  • If(!Event Player.is_Grounded);
  • Set Gravity(Event Player, 100);
  • End;
  • If(Event Player.active_wall[Global.z] == False);
  • Event Player.active_wall[Global.z] = 1;
  • If((Global.Wall_ID[Global.z] == 1 || Global.Wall_ID[Global.z] == 3) && Event Player.is_Grounded == False);
  • Set Gravity(Event Player, 100);
  • Else If(Global.Wall_ID[Global.z] == 5);
  • Disable Movement Collision With Environment(Event Player, False);
  • End;
  • End;
  • If(Global.Wall_ID[Global.z] == 1);
  • Apply Impulse(Event Player, Direction Towards(Event Player.filterpos, Event Player.fullbodypos) * Vector(1, Empty Array, 1), 0.001,
  • To World, Cancel Contrary Motion);
  • Set Move Speed(Event Player, 100 - Dot Product(Direction Towards(Eye Position(Event Player), Eye Position(Event Player)
  • + World Vector Of(Throttle Of(Event Player), Event Player, Rotation)), Direction Towards(Event Player.filterpos,
  • Event Player.fullbodypos) * -1) * 100);
  • Else If(Global.Wall_ID[Global.z] == 3);
  • Apply Impulse(Event Player, Direction Towards(Event Player.filterpos, Event Player.fullbodypos), Speed Of(Event Player), To World,
  • Cancel Contrary Motion);
  • End;
  • Else;
  • Event Player.active_wall[Global.z] = 0;
  • Set Move Speed(Event Player, 100);
  • End;
  • Else If(Global.Wall_ID[Global.z] == 2 || Global.Wall_ID[Global.z] == 6 || Global.Wall_ID[Global.z] == 7);
  • If(Y Component Of(Global.firstpos[Global.z]) >= Y Component Of(Position Of(Event Player)) && Y Component Of(
  • Global.firstpos[Global.z]) <= Y Component Of(Eye Position(Event Player) + Vector(Empty Array, 0.200, Empty Array)));
  • Event Player.closestbodypos = Global.firstpos[Global.z];
  • Else If(Y Component Of(Global.firstpos[Global.z]) <= Y Component Of(Position Of(Event Player)));
  • Event Player.closestbodypos = Position Of(Event Player);
  • Else If(Y Component Of(Global.firstpos[Global.z]) >= Y Component Of(Eye Position(Event Player)));
  • Event Player.closestbodypos = Eye Position(Event Player);
  • End;
  • Event Player.fullbodypos = Vector(X Component Of(Eye Position(Event Player)), Y Component Of(Event Player.closestbodypos),
  • Z Component Of(Eye Position(Event Player)));
  • Event Player.filterpos = Event Player.fullbodypos + Global.AllDir[Global.z] * Dot Product(
  • Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z]) / Dot Product(Global.AllDir[Global.z],
  • Global.AllDir[Global.z]);
  • If(Global.Wall_ID[Global.z] == 2 || Global.Wall_ID[Global.z] == 7);
  • If((Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.lastsavedpos), Global.AllDir[Global.z]) > 0) != (
  • Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.fullbodypos), Global.AllDir[Global.z]) > 0));
  • Event Player.intersection_length_0 = Dot Product(Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z])
  • / Dot Product(Direction Towards(Event Player.lastsavedpos, Event Player.fullbodypos), Global.AllDir[Global.z]);
  • Event Player.prevpos_intersection = Event Player.fullbodypos + Direction Towards(Event Player.lastsavedpos,
  • Event Player.fullbodypos) * Up * Event Player.intersection_length_0;
  • If(Dot Product(Down, Direction Towards(Event Player.lastsavedpos, Event Player.prevpos_intersection)) > 0);
  • If(Dot Product(Direction Towards(Global.firstpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(
  • Global.firstpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z],
  • Global.firstpoint2[Global.z]), Direction Towards(Global.firstpos[Global.z], Event Player.prevpos_intersection))
  • >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(
  • Global.secondpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Global.firstpoint2[Global.z]), Direction Towards(Global.secondpos[Global.z],
  • Event Player.prevpos_intersection)) >= 0);
  • Cancel Primary Action(Event Player);
  • If(Hero Of(Event Player) == Hero(Wrecking Ball));
  • Teleport(Event Player, Nearest Walkable Position(Event Player.prevpos_intersection));
  • Wait(0.016, Ignore Condition);
  • Teleport(Event Player, Event Player.prevpos_intersection + Up);
  • Else;
  • Teleport(Event Player, Event Player.prevpos_intersection + Up);
  • End;
  • End;
  • End;
  • End;
  • End;
  • Event Player.thickness_0 = 0;
  • If(Global.Wall_ID[Global.z] == 6);
  • Event Player.thickness_0 = 6;
  • Else;
  • Event Player.thickness_0 = 0.500;
  • End;
  • If(Distance Between(Event Player.filterpos, Event Player.fullbodypos) <= Event Player.thickness_0 && Dot Product(Direction Towards(
  • Global.firstpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(Global.firstpos[Global.z],
  • Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z], Global.firstpoint2[Global.z]),
  • Direction Towards(Global.firstpos[Global.z], Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(Global.secondpos[Global.z],
  • Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Global.firstpoint2[Global.z]),
  • Direction Towards(Global.secondpos[Global.z], Event Player.filterpos)) >= 0);
  • If(Global.Wall_ID[Global.z] == 2);
  • If(Dot Product(Down, Direction Towards(Event Player.fullbodypos, Event Player.filterpos)) > 0);
  • If(Event Player.active_wall[Global.z] == False);
  • Event Player.is_Grounded = True;
  • Set Gravity(Event Player, 0);
  • Event Player.active_wall[Global.z] = 1;
  • Apply Impulse(Event Player, Up, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Down, 0.001, To World, Cancel Contrary Motion);
  • If(Horizontal Speed Of(Event Player) > 0.010);
  • Apply Impulse(Event Player, Left, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Right, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Forward, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Backward, 0.001, To World, Cancel Contrary Motion);
  • End;
  • End;
  • If(Is Button Held(Event Player, Button(Jump)));
  • Apply Impulse(Event Player, Up, 5.500, To World, Cancel Contrary Motion);
  • End;
  • If(Throttle Of(Event Player) != Vector(Empty Array, Empty Array, Empty Array));
  • Apply Impulse(Event Player, Cross Product(Up, Normalize(World Vector Of(Throttle Of(Event Player), Event Player, Rotation))),
  • 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Cross Product(Down, Normalize(World Vector Of(Throttle Of(Event Player), Event Player, Rotation))),
  • 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player) + Normalize(World Vector Of(
  • Throttle Of(Event Player), Event Player, Rotation))), 3, To World, Cancel Contrary Motion);
  • End;
  • If(Throttle Of(Event Player) == Vector(Empty Array, Empty Array, Empty Array) && Horizontal Speed Of(Event Player) > 0.010);
  • Apply Impulse(Event Player, Left, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Right, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Forward, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Backward, 0.001, To World, Cancel Contrary Motion);
  • End;
  • Else;
  • Apply Impulse(Event Player, Down, 0.001, To World, Cancel Contrary Motion);
  • End;
  • Else If(Global.Wall_ID[Global.z] == 6);
  • If(Event Player.active_wall[Global.z] == False);
  • Event Player.active_wall[Global.z] = 1;
  • Disable Movement Collision With Environment(Event Player, True);
  • End;
  • Else If(Global.Wall_ID[Global.z] == 7);
  • If(Dot Product(Down, Direction Towards(Event Player.fullbodypos, Event Player.filterpos)) >= 0);
  • If(Is Button Held(Event Player, Button(Jump)));
  • Apply Impulse(Event Player, Up, 5.500, To World, Cancel Contrary Motion);
  • End;
  • If(Event Player.active_wall[Global.z] == False);
  • Event Player.active_wall[Global.z] = 1;
  • Set Gravity(Event Player, 0);
  • End;
  • Apply Impulse(Event Player, Up, 0.001, To World, Cancel Contrary Motion);
  • Else;
  • Apply Impulse(Event Player, Down, 0.001, To World, Cancel Contrary Motion);
  • End;
  • End;
  • Else;
  • Event Player.active_wall[Global.z] = 0;
  • Event Player.is_Grounded = False;
  • End;
  • Else If(Global.Wall_ID[Global.z] == 4);
  • Event Player.closestbodypos = Position Of(Event Player) + Vector(Empty Array, 0.500, Empty Array);
  • Event Player.fullbodypos = Vector(X Component Of(Eye Position(Event Player)), Y Component Of(Event Player.closestbodypos),
  • Z Component Of(Eye Position(Event Player)));
  • Event Player.filterpos = Event Player.fullbodypos + Global.AllDir[Global.z] * Dot Product(
  • Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z]) / Dot Product(Global.AllDir[Global.z],
  • Global.AllDir[Global.z]);
  • If((Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.lastsavedpos), Global.AllDir[Global.z]) > 0) != (
  • Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.fullbodypos), Global.AllDir[Global.z]) > 0));
  • Event Player.intersection_length_1 = Dot Product(Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z])
  • / Dot Product(Direction Towards(Event Player.lastsavedpos, Event Player.fullbodypos), Global.AllDir[Global.z]);
  • Event Player.prevpos_intersection = Ray Cast Hit Position(Event Player.fullbodypos, Event Player.fullbodypos + Direction Towards(
  • Event Player.lastsavedpos, Event Player.fullbodypos) * Event Player.intersection_length_1, Null, Event Player, True);
  • If(Dot Product(Direction Towards(Global.firstpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(
  • Global.firstpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z],
  • Global.firstpoint2[Global.z]), Direction Towards(Global.firstpos[Global.z], Event Player.prevpos_intersection))
  • >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(
  • Global.secondpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Global.firstpoint2[Global.z]), Direction Towards(Global.secondpos[Global.z],
  • Event Player.prevpos_intersection)) >= 0);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection,
  • Event Player.prevpos_intersection + Direction Towards(Event Player.prevpos_intersection, Event Player.lastsavedpos) * Vector(1,
  • Empty Array, 1), Null, Event Player, True));
  • If(Hero Of(Event Player) == Hero(Doomfist) && Is Using Ability 2(Event Player));
  • Teleport(Event Player, Nearest Walkable Position(Event Player.prevpos_intersection));
  • Wait(0.016, Ignore Condition);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection, Event Player.prevpos_intersection + Up, Null,
  • Event Player, True));
  • Cancel Primary Action(Event Player);
  • Else If(Hero Of(Event Player) == Hero(Wrecking Ball));
  • Cancel Primary Action(Event Player);
  • Teleport(Event Player, Nearest Walkable Position(Event Player.prevpos_intersection));
  • Wait(0.016, Ignore Condition);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection, Event Player.prevpos_intersection + Up, Null,
  • Event Player, True));
  • End;
  • Apply Impulse(Event Player, Global.AllDir[Global.z], 0.001, To World, Cancel Contrary Motion XYZ);
  • End;
  • End;
  • If(Distance Between(Event Player.filterpos, Event Player.fullbodypos) <= 1 && Dot Product(Direction Towards(
  • Global.firstpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(Global.firstpos[Global.z],
  • Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z], Global.firstpoint2[Global.z]),
  • Direction Towards(Global.firstpos[Global.z], Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(Global.secondpos[Global.z],
  • Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Global.firstpoint2[Global.z]),
  • Direction Towards(Global.secondpos[Global.z], Event Player.filterpos)) >= 0);
  • If(Dot Product(Up, Direction Towards(Event Player.filterpos, Event Player.closestbodypos)) > 0);
  • Apply Impulse(Event Player, Global.AllDir[Global.z], 0.001, To World, Cancel Contrary Motion XYZ);
  • Else;
  • Apply Impulse(Event Player, Global.AllDir[Global.z], 0.001, To Player, Cancel Contrary Motion XYZ);
  • End;
  • Else;
  • Event Player.active_wall[Global.z] = 0;
  • End;
  • Else If(Global.Wall_ID[Global.z] == 8);
  • Event Player.closestbodypos = Position Of(Event Player) + Vector(Empty Array, 0.500, Empty Array);
  • Event Player.fullbodypos = Vector(X Component Of(Eye Position(Event Player)), Y Component Of(Event Player.closestbodypos),
  • Z Component Of(Eye Position(Event Player)));
  • Event Player.filterpos = Event Player.fullbodypos + Global.AllDir[Global.z] * Dot Product(
  • Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z]) / Dot Product(Global.AllDir[Global.z],
  • Global.AllDir[Global.z]);
  • If((Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.lastsavedpos), Global.AllDir[Global.z]) > 0) != (
  • Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.fullbodypos), Global.AllDir[Global.z]) > 0));
  • Event Player.intersection_length_2 = Dot Product(Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z])
  • / Dot Product(Direction Towards(Event Player.lastsavedpos, Event Player.fullbodypos), Global.AllDir[Global.z]);
  • Event Player.prevpos_intersection = Ray Cast Hit Position(Event Player.fullbodypos, Event Player.fullbodypos + Direction Towards(
  • Event Player.lastsavedpos, Event Player.fullbodypos) * Event Player.intersection_length_2, Null, Event Player, True);
  • If(Dot Product(Direction Towards(Global.firstpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(
  • Global.firstpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z],
  • Global.firstpoint2[Global.z]), Direction Towards(Global.firstpos[Global.z], Event Player.prevpos_intersection))
  • >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(
  • Global.secondpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Global.firstpoint2[Global.z]), Direction Towards(Global.secondpos[Global.z],
  • Event Player.prevpos_intersection)) >= 0);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection,
  • Event Player.prevpos_intersection + Direction Towards(Event Player.prevpos_intersection, Event Player.lastsavedpos) * Vector(1,
  • Empty Array, 1), Null, Event Player, True));
  • If(Hero Of(Event Player) == Hero(Doomfist) && Is Using Ability 2(Event Player));
  • Teleport(Event Player, Nearest Walkable Position(Event Player.prevpos_intersection));
  • Wait(0.016, Ignore Condition);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection, Event Player.prevpos_intersection + Up, Null,
  • Event Player, True));
  • Cancel Primary Action(Event Player);
  • Else If(Hero Of(Event Player) == Hero(Wrecking Ball));
  • Cancel Primary Action(Event Player);
  • Teleport(Event Player, Nearest Walkable Position(Event Player.prevpos_intersection));
  • Wait(0.016, Ignore Condition);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection, Event Player.prevpos_intersection + Up, Null,
  • Event Player, True));
  • End;
  • Apply Impulse(Event Player, Global.AllDir[Global.z], 0.001, To World, Cancel Contrary Motion);
  • End;
  • End;
  • If(Distance Between(Event Player.filterpos, Event Player.fullbodypos) <= 1 && Dot Product(Direction Towards(
  • Global.firstpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(Global.firstpos[Global.z],
  • Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z], Global.firstpoint2[Global.z]),
  • Direction Towards(Global.firstpos[Global.z], Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(
  • Global.secondpos[Global.z], Global.secondpoint2[Global.z]), Direction Towards(Global.secondpos[Global.z],
  • Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Global.firstpoint2[Global.z]),
  • Direction Towards(Global.secondpos[Global.z], Event Player.filterpos)) >= 0);
  • If(Dot Product(Up, Direction Towards(Event Player.filterpos, Event Player.closestbodypos)) > 0);
  • Apply Impulse(Event Player, Global.AllDir[Global.z], 0.001, To World, Cancel Contrary Motion XYZ);
  • Else;
  • Apply Impulse(Event Player, Direction Towards(Event Player.filterpos, Event Player.fullbodypos), 0.001, To World,
  • Cancel Contrary Motion);
  • End;
  • Else;
  • Event Player.active_wall[Global.z] = 0;
  • End;
  • Else If(Global.Wall_ID[Global.z] == 9);
  • Event Player.dir = Direction Towards(Global.AllPos[Global.z] + Direction Towards(Global.AllPos[Global.z], Event Player)
  • * Global.sphereRadius[Global.z], Event Player);
  • If((Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.lastsavedpos), Event Player.dir) > 0) != (Dot Product(
  • Direction Towards(Global.AllPos[Global.z], Event Player), Event Player.dir) > 0));
  • Event Player.intersection_length_3 = Dot Product(Global.AllPos[Global.z] - Event Player, Event Player.dir) / Dot Product(
  • Direction Towards(Event Player.lastsavedpos, Event Player), Event Player.dir);
  • Event Player.prevpos_intersection = Ray Cast Hit Position(Event Player, Event Player + Direction Towards(Event Player.lastsavedpos,
  • Event Player) * Event Player.intersection_length_3, Null, Event Player, True);
  • Teleport(Event Player, Ray Cast Hit Position(Event Player.prevpos_intersection,
  • Event Player.prevpos_intersection + Direction Towards(Event Player.prevpos_intersection, Event Player.lastsavedpos), Null,
  • Event Player, True));
  • Apply Impulse(Event Player, Event Player.dir, 0.001, To World, Cancel Contrary Motion XYZ);
  • End;
  • If(Distance Between(Event Player, Global.AllPos[Global.z] + Direction Towards(Global.AllPos[Global.z], Event Player)
  • * Global.sphereRadius[Global.z]) < 1);
  • Apply Impulse(Event Player, Event Player.dir, 1, To World, Cancel Contrary Motion XYZ);
  • Else;
  • Event Player.active_wall[Global.z] = 0;
  • End;
  • End;
  • End;
  • Loop;
  • }
  • }
  • rule("Disables stuff")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Count Of(Filtered Array(Event Player.active_wall, Current Array Element != 0)) == 0;
  • }
  • actions
  • {
  • Set Gravity(Event Player, 100);
  • Stop Forcing Throttle(Event Player);
  • Stop Accelerating(Event Player);
  • Enable Movement Collision With Environment(Event Player);
  • }
  • }
  • rule("Throttle Loop")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is True For Any(Event Player.active_wall, Current Array Element) == True;
  • }
  • actions
  • {
  • Start Throttle In Direction(Event Player, Null, False, To World, Add to existing throttle, None);
  • Wait(0.016, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Throttle Loop")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Effect Creation")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Wait(5, Ignore Condition);
  • If(Global.showwalls);
  • For Global Variable(x, 0, Count Of(Global.AllPos), 1);
  • If(Array Contains(Array(1, 3, 5), Global.Wall_ID[Global.x]));
  • If(Global.Wall_ID[Global.x] == 5);
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpos[Global.x], Vector(X Component Of(Global.secondpos[Global.x]),
  • Y Component Of(Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Vector(X Component Of(Global.secondpos[Global.x]), Y Component Of(
  • Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpos[Global.x] + Vector(0.001, Empty Array, Empty Array), Vector(
  • X Component Of(Global.firstpos[Global.x]), Y Component Of(Global.secondpos[Global.x]), Z Component Of(
  • Global.firstpos[Global.x])), Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(
  • Global.secondpos[Global.x]), Z Component Of(Global.firstpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Else;
  • Skip(Array(50, 0, 17, 34)[Index Of Array Value(Array(1, 2, 3), Global.g_beamType[Global.x]) + 1]);
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Global.firstpos[Global.x], Vector(X Component Of(
  • Global.secondpos[Global.x]), Y Component Of(Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Color(
  • Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Vector(X Component Of(Global.secondpos[Global.x]), Y Component Of(
  • Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Global.firstpos[Global.x] + Vector(0.001, Empty Array, Empty Array),
  • Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(Global.secondpos[Global.x]), Z Component Of(
  • Global.firstpos[Global.x])), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(
  • Global.secondpos[Global.x]), Z Component Of(Global.firstpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Skip(33);
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpos[Global.x], Vector(X Component Of(Global.secondpos[Global.x]),
  • Y Component Of(Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Vector(X Component Of(Global.secondpos[Global.x]), Y Component Of(
  • Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpos[Global.x] + Vector(0.001, Empty Array, Empty Array), Vector(
  • X Component Of(Global.firstpos[Global.x]), Y Component Of(Global.secondpos[Global.x]), Z Component Of(
  • Global.firstpos[Global.x])), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(
  • Global.secondpos[Global.x]), Z Component Of(Global.firstpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Skip(16);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Global.firstpos[Global.x], Vector(X Component Of(Global.secondpos[Global.x]),
  • Y Component Of(Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(X Component Of(Global.secondpos[Global.x]), Y Component Of(
  • Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Bad Beam, Global.firstpos[Global.x] + Vector(0.001, Empty Array, Empty Array), Vector(
  • X Component Of(Global.firstpos[Global.x]), Y Component Of(Global.secondpos[Global.x]), Z Component Of(
  • Global.firstpos[Global.x])), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Bad Beam, Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(
  • Global.secondpos[Global.x]), Z Component Of(Global.firstpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • End;
  • Else If(Array Contains(Array(2, 4, 6, 7, 8), Global.Wall_ID[Global.x]));
  • If(Global.Wall_ID[Global.x] == 6);
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpos[Global.x], Global.firstpoint2[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.secondpos[Global.x], Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.secondpos[Global.x], Global.secondpoint2[Global.x] + Vector(
  • Empty Array, Empty Array, 0.001), Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.secondpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.firstpos[Global.x], Color(Red), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Else;
  • Skip(Array(50, 0, 17, 34)[Index Of Array Value(Array(1, 2, 3), Global.g_beamType[Global.x]) + 1]);
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Global.firstpos[Global.x], Global.firstpoint2[Global.x] + Vector(
  • Empty Array, Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Global.firstpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.secondpos[Global.x], Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Global.secondpos[Global.x], Global.secondpoint2[Global.x] + Vector(
  • Empty Array, Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Grapple Beam, Global.secondpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.firstpos[Global.x], Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Skip(33);
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpos[Global.x], Global.firstpoint2[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.firstpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.secondpos[Global.x], Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.secondpos[Global.x], Global.secondpoint2[Global.x] + Vector(
  • Empty Array, Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Good Beam, Global.secondpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.firstpos[Global.x], Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Skip(16);
  • Create Beam Effect(All Players(All Teams), Bad Beam, Global.firstpos[Global.x], Global.firstpoint2[Global.x] + Vector(Empty Array,
  • Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID)];
  • Global._arrayBuilder1[0] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID)] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Bad Beam, Global.firstpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.secondpos[Global.x], Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[1] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Bad Beam, Global.secondpos[Global.x], Global.secondpoint2[Global.x] + Vector(
  • Empty Array, Empty Array, 0.001), Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[2] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • Create Beam Effect(All Players(All Teams), Bad Beam, Global.secondpoint2[Global.x] + Vector(Empty Array, Empty Array, 0.001),
  • Global.firstpos[Global.x], Color(Aqua), Visible To);
  • Global._arrayBuilder1 = Global.beam_ID[Count Of(Global.beam_ID) - 1];
  • Global._arrayBuilder1[3] = Last Created Entity;
  • Global.beam_ID[Count Of(Global.beam_ID) - 1] = Global._arrayBuilder1;
  • End;
  • Else If(Global.Wall_ID[Global.x] == 9);
  • Create Effect(All Players(All Teams), Sphere, Color(Orange), Global.AllPos[Global.x], Global.sphereRadius[Global.x], Visible To);
  • End;
  • Wait(0.016, Ignore Condition);
  • End;
  • End;
  • Global.initialized = True;
  • }
  • }
  • disabled rule("")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Assassin Name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Genji;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Start Forcing Dummy Bot Name(Event Player, Custom String("Assassin"));
  • }
  • }
  • rule("Heavy Assault Name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Hero Of(Event Player) == Hero(Wrecking Ball);
  • }
  • actions
  • {
  • Start Forcing Dummy Bot Name(Event Player, Custom String("Heavy Assault"));
  • }
  • }
  • rule("Sniper Name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Start Forcing Dummy Bot Name(Event Player, Custom String("Sniper"));
  • }
  • }
  • rule("Enforcer Name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Start Forcing Dummy Bot Name(Event Player, Custom String("Enforcer"));
  • }
  • }
  • rule("Trooper Name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Start Forcing Dummy Bot Name(Event Player, Custom String("Trooper"));
  • }
  • }
  • rule("HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(All Players(Team 1), Null, Null, Custom String("Team Score: {0}", Global.Score), Left, 0, Color(White), Color(
  • White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Scoreboard")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Create HUD Text(All Players(Team 1), Null, Null, Custom String("{0} | {1} HP | {2}%", Custom String("{0} {1}", Is Alive(
  • Event Player) == True ? Hero Icon String(Hero Of(Event Player)) : Icon String(X), Event Player), Round To Integer(Health(
  • Event Player), To Nearest), Ultimate Charge Percent(Event Player)), Left, 2, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("Pause Time and Disable Global")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Announcer;
  • Disable Built-In Game Mode Completion;
  • Disable Built-In Game Mode Scoring;
  • Wait(0.250, Ignore Condition);
  • Pause Match Time;
  • }
  • }
  • rule("Allheroes")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Allheroes = Workshop Setting Toggle(Custom String("Settings"), Custom String("All Heroes"), False, 0);
  • }
  • }
  • rule("All Heroes")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.Allheroes == True;
  • }
  • actions
  • {
  • Set Player Allowed Heroes(Event Player, All Heroes);
  • }
  • }
  • rule("All heroes - Pause Time")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Allheroes == True;
  • Is Assembling Heroes == False;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Pause Match Time;
  • }
  • }
  • rule("Objective Text")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.AssemblingHeroes == False;
  • }
  • actions
  • {
  • Wait(0.250, Abort When False);
  • Create HUD Text(All Players(Team 1), Null, Null, Global.Objective, Top, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("Starting Area")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Global.StartingArea = True;
  • }
  • }
  • rule("Skip Setup")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • }
  • actions
  • {
  • Set Match Time(0);
  • }
  • }
  • rule("Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • Global.StartingArea == True;
  • Is Dummy Bot(Event Player) == False;
  • Event Player.AlreadySpawned == False;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(77.173, 0.205, -78.218));
  • Set Facing(Event Player, Direction Towards(Event Player, Vector(75.922, 1.299, -77.373)), To World);
  • Event Player.AlreadySpawned = True;
  • }
  • }
  • rule("Pathfinder: Resolve Current")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.pathfinderDoGetCurrent == True;
  • }
  • actions
  • {
  • Event Player.pathfinderCurrent = Index Of Array Value(Global.Nodes[Event Player.pathmapReference], First Of(Sorted Array(
  • Filtered Array(Global.Nodes[Event Player.pathmapReference], Is In Line of Sight(Eye Position(Event Player),
  • Current Array Element, Barriers Do Not Block LOS) == True), Distance Between(Position Of(Event Player),
  • Current Array Element))));
  • Start Throttle In Direction(Event Player, Direction Towards(Position Of(Event Player),
  • Event Player.pathfinderCurrent == -1 ? Event Player.destination : Global.Nodes[Event Player.pathmapReference][Event Player.pathfinderCurrent]),
  • 1, To World, Replace existing throttle, Direction and Magnitude);
  • Event Player.pathfinderDoGetCurrent = False;
  • }
  • }
  • rule("Pathfinder: Resolve Next")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Position Of(Event Player),
  • Event Player.pathfinderCurrent == -1 ? Event Player.destination : Global.Nodes[Event Player.pathmapReference][Event Player.pathfinderCurrent])
  • <= 0.400;
  • Event Player.parentArray != Null;
  • }
  • actions
  • {
  • If(Event Player.pathfinderCurrent != -1);
  • Event Player.lastAttribute = Mapped Array(Filtered Array(Global.Attributes[Event Player.pathmapReference], X Component Of(
  • Current Array Element) == Event Player.pathfinderCurrent && Y Component Of(Current Array Element)
  • == Event Player.parentArray[Event Player.pathfinderCurrent] - 1), Z Component Of(Current Array Element));
  • Event Player.pathfinderCurrent = Event Player.parentArray[Event Player.pathfinderCurrent] - 1;
  • Else;
  • Stop Throttle In Direction(Event Player);
  • Event Player.parentArray = Null;
  • End;
  • Loop If Condition Is True;
  • }
  • }
  • rule("Pathfinder: skip if visible")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.parentArray != Null;
  • Event Player.pathfinderCurrent != -1;
  • Y Component Of(
  • Event Player.pathfinderCurrent == -1 ? Event Player.destination : Global.Nodes[Event Player.pathmapReference][Event Player.pathfinderCurrent])
  • - Y Component Of(
  • Event Player.parentArray[Event Player.pathfinderCurrent] - 1 == -1 ? Event Player.destination : Global.Nodes[Event Player.pathmapReference][Event Player.parentArray[Event Player.pathfinderCurrent] - 1])
  • == True;
  • Is In Line of Sight(Position Of(Event Player) + Vector(Empty Array, 0.250, Empty Array), (
  • Event Player.parentArray[Event Player.pathfinderCurrent] - 1 == -1 ? Event Player.destination : Global.Nodes[Event Player.pathmapReference][Event Player.parentArray[Event Player.pathfinderCurrent] - 1])
  • + Vector(Empty Array, 0.250, Empty Array), Barriers Do Not Block LOS) == True;
  • }
  • actions
  • {
  • Wait(0.100, Ignore Condition);
  • If(Event Player.pathfinderCurrent != -1);
  • Event Player.lastAttribute = Mapped Array(Filtered Array(Global.Attributes[Event Player.pathmapReference], X Component Of(
  • Current Array Element) == Event Player.pathfinderCurrent && Y Component Of(Current Array Element)
  • == Event Player.parentArray[Event Player.pathfinderCurrent] - 1), Z Component Of(Current Array Element));
  • Event Player.pathfinderCurrent = Event Player.parentArray[Event Player.pathfinderCurrent] - 1;
  • Else;
  • Stop Throttle In Direction(Event Player);
  • Event Player.parentArray = Null;
  • End;
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Pathfind to Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Ana);
  • Is Dummy Bot(Event Player) == True;
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) > 5;
  • Hero Of(Event Player) != Hero(Widowmaker);
  • Event Player.p_LineofSight == True;
  • Count Of(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Current Array Element.Invis == False)) > 0;
  • Hero Of(Event Player) != Hero(Reinhardt);
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • Hero Of(Event Player) != Hero(Baptiste);
  • }
  • actions
  • {
  • Event Player.pathmapReference = Global._objectVariable_1[Global.bake];
  • Event Player.destination = First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)));
  • Event Player.parentArray = Global._objectVariable_0[Global.bake][Index Of Array Value(
  • Global.Nodes[Global._objectVariable_1[Global.bake]], First Of(Sorted Array(Global.Nodes[Global._objectVariable_1[Global.bake]],
  • Distance Between(Current Array Element, Event Player.destination))))];
  • Event Player.pathfinderDoGetCurrent = True;
  • Wait(5, Ignore Condition);
  • Loop If(Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(
  • Event Player))), Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) > 5);
  • }
  • }
  • rule("Moving - Baptiste")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.p_LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • <= 0;
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) > 10;
  • }
  • actions
  • {
  • Event Player.pathmapReference = Global._objectVariable_1[Global.bake];
  • Event Player.destination = First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)));
  • Event Player.parentArray = Global._objectVariable_0[Global.bake][Index Of Array Value(
  • Global.Nodes[Global._objectVariable_1[Global.bake]], First Of(Sorted Array(Global.Nodes[Global._objectVariable_1[Global.bake]],
  • Distance Between(Current Array Element, Event Player.destination))))];
  • Event Player.pathfinderDoGetCurrent = True;
  • Wait(5, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Stop Moving - Baptiste")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.p_LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) > 10;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Stop Throttle In Direction(Event Player);
  • }
  • }
  • rule("Move Away - Baptiste")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.p_LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) <= 10;
  • }
  • actions
  • {
  • Event Player.pathmapReference = Global._objectVariable_1[Global.bake];
  • Event Player.destination = Last Of(Sorted Array(Filtered Array(Global._tempNodes, Is In Line of Sight(Event Player,
  • Current Array Element, Barriers Do Not Block LOS)), Distance Between(Event Player, Current Array Element)));
  • Event Player.parentArray = Global._objectVariable_0[Global.bake][Index Of Array Value(
  • Global.Nodes[Global._objectVariable_1[Global.bake]], First Of(Sorted Array(Global.Nodes[Global._objectVariable_1[Global.bake]],
  • Distance Between(Current Array Element, Event Player.destination))))];
  • Event Player.pathfinderDoGetCurrent = True;
  • }
  • }
  • rule("Stop Pathfinding")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Ana);
  • Is Dummy Bot(Event Player) == True;
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) <= 5;
  • Hero Of(Event Player) != Hero(Widowmaker);
  • Event Player.p_LineofSight == True;
  • Hero Of(Event Player) != Hero(Genji);
  • Count Of(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Current Array Element.Invis == False)) > 0;
  • Hero Of(Event Player) != Hero(Baptiste);
  • }
  • actions
  • {
  • Stop Throttle In Direction(Event Player);
  • Wait(Random Integer(1, 2), Ignore Condition);
  • Start Throttle In Direction(Event Player, Direction Towards(Position Of(Event Player), Position Of(First Of(Sorted Array(
  • Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Is In Line of Sight(Event Player,
  • Current Array Element, Barriers Do Not Block LOS)), Distance Between(Event Player, Current Array Element))))
  • + Direction From Angles(Total Time Elapsed * 135, 0) * 5), 1, To World, Replace existing throttle, Direction and Magnitude);
  • Wait(Random Integer(1, 2), Ignore Condition);
  • Loop If(Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(
  • Event Player))), Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) <= 5);
  • }
  • }
  • rule("Shooting - Baptiste")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.p_LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Primary Fire));
  • Wait(1, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Shooting - Reaper")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Reaper;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.p_LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Wait(1.500, Ignore Condition);
  • Press Button(Event Player, Button(Primary Fire));
  • Loop If Condition Is True;
  • }
  • }
  • rule("Start Facing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.p_LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Start Facing(Event Player, Direction Towards(Event Player, Eye Position(First Of(Sorted Array(Filtered Array(Filtered Array(
  • All Living Players(Opposite Team Of(Team Of(Event Player))), Current Array Element.Invis == False), Is In Line of Sight(
  • Event Player, Current Array Element, Barriers Do Not Block LOS)), Distance Between(Event Player, Current Array Element))))
  • + Down + Down), 200, To World, Direction and Turn Rate);
  • }
  • }
  • rule("Stop Facing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.p_LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • <= 0;
  • }
  • actions
  • {
  • Stop Facing(Event Player);
  • }
  • }
  • rule("Bap Reload")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Ammo(Event Player, 0) < 1;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Reload));
  • }
  • }
  • rule("Damage - Troopers")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • If(Global.Normal == True);
  • Set Damage Dealt(Event Player, 8);
  • Else If(Global.Hard == True);
  • Set Damage Dealt(Event Player, 17);
  • Else If(Global.Expert == True);
  • Set Damage Dealt(Event Player, 25);
  • Else If(Global.Legendary == True);
  • Set Damage Dealt(Event Player, 42);
  • End;
  • }
  • }
  • rule("Score - Kill Trooper")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Victim) == Hero(Baptiste);
  • }
  • actions
  • {
  • Global.Score += 27;
  • }
  • }
  • rule("Damage - Assassin")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Genji;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 25);
  • }
  • }
  • rule("Shooting - Widow")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Widowmaker;
  • }
  • conditions
  • {
  • Global.IntroOver1 == True;
  • Is Dummy Bot(Event Player) == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • Distance Between(Event Player, First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Distance Between(
  • Event Player, Current Array Element)))) > 5;
  • }
  • actions
  • {
  • Wait(2, Restart When True);
  • Press Button(Event Player, Button(Primary Fire));
  • Loop If Condition Is True;
  • }
  • }
  • rule("Aiming Widow")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Widowmaker;
  • }
  • conditions
  • {
  • Global.IntroOver1 == True;
  • Is Dummy Bot(Event Player) == True;
  • Distance Between(Event Player, First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Distance Between(
  • Event Player, Current Array Element)))) <= 5;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Primary Fire));
  • Stop Holding Button(Event Player, Button(Secondary Fire));
  • Event Player.pathmapReference = Global._objectVariable_1[Global.bake];
  • Event Player.destination = Last Of(Sorted Array(Filtered Array(Global._tempNodes, Is In Line of Sight(Event Player,
  • Current Array Element, Barriers Do Not Block LOS)), Distance Between(Event Player, Current Array Element)));
  • Event Player.parentArray = Global._objectVariable_0[Global.bake][Index Of Array Value(
  • Global.Nodes[Global._objectVariable_1[Global.bake]], First Of(Sorted Array(Global.Nodes[Global._objectVariable_1[Global.bake]],
  • Distance Between(Current Array Element, Event Player.destination))))];
  • Event Player.pathfinderDoGetCurrent = True;
  • }
  • }
  • rule("Aiming Widow")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Widowmaker;
  • }
  • conditions
  • {
  • Global.IntroOver1 == True;
  • Is Dummy Bot(Event Player) == True;
  • Distance Between(Event Player, First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Distance Between(
  • Event Player, Current Array Element)))) > 5;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Secondary Fire));
  • Stop Throttle In Direction(Event Player);
  • }
  • }
  • rule("Shooting - Widow")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Widowmaker;
  • }
  • conditions
  • {
  • Global.IntroOver1 == True;
  • Is Dummy Bot(Event Player) == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • Distance Between(Event Player, First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Distance Between(
  • Event Player, Current Array Element)))) <= 5;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Start Holding Button(Event Player, Button(Primary Fire));
  • }
  • }
  • rule("Shooting - Widow")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Global.IntroOver1 == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Primary Fire));
  • }
  • }
  • rule("Sniper HP")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • If(Global.Normal == True);
  • Set Damage Dealt(Event Player, 33);
  • Set Max Health(Event Player, 150);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 300);
  • Else If(Global.Hard == True);
  • Set Damage Dealt(Event Player, 83);
  • Set Max Health(Event Player, 225);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 450);
  • Else If(Global.Expert == True);
  • Set Damage Dealt(Event Player, 125);
  • Set Max Health(Event Player, 300);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 600);
  • Else If(Global.Legendary == True);
  • Set Damage Dealt(Event Player, 167);
  • Set Max Health(Event Player, 400);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 800);
  • End;
  • }
  • }
  • rule("Modes")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Normal = Workshop Setting Toggle(Custom String("Difficulty"), Custom String("Normal"), True, 0);
  • Global.Hard = Workshop Setting Toggle(Custom String("Difficulty"), Custom String("Hard"), False, 0);
  • Global.Expert = Workshop Setting Toggle(Custom String("Difficulty"), Custom String("Expert"), False, 0);
  • Global.Legendary = Workshop Setting Toggle(Custom String("Difficulty"), Custom String("Legendary"), False, 0);
  • }
  • }
  • rule("Assassin")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Genji;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Global.IntroOver2 == True;
  • }
  • actions
  • {
  • Event Player.Assasindopositions = True;
  • }
  • }
  • rule("Force Pos")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Genji;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.Assasindopositions == True;
  • Global.IntroOver2 == True;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Skip If(Is Using Ultimate(Event Player) == True, 1);
  • Press Button(Event Player, Button(Ultimate));
  • Start Forcing Player Position(Event Player, Random Value In Array(Event Player.AsssasinPositions), False);
  • Wait(Random Integer(0.150, 1.500), Ignore Condition);
  • Start Forcing Player Position(Event Player, Random Value In Array(Event Player.AsssasinPositions), False);
  • Wait(Random Integer(0.150, 1.500), Ignore Condition);
  • Start Forcing Player Position(Event Player, Random Value In Array(Event Player.AsssasinPositions), False);
  • Wait(Random Integer(0.150, 1.500), Ignore Condition);
  • Start Forcing Player Position(Event Player, Random Value In Array(Event Player.AsssasinPositions), False);
  • Wait(Random Integer(0.150, 1.500), Ignore Condition);
  • Start Forcing Player Position(Event Player, Random Value In Array(Event Player.AsssasinPositions), False);
  • Wait(Random Integer(0.150, 1.500), Ignore Condition);
  • Start Forcing Player Position(Event Player, Random Value In Array(Event Player.AsssasinPositions), False);
  • Wait(0.250, Ignore Condition);
  • Stop Forcing Player Position(Event Player);
  • Wait(0.250, Ignore Condition);
  • Event Player.Assasindopositions = False;
  • }
  • }
  • rule("Melee to get Assassin off")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • Has Status(Event Player, Knocked Down) == True;
  • Is Button Held(Event Player, Button(Melee)) == True;
  • Global.IntroOver2 == True;
  • }
  • actions
  • {
  • Clear Status(Event Player, Knocked Down);
  • Set Status(Sorted Array(Players On Hero(Hero(Genji), Team 1), Distance Between(Event Player, Current Array Element)), Null,
  • Stunned, 2);
  • Wait(2, Ignore Condition);
  • Sorted Array(Players On Hero(Hero(Genji), Team 1), Distance Between(Event Player, Current Array Element)).IsAttacking = False;
  • Sorted Array(Players On Hero(Hero(Genji), Team 1), Distance Between(Event Player, Current Array Element))
  • .Assasindopositions = True;
  • }
  • }
  • rule("Attack")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Genji;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Global.IntroOver2 == True;
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) <= 2;
  • Has Status(Event Player, Stunned) == False;
  • Has Status(Event Player, Knocked Down) == False;
  • Has Status(First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Distance Between(Event Player,
  • Current Array Element))), Phased Out) == False;
  • }
  • actions
  • {
  • Damage(First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Distance Between(Event Player,
  • Current Array Element))), Event Player, Global.Expert == True ? 100 : (Global.Legendary == True ? 150 : 50));
  • Stop Throttle In Direction(Event Player);
  • Set Status(Event Player, Null, Rooted, 9999);
  • Start Holding Button(Event Player, Button(Primary Fire));
  • Event Player.IsAttacking = True;
  • Set Status(First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Distance Between(Event Player,
  • Current Array Element))), Null, Knocked Down, 9999);
  • }
  • }
  • rule("Attack")
  • {
  • event
  • {
  • Player Took Damage;
  • Team 2;
  • Genji;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.Assasindopositions == False;
  • Event Player.IsAttacking == True;
  • Global.IntroOver2 == True;
  • }
  • actions
  • {
  • Wait(2, Ignore Condition);
  • Clear Status(Event Player, Rooted);
  • Set Status(Event Player, Null, Stunned, 1);
  • Clear Status(All Players(Team 1), Knocked Down);
  • Stop Holding Button(Event Player, Button(Primary Fire));
  • Wait(1, Ignore Condition);
  • Event Player.IsAttacking = False;
  • Event Player.Assasindopositions = True;
  • }
  • }
  • rule("Attack")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Genji;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.Assasindopositions == False;
  • Event Player.IsAttacking == False;
  • Has Status(Event Player, Stunned) == True;
  • Global.IntroOver2 == True;
  • }
  • actions
  • {
  • Wait Until(Has Status(Event Player, Stunned) == False, 99999);
  • Wait(0.160, Ignore Condition);
  • Clear Status(Event Player, Rooted);
  • Set Status(Event Player, Null, Stunned, 3);
  • Clear Status(All Players(Team 1), Knocked Down);
  • Stop Holding Button(Event Player, Button(Primary Fire));
  • Wait(3, Ignore Condition);
  • Event Player.IsAttacking = False;
  • Event Player.Assasindopositions = True;
  • }
  • }
  • rule("Stop Attack")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Genji;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.Assasindopositions == False;
  • Event Player.IsAttacking == True;
  • Global.IntroOver2 == True;
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) > 5;
  • }
  • actions
  • {
  • Clear Status(Event Player, Rooted);
  • Set Status(Event Player, Null, Stunned, 1);
  • Clear Status(All Players(Team 1), Knocked Down);
  • Stop Holding Button(Event Player, Button(Primary Fire));
  • Wait(1, Ignore Condition);
  • Event Player.Assasindopositions = True;
  • Event Player.IsAttacking = False;
  • }
  • }
  • rule("Dead Geji")
  • {
  • event
  • {
  • Player Died;
  • Team 2;
  • Genji;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Clear Status(Event Player, Rooted);
  • Set Status(Event Player, Null, Stunned, 1);
  • Clear Status(All Players(Team 1), Knocked Down);
  • Stop Holding Button(Event Player, Button(Primary Fire));
  • }
  • }
  • rule("Genji")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Genji;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Jump));
  • }
  • }
  • rule("Cancel Hook")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 1;
  • Roadhog;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • Array Contains(Array(Hero(Wrecking Ball), Hero(Reinhardt)), Hero Of(Victim)) == True;
  • }
  • actions
  • {
  • Cancel Primary Action(Event Player);
  • }
  • }
  • rule("Cancel Charge")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Reinhardt;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • Distance Between(Event Player, Players On Hero(Array Contains(Array(Hero(Wrecking Ball), Hero(Reinhardt)), Hero Of(
  • Closest Player To(Event Player, Opposite Team Of(Team Of(Event Player))))), Opposite Team Of(Team Of(Event Player)))) <= 2;
  • Number Of Heroes(Hero(Wrecking Ball), Team 1) > 0;
  • Number Of Heroes(Hero(Reinhardt), Team 1) > 0;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Stunned, 0.100);
  • }
  • }
  • rule("Was Heavy Assault")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.Washeavyassault = True;
  • }
  • }
  • rule("Wrecking ball slam on entry")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • Is Dummy Bot(Event Player) == True;
  • Global.IntroOver3 == True;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Press Button(Event Player, Button(Crouch));
  • Wait Until(Is On Ground(Event Player) == True, 99999);
  • Set Status(Event Player, Null, Stunned, 4);
  • }
  • }
  • rule("Wrecking ball slam on entry")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • Is Dummy Bot(Event Player) == True;
  • Is Using Ability 1(Event Player) == True;
  • Global.IntroOver3 == True;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Ability 1));
  • Wait(0.250, Ignore Condition);
  • Loop If(Is Using Ability 1(Event Player) == True);
  • }
  • }
  • rule("Heavy Assault - Shooting")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.p_LineofSight == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Primary Fire));
  • }
  • }
  • rule("Heavy Assault - Shooting")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • <= 0;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Primary Fire));
  • }
  • }
  • rule("Heavy Assault Charge")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Event Player.Washeavyassault == True;
  • Is Dummy Bot(Event Player) == True;
  • Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • > 0;
  • }
  • actions
  • {
  • Wait(10, Ignore Condition);
  • Event Player.PreviousHP = Health(Event Player);
  • Event Player.Charge = True;
  • Loop If Condition Is True;
  • }
  • }
  • rule("Heavy Assault Charge")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Event Player.Charge == True;
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Start Forcing Player To Be Hero(Event Player, Hero(Reinhardt));
  • Wait(0.250, Ignore Condition);
  • Set Player Health(Event Player, Event Player.PreviousHP);
  • Press Button(Event Player, Button(Ability 1));
  • Wait(1, Ignore Condition);
  • Event Player.Charging = True;
  • }
  • }
  • rule("Heavy Assualt Charge")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Player.Charging == True;
  • Is Using Ability 1(Event Player) == False;
  • }
  • actions
  • {
  • Event Player.PreviousHP = Health(Event Player);
  • Event Player.Charging = False;
  • Event Player.Charge = False;
  • Wait(0.250, Ignore Condition);
  • Start Forcing Player To Be Hero(Event Player, Hero(Wrecking Ball));
  • Wait(0.250, Ignore Condition);
  • Set Player Health(Event Player, Event Player.PreviousHP);
  • Set Status(Event Player, Null, Stunned, 3);
  • }
  • }
  • rule("Revive")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Create Effect(All Players(Team 1), Ring, Color(Yellow), Position Of(Event Player), 3, Visible To Position and Radius);
  • Event Player.ReviveEffect = Last Created Entity;
  • Create In-World Text(All Players(Team 1), Custom String("REVIVE"), Position Of(Event Player), 1, Do Not Clip,
  • Visible To Position and String, Color(Yellow), Default Visibility);
  • Event Player.ReviveText = Last Text ID;
  • Event Player.CanBeRevived = True;
  • }
  • }
  • rule("Revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player,
  • Current Array Element)))) <= 3;
  • Is Alive(Event Player) == True;
  • First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player, Current Array Element)))
  • .CanBeRevived == True;
  • }
  • actions
  • {
  • Big Message(First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player, Current Array Element))),
  • Custom String("Reviving"));
  • Small Message(Event Player, Custom String("Reviving..."));
  • Wait(3, Abort When False);
  • First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player, Current Array Element)))
  • .CanBeRevived = False;
  • Wait(0.250, Ignore Condition);
  • Destroy Effect(First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player,
  • Current Array Element))).ReviveEffect);
  • Destroy In-World Text(First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player,
  • Current Array Element))).ReviveText);
  • Destroy Progress Bar In-World Text(Event Player.ProgressBar);
  • Resurrect(First Of(Sorted Array(All Dead Players(Team Of(Event Player)), Distance Between(Event Player, Current Array Element))));
  • }
  • }
  • rule("Revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Destroy Effect(Event Player.ReviveEffect);
  • Destroy In-World Text(Event Player.ReviveText);
  • Destroy Progress Bar In-World Text(Event Player.ProgressBar);
  • }
  • }
  • rule("Revive")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is In Air(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Nearest Walkable Position(Event Player));
  • }
  • }
  • rule("Revive Timer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.CanBeRevived == True;
  • }
  • actions
  • {
  • Event Player.ReviveTimer = 44;
  • Wait(0.250, Ignore Condition);
  • Chase Player Variable Over Time(Event Player, ReviveTimer, 0, 44, Destination and Duration);
  • Create Progress Bar In-World Text(All Players(All Teams), Event Player.ReviveTimer / 44 * 100, Null, Position Of(Event Player), 1,
  • Do Not Clip, Color(Red), Color(White), Visible To Values and Color, Default Visibility);
  • Event Player.ProgressBar = Last Text ID;
  • Wait(44, Abort When False);
  • Abort If(Is Alive(Event Player) == True);
  • Event Player.CanBeRevived = False;
  • Destroy Effect(Event Player.ReviveEffect);
  • Destroy In-World Text(Event Player.ReviveText);
  • Create Effect(All Players(All Teams), Ring, Color(Red), Position Of(Event Player), 3, None);
  • Create In-World Text(All Players(All Teams), Custom String("DEAD"), Position Of(Event Player), 2, Clip Against Surfaces, None,
  • Color(Red), Default Visibility);
  • Destroy Progress Bar In-World Text(Event Player.ProgressBar);
  • }
  • }
  • rule("Revive Timer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.CanBeRevived == False;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Stop Chasing Player Variable(Event Player, ReviveTimer);
  • Wait(1, Ignore Condition);
  • If(Is Dead(Event Player) == True);
  • Declare Team Victory(Team 2);
  • }
  • }
  • rule("Enforcer HP")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Reaper;
  • }
  • actions
  • {
  • If(Global.Normal == True);
  • Set Damage Dealt(Event Player, 29);
  • Add Health Pool To Player(Event Player, Shields, 100, True, True);
  • Else If(Global.Hard == True);
  • Set Damage Dealt(Event Player, 71);
  • Add Health Pool To Player(Event Player, Shields, 100, True, True);
  • Else If(Global.Expert == True);
  • Set Damage Dealt(Event Player, 107);
  • Set Max Health(Event Player, 250);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 500);
  • Add Health Pool To Player(Event Player, Shields, 200, True, True);
  • Else If(Global.Legendary == True);
  • Set Damage Dealt(Event Player, 143);
  • Set Max Health(Event Player, 225);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 450);
  • Add Health Pool To Player(Event Player, Shields, 400, True, True);
  • End;
  • }
  • }
  • rule("Assassin HP")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Genji;
  • }
  • actions
  • {
  • If(Global.Normal == True);
  • Set Max Health(Event Player, 200);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 400);
  • Add Health Pool To Player(Event Player, Shields, 100, True, True);
  • Else If(Global.Hard == True);
  • Set Max Health(Event Player, 400);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 800);
  • Add Health Pool To Player(Event Player, Shields, 100, True, True);
  • Else If(Global.Expert == True);
  • Set Max Health(Event Player, 500);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 1000);
  • Add Health Pool To Player(Event Player, Shields, 100, True, True);
  • Else If(Global.Legendary == True);
  • Set Max Health(Event Player, 400);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 800);
  • Add Health Pool To Player(Event Player, Shields, 400, True, True);
  • End;
  • }
  • }
  • rule("Heavy Assault HP")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Wrecking Ball;
  • }
  • actions
  • {
  • If(Global.Normal == True);
  • Set Damage Dealt(Event Player, 120);
  • Set Max Health(Event Player, 1000);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 6000);
  • Else If(Global.Hard == True);
  • Set Damage Dealt(Event Player, 120);
  • Set Max Health(Event Player, 1166);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 7000);
  • Else If(Global.Expert == True);
  • Set Damage Dealt(Event Player, 180);
  • Set Max Health(Event Player, 1500);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 9000);
  • Else If(Global.Legendary == True);
  • Set Damage Dealt(Event Player, 240);
  • Set Max Health(Event Player, 1833);
  • Wait(0.160, Ignore Condition);
  • Set Player Health(Event Player, 11000);
  • End;
  • }
  • }
  • rule("Damage - Heavy Assault Charge")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Reinhardt;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • If(Global.Normal == True);
  • Set Damage Dealt(Event Player, 100);
  • Else If(Global.Hard == True);
  • Set Damage Dealt(Event Player, 100);
  • Else If(Global.Expert == True);
  • Set Damage Dealt(Event Player, 150);
  • Else If(Global.Legendary == True);
  • Set Damage Dealt(Event Player, 180);
  • End;
  • }
  • }
  • rule("Score - Kill Trooper")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Victim) == Hero(Baptiste);
  • }
  • actions
  • {
  • Global.Score += 27;
  • }
  • }
  • rule("Score - Kill Enforcer")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Victim) == Hero(Reaper);
  • }
  • actions
  • {
  • Global.Score += 81;
  • }
  • }
  • rule("Score - Kill Sniper")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Victim) == Hero(Widowmaker);
  • }
  • actions
  • {
  • Global.Score += 216;
  • }
  • }
  • rule("Score - Kill Assassin")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Victim) == Hero(Genji);
  • }
  • actions
  • {
  • Global.Score += 216;
  • }
  • }
  • rule("Score - Kill Heavy Assault")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Victim) == Hero(Wrecking Ball);
  • }
  • actions
  • {
  • Global.Score += 675;
  • }
  • }
  • rule("Score - Kill Heavy Assault")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Victim) == Hero(Reinhardt);
  • }
  • actions
  • {
  • Global.Score += 675;
  • }
  • }
  • rule("Heavy Assault - Melee")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Distance Between(Event Player, First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Distance Between(
  • Event Player, Current Array Element)))) <= 3;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Melee));
  • }
  • }
  • rule("Heavy Assault - Melee")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 2;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Is Meleeing(Event Player) == True;
  • }
  • actions
  • {
  • Apply Impulse(First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Distance Between(Event Player,
  • Current Array Element))), Direction Towards(First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Distance Between(Event Player, Current Array Element))), Event Player), -50, To World, Cancel Contrary Motion);
  • }
  • }
  • rule("Wrecking ball takes 10% knockback")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Set Knockback Received(Event Player, 10);
  • }
  • }
  • rule("Reinhardt takes 10% knockback")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Reinhardt;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Set Knockback Received(Event Player, 10);
  • }
  • }
  • rule("Preload Reinhardt")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Preload Hero(Event Player, Hero(Reinhardt));
  • }
  • }
  • rule("Preload Wrecking ball")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Reinhardt;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Preload Hero(Event Player, Hero(Wrecking Ball));
  • }
  • }
  • rule("Invis")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Sombra;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.Invis = True;
  • }
  • }
  • rule("Invis")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Sombra;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == False;
  • }
  • actions
  • {
  • Event Player.Invis = False;
  • }
  • }
  • rule("Line of Sight")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Hero Of(Event Player) != Hero(Widowmaker);
  • Hero Of(Event Player) != Hero(Genji);
  • Hero Of(Event Player) != Hero(Wrecking Ball);
  • }
  • actions
  • {
  • Event Player.p_LineofSight = True;
  • }
  • }
  • rule("Line of Sight - Sniper")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Global.IntroOver1 == True;
  • }
  • actions
  • {
  • Event Player.p_LineofSight = True;
  • }
  • }
  • rule("Line of Sight - Assassin")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Genji;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Global.IntroOver2 == True;
  • }
  • actions
  • {
  • Event Player.p_LineofSight = True;
  • }
  • }
  • rule("Line of Sight - Heavy Assault")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Global.IntroOver3 == True;
  • }
  • actions
  • {
  • Event Player.p_LineofSight = True;
  • }
  • }
  • rule("First Area - Breach")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Global.AssemblingHeroes == False;
  • }
  • actions
  • {
  • Global.Objective = Custom String("PLACE BREACHING DEVICE");
  • Big Message(All Players(Team 1), Custom String("PLACE BREACHING DEVICE"));
  • Create Effect(All Players(Team 1), Sphere, Color(Blue), Vector(68.271, 1.206, -74.119), 0.500, Visible To Position and Radius);
  • Global.BreachEffect = Last Created Entity;
  • Create In-World Text(All Players(Team 1), Custom String(" {0}\r\nBREACH", Ability Icon String(Hero(Pharah), Button(Ability 2))),
  • Vector(68.271, 1.206, -74.119), 1, Do Not Clip, Visible To Position and String, Color(Blue), Default Visibility);
  • }
  • }
  • rule("Start Breach")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, Vector(68.271, 1.206, -74.119)) <= 2;
  • Global.BreachStarted == False;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Press {0} to start breach", Input Binding String(Button(Interact))));
  • }
  • }
  • rule("Start Breach - Interact")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, Vector(68.271, 1.206, -74.119)) <= 2;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Global.BreachStarted == False;
  • }
  • actions
  • {
  • Global.BreachStarted = True;
  • }
  • }
  • rule("Breach")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.BreachStarted == True;
  • }
  • actions
  • {
  • Destroy Effect(Global.BreachEffect);
  • Destroy All In-World Text;
  • Wait(0.250, Ignore Condition);
  • Create Effect(All Players(Team 1), Sphere, Color(Red), Vector(68.271, 1.206, -74.119), 0.500, Visible To Position and Radius);
  • Global.BreachEffect = Last Created Entity;
  • Big Message(All Players(Team 1), Custom String("OBJECTIVE COMPLETE"));
  • Global.Objective = Custom String("SURVIVE UNTIL THE BREACH");
  • Big Message(All Players(Team 1), Custom String("SURVIVE UNTIL THE BREACH"));
  • }
  • }
  • rule("Breach Duration")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.BreachStarted == True;
  • Global.Headtoextractionpoint == False;
  • Global.BreachRound == 9;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Wait(2, Ignore Condition);
  • Destroy Effect(Global.BreachEffect);
  • Wait(0.250, Ignore Condition);
  • Play Effect(All Players(Team 1), Bad Explosion, Color(Red), Vector(68.834, 1.535, -74.123), 5);
  • Play Effect(All Players(Team 1), Explosion Sound, Color(White), Vector(68.834, 1.535, -74.123), 200);
  • Big Message(All Players(Team 1), Custom String("Head to the Extraction point"));
  • Global.Objective = Custom String("Head to the extraction point");
  • Create HUD Text(All Players(Team 1), Custom String("{0}/{1}", Global.NumberOfPlayersAtPoint, Number Of Players(Team 1)), Null,
  • Null, Top, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Global.Objectivetext = Last Text ID;
  • Global.Headtoextractionpoint = True;
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Vector(Empty Array, Empty Array, Empty Array), 5);
  • Apply Impulse(Players Within Radius(Vector(68.271, 1.206, -74.119), 5, Team 1, Off), Direction Towards(Players Within Radius(
  • Vector(68.271, 1.206, -74.119), 5, Team 1, Off), Vector(68.271, 1.206, -74.119)), -10, To World, Cancel Contrary Motion);
  • Wait(0.250, Ignore Condition);
  • Create Effect(All Players(Team 1), Ring, Color(Sky Blue), Vector(68.562, 1.100, -74.271), 1, Visible To Position and Radius);
  • }
  • }
  • rule("Teleport after breach")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, Vector(68.562, 1.100, -74.271)) <= 2;
  • Global.Headtoextractionpoint == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-82.849, 3.450, -100.550));
  • Set Facing(Event Player, Direction Towards(Event Player, Vector(-80.846, 3.299, -100.507)), To World);
  • }
  • }
  • rule("Troopers left side")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.BreachStarted == True;
  • }
  • actions
  • {
  • Wait(5, Ignore Condition);
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(72.668, 1.300, -58.266), Vector(Empty Array, Empty Array, Empty Array));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(72.668, 1.300, -58.266), Vector(Empty Array, Empty Array, Empty Array));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(72.668, 1.300, -58.266), Vector(Empty Array, Empty Array, Empty Array));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(72.668, 1.300, -58.266), Vector(Empty Array, Empty Array, Empty Array));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(72.668, 1.300, -58.266), Vector(Empty Array, Empty Array, Empty Array));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(72.668, 1.300, -58.266), Vector(Empty Array, Empty Array, Empty Array));
  • Global.BreachRound = 1;
  • }
  • }
  • rule("Insta Dead")
  • {
  • event
  • {
  • Player Died;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Destroy Dummy Bot(Team Of(Event Player), Slot Of(Event Player));
  • }
  • }
  • rule("Right Side with enforcer")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Number Of Living Players(Team 2) == 0;
  • Global.BreachRound == 1;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(59.743, 4.628, -82.902), Vector(0, 0, 0));
  • Wait(2, Ignore Condition);
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.417, 4.846, -83.135), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.417, 4.846, -83.135), Vector(0, 0, 0));
  • Global.BreachRound = 2;
  • }
  • }
  • rule("Left side 4")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Number Of Living Players(Team 2) == 0;
  • Global.BreachRound == 2;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(71.935, 1.300, -60.627), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(71.935, 1.300, -60.627), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(71.935, 1.300, -60.627), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(71.935, 1.300, -60.627), Vector(0, 0, 0));
  • Global.BreachRound = 3;
  • }
  • }
  • rule("Right side 4")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Number Of Living Players(Team 2) == 0;
  • Global.BreachRound == 3;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.228, 4.648, -83.023), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.228, 4.648, -83.023), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.228, 4.648, -83.023), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.228, 4.648, -83.023), Vector(0, 0, 0));
  • Global.BreachRound = 4;
  • }
  • }
  • rule("Right side 4 - 2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Number Of Living Players(Team 2) == 0;
  • Global.BreachRound == 4;
  • }
  • actions
  • {
  • Wait(5, Ignore Condition);
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.228, 4.648, -83.023), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.228, 4.648, -83.023), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.228, 4.648, -83.023), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.228, 4.648, -83.023), Vector(0, 0, 0));
  • Global.BreachRound = 5;
  • }
  • }
  • rule("Left side 4 + 1 enforcer")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Number Of Living Players(Team 2) == 0;
  • Global.BreachRound == 5;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(71.656, 1.450, -60.490), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(71.656, 1.450, -60.490), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(71.656, 1.450, -60.490), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(71.656, 1.450, -60.490), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(71.656, 1.450, -60.490), Vector(0, 0, 0));
  • Global.BreachRound = 6;
  • }
  • }
  • rule("Right + left side")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Number Of Living Players(Team 2) == 0;
  • Global.BreachRound == 6;
  • }
  • actions
  • {
  • Wait(5, Ignore Condition);
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.228, 4.648, -83.023), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.228, 4.648, -83.023), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.228, 4.648, -83.023), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(59.228, 4.648, -83.023), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(72.859, 1.450, -59.352), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(72.859, 1.450, -59.352), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(72.859, 1.450, -59.352), Vector(0, 0, 0));
  • Global.BreachRound = 7;
  • }
  • }
  • rule("SmokeBomb (replacement for ziplines)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Number Of Living Players(Team 2) == 0;
  • Global.BreachRound == 7;
  • }
  • actions
  • {
  • Wait(3, Ignore Condition);
  • Create Effect(All Players(All Teams), Cloud, Color(White), Vector(75.625, 1.450, -76.141), 5, Visible To Position and Radius);
  • Global.SmokeBomb = Last Created Entity;
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(75.625, 1.450, -76.141), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(75.625, 1.450, -76.141), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(75.625, 1.450, -76.141), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(75.625, 1.450, -76.141), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(75.625, 1.450, -76.141), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(75.625, 1.450, -76.141), Vector(0, 0, 0));
  • Global.BreachRound = 8;
  • Wait(2, Ignore Condition);
  • Destroy Effect(Global.SmokeBomb);
  • }
  • }
  • rule("Right side 3")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Number Of Living Players(Team 2) == 0;
  • Global.BreachRound == 8;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(60.108, 4.425, -82.356), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(60.108, 4.425, -82.356), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(60.108, 4.425, -82.356), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(60.108, 4.425, -82.356), Vector(0, 0, 0));
  • Global.BreachRound = 9;
  • }
  • }
  • rule("First Area Head to Extraction Point")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Headtoextractionpoint == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(-73.584, 3.450, -110.012), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-73.584, 3.450, -110.012), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-40.827, 3.450, -111.256), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-40.827, 3.450, -111.256), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(-55.479, 3.356, -90.375), Vector(0, 0, 0));
  • Global.SniperIntro = True;
  • }
  • }
  • rule("Sniper Intro")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.SniperIntro == True;
  • Number Of Players(Team 2) == 0;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Set Slow Motion(50);
  • Wait(0.500, Ignore Condition);
  • Set Slow Motion(100);
  • Start Camera(All Players(Team 1), Vector(-39.789, 2.595, -99.865), Eye Position(Global.Sniper), 0);
  • Wait(0.500, Ignore Condition);
  • Create Dummy Bot(Hero(Widowmaker), Team 2, -1, Vector(-36.110, 2.055, -100.098), Vector(0, 0, 0));
  • Global.Sniper = Last Created Entity;
  • Wait(0.250, Ignore Condition);
  • Set Status(Global.Sniper, Null, Phased Out, 9999);
  • Set Facing(Global.Sniper, Direction Towards(Global.Sniper, Vector(-41.629, 2.724, -100.478)), To World);
  • Wait(1, Ignore Condition);
  • Start Holding Button(Global.Sniper, Button(Secondary Fire));
  • Wait(0.250, Ignore Condition);
  • Start Camera(All Players(Team 1), Evaluate Once(Facing Direction Of(Global.Sniper)) + Evaluate Once(Eye Position(Global.Sniper)),
  • Eye Position(Players On Hero(Hero(Widowmaker), Team 2)), 2);
  • Wait(2, Ignore Condition);
  • Start Facing(Global.Sniper, Direction Towards(Global.Sniper, Vector(-36.131, 2.998, -82.805)), 500, To World,
  • Direction and Turn Rate);
  • Wait(0.500, Ignore Condition);
  • Press Button(Global.Sniper, Button(Ability 1));
  • Start Camera(All Players(Team 1), Vector(-39.789, 2.595, -99.865), Eye Position(Global.Sniper), 2);
  • Wait(1, Ignore Condition);
  • Global.IntroOver1 = True;
  • Global.SniperIntro = False;
  • Stop Camera(All Players(Team 1));
  • Clear Status(Global.Sniper, Phased Out);
  • }
  • }
  • rule("Spawn after intro")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.IntroOver1 == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-25.326, 2.205, -100.649), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-25.326, 2.205, -100.649), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(-25.326, 2.205, -100.649), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-37.596, -0.795, -63.943), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(-37.596, -0.795, -63.943), Vector(0, 0, 0));
  • Global.BoatRound = 1;
  • }
  • }
  • rule("Boat Round 1")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.BoatRound == 1;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(-15.489, -0.795, -29.541), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-15.489, -0.795, -29.541), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-15.489, -0.795, -29.541), Vector(0, 0, 0));
  • Wait(3, Ignore Condition);
  • Create Effect(All Players(All Teams), Cloud, Color(White), Vector(-35.721, -0.312, -49.777), 10, Visible To Position and Radius);
  • Global.SmokeBomb = Last Created Entity;
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-35.335, -0.488, -46.887), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-35.335, -0.488, -46.887), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(-35.335, -0.488, -46.887), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-37.038, 0.382, -54.625), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(-37.038, 0.382, -54.625), Vector(0, 0, 0));
  • Wait(2, Ignore Condition);
  • Destroy Effect(Global.SmokeBomb);
  • Global.BoatRound = 2;
  • }
  • }
  • rule("Boat Round 2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.BoatRound == 2;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Widowmaker), Team 2, -1, Vector(-18.687, 17.368, -38.554), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-24.554, 17.432, -39.258), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-24.554, 17.432, -39.258), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(-24.554, 17.432, -39.258), Vector(0, 0, 0));
  • Wait(3, Ignore Condition);
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-33.696, 13.247, -53.151), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(-33.696, 13.247, -53.151), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-23.297, 10.918, -67.053), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(-23.297, 10.918, -67.053), Vector(0, 0, 0));
  • Global.BoatRound = 3;
  • }
  • }
  • rule("Boat Round 3")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.BoatRound == 3;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-7.160, 0.371, -52.316), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-7.160, 0.371, -52.316), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(-7.160, 0.371, -52.316), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(-7.160, 0.371, -52.316), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(-7.160, 0.371, -52.316), Vector(0, 0, 0));
  • Global.BoatRound = 4;
  • }
  • }
  • rule("Middle Area Round 1")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.BoatRound == 4;
  • Distance Between(Vector(-6.841, 1, -48.771), First Of(Sorted Array(All Players(Team 1), Distance Between(Vector(-6.841, 1,
  • -48.771), Current Array Element)))) <= 5;
  • }
  • actions
  • {
  • Wait(1.500, Ignore Condition);
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(0.621, 1.001, -53.219), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(0.426, 7, -54.528), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(0.235, 7, -69.348), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(0.048, 0.205, -70.810), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(3.319, 0.205, -61.948), Vector(0, 0, 0));
  • Global.MiddleAreaRound = 1;
  • Global.BoatRound = 0;
  • }
  • }
  • rule("Middle Area Round 2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 1;
  • Number Of Living Players(Team 2) == 4;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(43.080, 0.861, -68.547), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(43.080, 0.861, -68.547), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(43.080, 0.861, -68.547), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(43.080, 0.861, -68.547), Vector(0, 0, 0));
  • Global.MiddleAreaRound = 2;
  • }
  • }
  • rule("Middle Area Round 3")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 2;
  • Number Of Living Players(Team 2) == 1;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Widowmaker), Team 2, -1, Vector(35.169, 7, -70.244), Vector(0, 0, 0));
  • Wait(3, Ignore Condition);
  • Create Dummy Bot(Hero(Widowmaker), Team 2, -1, Vector(34.692, 7, -77.730), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(24.761, 16.712, -71.221), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(24.761, 16.712, -71.221), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(24.761, 16.712, -71.221), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(24.761, 16.712, -71.221), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(24.761, 16.712, -71.221), Vector(0, 0, 0));
  • Global.MiddleAreaRound = 3;
  • }
  • }
  • rule("Middle Area Round 3")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 3;
  • Number Of Living Players(Team 2) == 5;
  • }
  • actions
  • {
  • Wait(3, Ignore Condition);
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(32.449, 0.205, -62.456), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(32.449, 0.205, -62.456), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(32.449, 0.205, -62.456), Vector(0, 0, 0));
  • Global.MiddleAreaRound = 4;
  • }
  • }
  • rule("Assassin Intro")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 4;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Set Slow Motion(50);
  • Wait(0.500, Ignore Condition);
  • Set Slow Motion(100);
  • Create Dummy Bot(Hero(Genji), Team 2, -1, Vector(-36.110, 2.055, -100.098), Vector(0, 0, 0));
  • Global.Assassin = Last Created Entity;
  • Wait(0.250, Ignore Condition);
  • Start Camera(All Players(Team 1), Vector(57.001, 4.176, -72.333), Eye Position(Global.Assassin), 100);
  • Start Forcing Player Position(Global.Assassin, Vector(51.566, 10.049, -32.705), True);
  • Start Facing(Global.Assassin, Direction Towards(Global.Assassin, Vector(57.001, 4.176, -72.333)), 500, To World,
  • Direction and Turn Rate);
  • Set Status(Global.Assassin, Null, Phased Out, 9999);
  • Wait(1, Ignore Condition);
  • Start Forcing Player Position(Global.Assassin, Vector(46.204, 6.750, -42.253), True);
  • Wait(0.500, Ignore Condition);
  • Start Forcing Player Position(Global.Assassin, Vector(42.555, 12.599, -59.818), True);
  • Wait(0.500, Ignore Condition);
  • Start Forcing Player Position(Global.Assassin, Vector(57.866, 4.115, -72.253), True);
  • Wait(3, Ignore Condition);
  • Global.Assassin.AsssasinPositions = Array(Vector(53.810, 9.508, -32.705), Vector(46.074, 6.904, -42.203), Vector(42.555, 15.410,
  • -60.036), Vector(57.798, 4.157, -72.504), Vector(49.306, 5.614, -74.256), Vector(67.943, 6.073, -63.538));
  • Global.IntroOver2 = True;
  • Global.MiddleAreaRound = 5;
  • Stop Camera(All Players(Team 1));
  • Clear Status(Global.Assassin, Phased Out);
  • }
  • }
  • rule("Middle Area Round 4")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 5;
  • }
  • actions
  • {
  • Wait(2, Ignore Condition);
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(51.854, 10.314, -65.891), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(51.854, 10.314, -65.891), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(51.854, 10.314, -65.891), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(51.854, 10.314, -65.891), Vector(0, 0, 0));
  • Global.MiddleAreaRound = 6;
  • }
  • }
  • rule("Middle Area Round 5")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 6;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(62.180, 0.417, -73.826), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(67.986, -0.562, -35.125), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(47.173, 1.205, -36.155), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(41.868, 0.304, -49.535), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(76.182, 0.205, -42.189), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(42.318, 0.205, -50.972), Vector(0, 0, 0));
  • Global.MiddleAreaRound = 7;
  • }
  • }
  • rule("Middle Area Round 6")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 7;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(97.688, -0.795, -25.295), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(97.688, -0.795, -25.295), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(97.688, -0.795, -25.295), Vector(0, 0, 0));
  • Global.MiddleAreaRound = 8;
  • }
  • }
  • rule("Heavy Assault Intro")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 8;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Set Slow Motion(50);
  • Wait(0.500, Ignore Condition);
  • Set Slow Motion(100);
  • Start Camera(All Players(Team 1), Vector(72.779, 3.458, -22.976), Vector(108.198, 10.196, -20.544), 2);
  • Wait(1, Ignore Condition);
  • Create Dummy Bot(Hero(Wrecking Ball), Team 2, -1, Vector(96.341, 14.772, -20.631), Vector(0, 0, 0));
  • Global.Heavy = Last Created Entity;
  • Wait(0.500, Ignore Condition);
  • Set Facing(Global.Heavy, Direction Towards(Global.Heavy, Closest Player To(Global.Heavy, Opposite Team Of(Team Of(Global.Heavy)))),
  • To World);
  • Press Button(Global.Heavy, Button(Crouch));
  • Set Status(Global.Heavy, Null, Phased Out, 9999);
  • Start Camera(All Players(Team 1), Vector(77.628, -0.145, -23.085), Vector(108.012, 5.646, -20.709), 2);
  • Wait Until(Is On Ground(Global.Heavy) == True, 99999);
  • Wait(1, Ignore Condition);
  • Press Button(Global.Heavy, Button(Ability 1));
  • Start Camera(All Players(Team 1), Vector(93.903, -0.392, -18.243), Eye Position(Global.Heavy), 0);
  • Wait(3, Ignore Condition);
  • Global.IntroOver3 = True;
  • Global.MiddleAreaRound = 9;
  • Stop Camera(All Players(Team 1));
  • Clear Status(Global.Heavy, Phased Out);
  • }
  • }
  • rule("Middle Area Round 7")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 9;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(96.477, -0.795, -17.094), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(96.477, -0.795, -17.094), Vector(0, 0, 0));
  • Global.MiddleAreaRound = 10;
  • }
  • }
  • disabled rule("Heavy Assault Random Spawns")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Alive(Players On Hero(Hero(Wrecking Ball), Team 2)) == True;
  • Global.IntroOver3 == True;
  • }
  • actions
  • {
  • Global.RandomSpawns = Array(Vector(38.102, 6.205, -79.015), Vector(77.925, -0.795, -31.937), Vector(53.854, 0.361, -30.707),
  • Vector(62.921, 0.205, -72.901), Vector(39.375, 0.205, -56.880));
  • While(True);
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.RandomSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.RandomSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.RandomSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Wait(10, Abort When False);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Middle Area Round 8")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 10;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(112.194, -0.795, -20.375), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(112.194, -0.795, -20.375), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(112.194, -0.795, -20.375), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(112.194, -0.795, -20.375), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(112.194, -0.795, -20.375), Vector(0, 0, 0));
  • Global.MiddleAreaRound = 11;
  • }
  • }
  • rule("Middle Area Round 9")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 11;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(112.194, -0.795, -20.375), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(112.194, -0.795, -20.375), Vector(0, 0, 0));
  • Global.MiddleAreaRound = 12;
  • }
  • }
  • rule("Middle Area Round 10")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 12;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(142.545, -0.785, -13.980), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(144.276, -0.785, -29.239), Vector(0, 0, 0));
  • Global.MiddleAreaRound = 13;
  • }
  • }
  • rule("Middle Area Round 11")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 13;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(143.660, 25.874, -22.028), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(143.660, 25.874, -22.028), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(143.660, 25.874, -22.028), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(143.660, 25.874, -22.028), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(162.143, -0.785, -20.508), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(162.143, -0.785, -20.508), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(162.143, -0.785, -20.508), Vector(0, 0, 0));
  • Wait(3, Ignore Condition);
  • Create Dummy Bot(Hero(Genji), Team 2, -1, Vector(148.999, 10.695, -33.285), Vector(0, 0, 0));
  • Global.Assassin = Last Created Entity;
  • Wait(0.250, Ignore Condition);
  • Global.Assassin.AsssasinPositions = Array(Vector(148.999, 10.695, -33.285), Vector(132.111, 12.653, -21.307), Vector(148.289,
  • 13.067, -9.726), Vector(156.048, 13.793, -21.275));
  • Global.MiddleAreaRound = 14;
  • }
  • }
  • rule("Move to next Area")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.MiddleAreaRound == 14;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("Objective Complete"));
  • Destroy HUD Text(Global.Objectivetext);
  • Wait(2, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "BlackWatch pilot: Turns out the extraction area has been blocked off by Talon..."));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "BlackWatch pilot: We need to meet somewhere else, I've put where the new extraction area is on your HUD"));
  • Wait(3, Ignore Condition);
  • Big Message(All Players(All Teams), Custom String("Get to the new extraction area"));
  • Global.Objective = Custom String("Get to the new extraction area");
  • Create HUD Text(All Players(Team 1), Custom String("{0}/{1}", Global.NumberOfPlayersAtPoint, Number Of Players(Team 1)), Null,
  • Null, Top, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Global.Objectivetext = Last Text ID;
  • Global.MiddleAreaRound = 15;
  • Create In-World Text(All Players(All Teams), Custom String(" {0}\r\nGET TO THE NEW EXTRACTION AREA",
  • Ability Icon String(Hero(Pharah), Button(Ability 2))), Vector(58.650, 1.327, -55.664), 1.500, Do Not Clip,
  • Visible To Position and String, Color(Blue), Default Visibility);
  • Global.NextAreaText = Last Text ID;
  • }
  • }
  • rule("Number of Players at extract point")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, Vector(58.650, 1.327, -55.664)) <= 20;
  • Global.MiddleAreaRound == 15;
  • }
  • actions
  • {
  • Global.NumberOfPlayersAtPoint += 1;
  • }
  • }
  • rule("Number of Players at extract point")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.NumberOfPlayersAtPoint >= Number Of Players(Team 1);
  • Global.MiddleAreaRound == 15;
  • }
  • actions
  • {
  • Destroy HUD Text(Global.Objectivetext);
  • Destroy In-World Text(Global.NextAreaText);
  • Global.Objective = Custom String("SURVIVE UNTIL EXTRACTION");
  • Big Message(All Players(Team 1), Custom String("OBJECTIVE COMPLETE"));
  • Big Message(All Players(Team 1), Custom String("SURVIVE UNTIL EXTRACTION"));
  • Global.Survive = True;
  • Global.MiddleAreaRound = 16;
  • Global.SetSpawns = Array(Vector(41.282, 1.255, -35.154), Vector(38.780, 0.205, -56.192), Vector(37.935, 0.205, -79.053), Vector(
  • 61.398, 0.205, -67.357), Vector(48.024, 5.195, -85.190), Vector(54.401, -0.795, -91.664), Vector(61.607, -0.795, -32.560),
  • Vector(75.343, 0.205, -43.057), Vector(77.197, 0.055, -49.857));
  • Wait(0.250, Ignore Condition);
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(All Players(
  • Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • }
  • }
  • rule("Survive Positions")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Genji;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Global.Survive == True;
  • }
  • actions
  • {
  • Event Player.AsssasinPositions = Array(Vector(53.810, 9.508, -32.705), Vector(46.074, 6.904, -42.203), Vector(42.555, 15.410,
  • -60.036), Vector(57.798, 4.157, -72.504), Vector(49.306, 5.614, -74.256), Vector(67.943, 6.073, -63.538));
  • }
  • }
  • rule("Extract round 1")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Survive == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(58.668, 18.309, -52.006), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(58.668, 18.309, -52.006), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(58.668, 18.309, -52.006), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(58.668, 18.309, -52.006), Vector(0, 0, 0));
  • Global.Extractround = 1;
  • }
  • }
  • rule("Extract round 2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Extractround == 1;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(All Players(
  • Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(All Players(
  • Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Global.Extractround = 2;
  • }
  • }
  • rule("Extract round 3")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Extractround == 2;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Wait(1, Ignore Condition);
  • Create Dummy Bot(Hero(Widowmaker), Team 2, -1, Vector(43.732, 6.205, -54.772), Vector(0, 0, 0));
  • Global.Extractround = 3;
  • }
  • }
  • rule("Random Survive Spawns")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Extractround >= 3;
  • Global.Survive == True;
  • Global.Extractround < 8;
  • }
  • actions
  • {
  • Global.SpawnEnforcer = Random Integer(0, 1);
  • Wait(0.250, Ignore Condition);
  • Abort If(Global.Extractround == 8);
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Skip If(Global.SpawnEnforcer == 0, 1);
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(All Players(
  • Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Wait(Random Integer(20, 30), Ignore Condition);
  • Loop If(Global.Survive == True);
  • }
  • }
  • rule("Extract round 4")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Extractround == 3;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Genji), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(All Players(
  • Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Global.Extractround = 4;
  • }
  • }
  • rule("Extract round 5")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Extractround == 4;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Widowmaker), Team 2, -1, Vector(43.732, 6.205, -54.772), Vector(0, 0, 0));
  • Wait(3, Ignore Condition);
  • Create Dummy Bot(Hero(Widowmaker), Team 2, -1, Vector(64.108, 5.205, -40.218), Vector(0, 0, 0));
  • Wait(5, Ignore Condition);
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(38.467, 0.205, -55.190), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(38.467, 0.205, -55.190), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(38.467, 0.205, -55.190), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(38.467, 0.205, -55.190), Vector(0, 0, 0));
  • Global.Extractround = 5;
  • }
  • }
  • rule("Extract round 6")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Extractround == 5;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(53.787, 19.029, -63.892), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Vector(53.787, 19.029, -63.892), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Vector(53.787, 19.029, -63.892), Vector(0, 0, 0));
  • Global.Extractround = 6;
  • }
  • }
  • rule("Extract round 7")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Extractround == 6;
  • Number Of Living Players(Team 2) == 0;
  • }
  • actions
  • {
  • Wait(5, Ignore Condition);
  • Create Dummy Bot(Hero(Wrecking Ball), Team 2, -1, Vector(56.458, 18.080, -64.037), Vector(0, 0, 0));
  • If(Global.Expert == True);
  • Wait(30, Ignore Condition);
  • Create Dummy Bot(Hero(Wrecking Ball), Team 2, -1, Vector(57.130, 18.080, -47.729), Vector(0, 0, 0));
  • Else If(Global.Legendary == True);
  • Wait(30, Ignore Condition);
  • Create Dummy Bot(Hero(Wrecking Ball), Team 2, -1, Vector(57.130, 18.080, -47.729), Vector(0, 0, 0));
  • End;
  • Global.Extractround = 7;
  • }
  • }
  • rule("Extract round 8")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Extractround == 7;
  • Number Of Heroes(Hero(Wrecking Ball), Team 2) == 0;
  • Number Of Heroes(Hero(Reinhardt), Team 2) == 0;
  • }
  • actions
  • {
  • Wait(5, Ignore Condition);
  • Big Message(All Players(Team 1), Custom String("OBJECTIVE COMPLETE"));
  • Big Message(All Players(Team 1), Custom String("PORTAL OPENING"));
  • Global.Objective = Custom String("PORTAL OPENING");
  • Global.Extractround = 8;
  • Wait(3, Ignore Condition);
  • Big Message(All Players(Team 1), Custom String("GET IN THE PORTAL"));
  • Global.Objective = Custom String("GET IN THE PORTAL");
  • Create HUD Text(All Players(Team 1), Custom String("{0}/{1}", Global.NumberOfPlayersinPortal, Number Of Living Players(Team 1)),
  • Null, Null, Top, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Global.Objectivetext = Last Text ID;
  • Create Effect(All Players(Team 1), Good Aura, Color(Blue), Vector(34.106, 2.917, -31.280), 3, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String(" {0}\r\nGet in the portal", Ability Icon String(Hero(Pharah),
  • Button(Ability 2))), Vector(34.106, 2.917, -31.280), 1, Do Not Clip, Visible To Position and String, Color(Blue),
  • Default Visibility);
  • Wait(1, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Blackwatch pilot: Get in the portal, it should teleport you to my ship"));
  • }
  • }
  • rule("RANDOM SPAWNS FOR ENDING")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Extractround == 8;
  • }
  • actions
  • {
  • Wait(15, Ignore Condition);
  • While(True);
  • Global.SpawnEnforcer = Random Integer(0, 1);
  • Wait(0.250, Ignore Condition);
  • Create Dummy Bot(Hero(Wrecking Ball), Team 2, -1, Random Value In Array(Array(Vector(56.458, 18.080, -64.037), Vector(57.130,
  • 18.080, -47.729))), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Baptiste), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(
  • All Players(Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Skip If(Global.SpawnEnforcer == 0, 1);
  • Create Dummy Bot(Hero(Reaper), Team 2, -1, Random Value In Array(Filtered Array(Global.SetSpawns, Is In Line of Sight(All Players(
  • Team 1), Current Array Element, Barriers Do Not Block LOS) == False)), Vector(0, 0, 0));
  • Wait(Random Integer(20, 30), Ignore Condition);
  • Loop If(Global.Extractround == 8);
  • }
  • }
  • rule("Teleport")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.Extractround == 8;
  • Distance Between(Event Player, Vector(34.106, 2.917, -31.280)) <= 3;
  • }
  • actions
  • {
  • Event Player.Invis = True;
  • Small Message(Event Player, Custom String("wait for others to enter the portal"));
  • Play Effect(All Players(Team 1), Buff Impact Sound, Color(White), Event Player, 200);
  • Start Camera(Event Player, Vector(31.415, 5.659, -36.207), Vector(34.106, 2.917, -31.280), 0);
  • Global.NumberOfPlayersinPortal += 1;
  • Start Forcing Player Position(Event Player, Vector(29.874, 12.507, -13.366), True);
  • Set Status(Event Player, Null, Phased Out, 9999);
  • Set Invisible(Event Player, All);
  • }
  • }
  • rule("Win")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.NumberOfPlayersinPortal >= Number Of Living Players(Team 1);
  • Global.Extractround == 8;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Good Explosion, Color(Blue), Vector(0, 0, 0), 3);
  • Wait(0.250, Ignore Condition);
  • Destroy All Effects;
  • Wait(1, Ignore Condition);
  • Declare Team Victory(Team 1);
  • }
  • }
  • rule("Defeat")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Number Of Living Players(Team 1) == 0;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Declare Team Victory(Team 2);
  • }
  • }
  • rule("damage = heal")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Workshop Setting Toggle(Custom String("Settings"), Custom String("Damage Dealt Heals You"), False, 0) == True;
  • }
  • actions
  • {
  • Heal(Event Player, Null, Event Damage);
  • }
  • }
  • rule("Challenge Missions")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.SurgicalStrike = Workshop Setting Toggle(Custom String("Challenge Missions"), Custom String("Surgical Strike"), False, 0);
  • Global.CloseQuarters = Workshop Setting Toggle(Custom String("Challenge Missions"), Custom String("Close Quarters"), False, 0);
  • Global.SympathyGains = Workshop Setting Toggle(Custom String("Challenge Missions"), Custom String("Sympathy Gains"), False, 0);
  • }
  • }
  • rule("Surgical Strike")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.SurgicalStrike == True;
  • }
  • actions
  • {
  • Set Player Allowed Heroes(Event Player, Array(Hero(D.Va), Hero(Orisa), Hero(Roadhog), Hero(Wrecking Ball), Hero(Ashe), Hero(Echo),
  • Hero(Genji), Hero(Hanzo), Hero(McCree), Hero(Mei), Hero(Reaper), Hero(Soldier: 76), Hero(Sombra), Hero(Torbjörn), Hero(Tracer),
  • Hero(Widowmaker), Hero(Baptiste), Hero(Lúcio), Hero(Mercy), Hero(Zenyatta)));
  • }
  • }
  • rule("Surgical Strike")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.SurgicalStrike == True;
  • }
  • actions
  • {
  • Global.Normal = False;
  • Global.Expert = True;
  • Global.Legendary = False;
  • Global.Hard = False;
  • Global.Allheroes = False;
  • }
  • }
  • rule("Surgical Strike")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.SurgicalStrike == True;
  • Distance Between(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player)
  • * 100, All Players(Team 2), Event Player, False), Eye Position(Player Closest To Reticle(Event Player, Opposite Team Of(
  • Team Of(Event Player))))) > 0.340;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 0);
  • }
  • }
  • rule("Surgical Strike")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.SurgicalStrike == True;
  • Distance Between(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player)
  • * 100, All Players(Team 2), Event Player, False), Eye Position(Player Closest To Reticle(Event Player, Opposite Team Of(
  • Team Of(Event Player))))) <= 0.340;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 100);
  • }
  • }
  • rule("Close Quaters")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.CloseQuarters == True;
  • }
  • actions
  • {
  • Global.Normal = False;
  • Global.Expert = True;
  • Global.Legendary = False;
  • Global.Hard = False;
  • Global.Allheroes = True;
  • }
  • }
  • rule("Close Quaters")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, Closest Player To(Event Player, Team 1)) <= 3;
  • Global.CloseQuarters == True;
  • }
  • actions
  • {
  • Wait(0.250, Abort When False);
  • Clear Status(Event Player, Invincible);
  • }
  • }
  • rule("Close Quaters")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Event Player, Closest Player To(Event Player, Team 1)) > 3;
  • Global.CloseQuarters == True;
  • }
  • actions
  • {
  • Wait(0.250, Abort When False);
  • Set Status(Event Player, Null, Invincible, 9999);
  • }
  • }
  • rule("Reaper Gets Ignored")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Reaper;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.Invis = True;
  • }
  • }
  • rule("Reaper Gets Ignored")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Reaper;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == False;
  • }
  • actions
  • {
  • Event Player.Invis = False;
  • }
  • }
  • rule("Widow Hook")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Distance Between(Event Player, First Of(Sorted Array(All Living Players(Opposite Team Of(Team Of(Event Player))), Distance Between(
  • Event Player, Current Array Element)))) <= 5;
  • Global.IntroOver1 == True;
  • }
  • actions
  • {
  • Wait(5, Ignore Condition);
  • Start Facing(Event Player, Direction Towards(Event Player, Evaluate Once(Vector(Random Integer(-500, 500), 13, Random Integer(-500,
  • 500)))), 500, To World, Direction and Turn Rate);
  • Wait(0.500, Ignore Condition);
  • Press Button(Event Player, Button(Ability 1));
  • Wait(1, Ignore Condition);
  • Skip If(Count Of(Filtered Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS)))
  • <= 0, 1);
  • Start Facing(Event Player, Direction Towards(Event Player, Eye Position(First Of(Sorted Array(Filtered Array(Filtered Array(
  • All Living Players(Opposite Team Of(Team Of(Event Player))), Current Array Element.Invis == False), Is In Line of Sight(
  • Event Player, Current Array Element, Barriers Do Not Block LOS)), Distance Between(Event Player, Current Array Element))))
  • + Down + Down), 200, To World, Direction and Turn Rate);
  • }
  • }
  • rule("Spawn")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • Global.Headtoextractionpoint == False;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(77.173, 0.205, -78.218));
  • }
  • }
  • rule("Trooper Melee")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Distance Between(Event Player, First Of(Sorted Array(Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))),
  • Current Array Element.Invis == False), Distance Between(Event Player, Current Array Element)))) <= 3;
  • Count Of(Filtered Array(All Players(Opposite Team Of(Team Of(Event Player))), Current Array Element.Invis == False)) > 0;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Melee));
  • }
  • }
  • rule("Stagger")
  • {
  • event
  • {
  • Player Took Damage;
  • Team 2;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Damage >= Max Health(Event Player) / 2;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Stunned, 1.500);
  • }
  • }
  • rule("Cancel Revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Mercy;
  • }
  • conditions
  • {
  • Closest Player To(Event Player, Team Of(Event Player)).CanBeRevived == False;
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Cancel Primary Action(Event Player);
  • }
  • }
  • rule("Heavy Assault Stop Throttle when Charging")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Reinhardt;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Stop Throttle In Direction(Event Player);
  • }
  • }
  • rule("Heavy Assault Stop Charging when edge")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Is Using Ability 1(Event Player) == True;
  • Hero Of(Event Player) == Hero(Reinhardt);
  • Event Player.Charging == True;
  • Distance Between(Position Of(Event Player), Ray Cast Hit Position(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 3, Null, Event Player, False), Down * 100, Null, Event Player, False)) > 5;
  • }
  • actions
  • {
  • Event Player.PreviousHP = Health(Event Player);
  • Event Player.Charging = False;
  • Event Player.Charge = False;
  • Wait(0.250, Ignore Condition);
  • Start Forcing Player To Be Hero(Event Player, Hero(Wrecking Ball));
  • Wait(0.250, Ignore Condition);
  • Set Player Health(Event Player, Event Player.PreviousHP);
  • Set Status(Event Player, Null, Stunned, 3);
  • }
  • }
  • rule("Stagger - Sniper")
  • {
  • event
  • {
  • Player Took Damage;
  • Team 2;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Event Damage >= Max Health(Event Player) / 2;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Stunned, 1.500);
  • }
  • }
  • rule("Sympathy Gains")
  • {
  • event
  • {
  • Player Took Damage;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Global.SympathyGains == True;
  • }
  • actions
  • {
  • Heal(Filtered Array(All Players(Team Of(Event Player)), Current Array Element != Event Player), Event Player, Event Damage);
  • Create Effect(Filtered Array(All Players(Team Of(Event Player)), Current Array Element != Event Player), Heal Target Effect, Color(
  • Team 2), Event Player, 1, Visible To Position and Radius);
  • Event Player.HealEffect = Last Created Entity;
  • Wait Until(Health(Event Player) == Max Health(Event Player), 99999);
  • Destroy Effect(Last Created Entity);
  • }
  • }
  • rule("Sympathy Gains")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.SympathyGains == True;
  • }
  • actions
  • {
  • Global.Allheroes = True;
  • Global.Normal = False;
  • Global.Hard = False;
  • Global.Expert = True;
  • Global.Legendary = False;
  • }
  • }
Join the Workshop.codes Discord