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- settings
- {
- main
- {
Description: "Tryhard FFA 2.2.1 workshop.codes/D9977 Add me to find the lobby easier"
- Description: "Code: D977 discord.gg/qtuEPEwfuh Add serverhogger#2572 to highlight the lobby"
- Mode Name: "Tryhard FFA 2.2.8"
- }
- lobby
- {
- Allow Players Who Are In Queue: Yes
- Match Voice Chat: Enabled
Max Spectators: 6
- Max Spectators: 4
- Return To Lobby: Never
- }
- modes
- {
- Deathmatch
- {
- enabled maps
- {
- Château Guillard
- }
- }
- General
- {
- Game Mode Start: Immediately
Respawn Time Scalar: 59%
- Score To Win: 50
- }
- }
- heroes
- {
- General
- {
- Ashe
- {
- Dynamite: Off
- Ultimate Ability B.O.B.: Off
- }
- Baptiste
- {
- Immortality Field: Off
- }
Brigitte
- Doomfist
- {
Healing Dealt: 10%
Ultimate Ability Rally: Off
- Ultimate Ability Meteor Strike: Off
- }
- Echo
- {
- Ultimate Ability Duplicate: Off
- }
- Hanzo
- {
- Ultimate Ability Dragonstrike: Off
- }
- McCree
- {
- Secondary Fire: Off
- Ultimate Ability Deadeye: Off
- }
- Mei
- {
- Ice Wall: Off
Primary Fire: Off
- Ultimate Ability Blizzard: Off
- Weapon Freeze Rate Scalar: 0%
- }
- Pharah
- {
- Ultimate Ability Barrage: Off
- }
- Reaper
- {
- Ultimate Ability Death Blossom: Off
- }
- Soldier: 76
- {
Healing Dealt: 75%
- Ultimate Ability Tactical Visor: Off
- }
Sombra
{
Hack: Off
Ultimate Ability EMP: Off
}
- Torbjörn
- {
- Deploy Turret: Off
- Ultimate Ability Molten Core: Off
- }
- Widowmaker
- {
- Venom Mine: Off
- }
- disabled heroes
- {
- Bastion
- Brigitte
- D.Va
- Junkrat
- Mercy
- Moira
- Orisa
- Reinhardt
- Roadhog
- Sigma
- Sombra
- Symmetra
- Winston
- Wrecking Ball
- Zarya
- }
- }
- }
- }
- variables
- {
- player:
0: destroy_hudtext_stats
1: goo_used
2: goo_hit
3: flash_used
4: flash_hit
5: threw_flash
6: helix_used
7: helix_hit
8: threw_helix
9: hammer_kill
10: pulse_hit
11: threw_pulse
12: sleep_used
13: sleep_hit
}
rule("Ban this player: \"lilwyte\" reason hard locking in ffa lol")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Custom String("{0}", Event Player) == Custom String("lilwyte");
}
actions
{
Big Message(Event Player, Custom String("get out"));
Wait(2, Ignore Condition);
Remove Player(Event Player);
}
}
rule("Kick afk players")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Button(Primary Fire)) != True;
Is Button Held(Event Player, Button(Secondary Fire)) != True;
}
actions
{
Wait(150, Abort When False);
Remove Player(Event Player);
}
}
rule("Restart game after potg")
{
event
{
Ongoing - Global;
}
conditions
{
Is Game In Progress == False;
}
actions
{
Wait(21, Abort When False);
Restart Match;
}
}
rule("skip assembling heroes")
{
event
{
Ongoing - Global;
}
conditions
{
Is Assembling Heroes == True;
}
actions
{
Disable Inspector Recording;
Set Match Time(0);
}
- 0: goo_used
- 1: goo_hit
- 2: flash_used
- 3: flash_hit
- 4: threw_flash
- 5: helix_used
- 6: helix_hit
- 7: threw_helix
- 8: hammer_kill
- 9: pulse_hit
- 10: threw_pulse
- 11: sleep_used
- 12: sleep_hit
- 13: suicides
- 14: solodeaths
- 15: attackers
- 16: is_afk
- 17: disable_heal_on_kill
- 18: enable_headshot_only
- 19: settings
- 20: hudtext_hok
- 21: hudtext_hs_only
- 22: hudtext_stats
- }
- rule("init")
- {
- event
- {
- Ongoing - Global;
- }
conditions
{
Is Game In Progress == True;
}
- actions
- {
Pause Match Time;
Set Match Time(0.001);
- Disable Inspector Recording;
- Set Match Time(5);
- Wait Until(Is Game In Progress == True, 99999);
- Set Match Time(1800);
- Disable Built-In Game Mode Announcer;
Enable Death Spectate Target HUD(All Players(All Teams));
Create HUD Text(All Players(All Teams), Null, Custom String("{0}60hp everyone else 80hp", Hero Icon String(Hero(Tracer)),
Hero Icon String(Hero(Widowmaker))), Null, Left, 0, Color(White), Color(Green), Color(White), Visible To and String,
Visible Always);
Create HUD Text(Empty Array, Null, Custom String(
"Esc -> Show lobby to check if you are in queue to play\r\nLoad: {0}\r\nAvg: {1}\r\nPeak: {2}", Server Load,
Server Load Average, Server Load Peak), Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String,
Visible Always);
- Create Effect(All Players(All Teams), Ring, Color(Green), Vector(176.960, 0, 51.520), 1, Visible To Position and Radius);
- Create HUD Text(All Players(All Teams), Null, Null, Custom String("discord.gg/qtuEPEwfuh\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n "),
- Top, 1, Null, Null, Color(Black), Visible To and String, Visible Always);
- Create HUD Text(Filtered Array(Local Player, Local Player.is_afk == True), Custom String("afk mode on"), Null, Null, Top, 2, Color(
- Yellow), Null, Null, Visible To and String, Visible Never);
- Create HUD Text(Filtered Array(Local Player, Local Player.is_afk == True), Null, Null, Custom String("move to resume"), Top, 3,
- Null, Null, Color(White), Visible To and String, Visible Never);
- Create HUD Text(All Players(All Teams), Null, Custom String(
" \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n discord.gg/qtuEPEwfuh"),
Null, Left, 3, Null, Color(Aqua), Null, Visible To and String, Visible Always);
- "host: {0} afk players: {1}\r\n\r\n\r\nhold {2} to cycle through settings", Host Player, Count Of(Filtered Array(All Players(
- All Teams), Current Array Element.is_afk)), Input Binding String(Button(Interact))), Null, Left, 0, Null, Color(White), Null,
- Visible To and String, Visible Always);
- }
- }
rule("create hud")
- rule("joined")
- {
- event
- {
Ongoing - Each Player;
- Player Joined Match;
- All;
- All;
- }
- actions
- {
Create HUD Text(Event Player, Null, Custom String(" \r\n \r\n \r\n{0}\r\n{1}\r\n{2}", Custom String("KDR: {0}\r\n{1}\r\n{2}",
Player Stat(Event Player, Deaths) == 0 ? Player Stat(Event Player, Final Blows) + Player Stat(Event Player,
- If(Array Contains(Array(Custom String("LostEmber"), Custom String("ǺȐMǺȈM0ŴȐȈŜŦ"), Custom String("Juliet"), Custom String(
- "GetQuakedOn")), Custom String("{0}", Event Player)));
- Remove Player(Event Player);
- End;
- Create HUD Text(Event Player, Null, Event Player.disable_heal_on_kill != True ? (Hero Of(Event Player) == Hero(Tracer)
- ? Custom String("Heal on kill: 60 hp") : Custom String("Heal on kill: 80 hp")) : Custom String("Heal on kill: disabled"), Null,
- Left, 1, Null, Event Player.disable_heal_on_kill != True ? Color(Green) : Color(Orange), Null, Visible To String and Color,
- Visible Never);
- Event Player.hudtext_hok = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.enable_headshot_only != True ? Custom String("you can hit bodyshots")
- : Custom String("you have to hit headshots"), Null, Left, 2, Null, Event Player.enable_headshot_only != True ? Color(Sky Blue)
- : Color(Red), Null, Visible To String and Color, Visible Never);
- Event Player.hudtext_hs_only = Last Text ID;
- Create HUD Text(Event Player, Null, Custom String("{0}\r\n{1}\r\n{2}", Custom String("kdr: {0} solok: {1} solod: {2}",
- Player Stat(Event Player, Deaths) <= 0 ? Player Stat(Event Player, Final Blows) + Player Stat(Event Player,
- Environmental Kills) : (Player Stat(Event Player, Final Blows) + Player Stat(Event Player, Environmental Kills)) / Player Stat(
Event Player, Deaths), Hero Of(Event Player) != Hero(Ashe) && Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(
Event Player) != Hero(Ana) ? Custom String("Weapon acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(
Event Player), Weapon Accuracy) * 100, To Nearest)) : Custom String("Hipfire acc: {0}%", Round To Integer((Player Hero Stat(
Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Hits)) / (
Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired) - Player Hero Stat(Event Player, Hero Of(Event Player),
Scoped Shots)) * 100, To Nearest)), Hero Of(Event Player) != Hero(Reinhardt) && Hero Of(Event Player) != Hero(Sigma)
&& Hero Of(Event Player) != Hero(Winston) && Hero Of(Event Player) != Hero(Zarya) && Hero Of(Event Player) != Hero(Ashe)
&& Hero Of(Event Player) != Hero(Junkrat) && Hero Of(Event Player) != Hero(Pharah) && Hero Of(Event Player) != Hero(Symmetra)
&& Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(Event Player) != Hero(Ana) && Hero Of(Event Player) != Hero(Brigitte)
&& Hero Of(Event Player) != Hero(Moira) ? Custom String("Critical hit acc: {0}%", Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Pharah)
? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) : (
Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker) || Hero Of(Event Player) == Hero(Ana)
? Custom String("Scoped acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Accuracy)
* 100, To Nearest)) : Empty Array))), Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker)
? Custom String("Scoped critical hit acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player),
Scoped Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Doomfist) || Hero Of(Event Player) == Hero(
Lúcio) ? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills))
: (Hero Of(Event Player) == Hero(Echo) ? Custom String("Sticky direct hit acc: {0}%", Round To Integer(
Event Player.goo_hit / Event Player.goo_used * 100, To Nearest)) : (Hero Of(Event Player) == Hero(McCree) ? Custom String(
"Flashbang hits: {0}/{1}", Event Player.flash_hit, Event Player.flash_used) : (Hero Of(Event Player) == Hero(Soldier: 76)
? Custom String("Helixrocket hits: {0}/{1}", Event Player.helix_hit, Event Player.helix_used) : (Hero Of(Event Player) == Hero(
Torbjörn) ? Custom String("Hammer kills: {0}", Event Player.hammer_kill) : (Hero Of(Event Player) == Hero(Tracer)
? Custom String("Pulsebombs attached: {0}/{1}", Event Player.pulse_hit, Player Hero Stat(Event Player, Hero Of(Event Player),
Ultimates Used)) : (Hero Of(Event Player) == Hero(Ana) ? Custom String("Sleepdart hits: {0}/{1}", Event Player.sleep_hit,
Event Player.sleep_used) : Empty Array))))))), Empty Array), Null, Left, 1, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.destroy_hudtext_stats = Last Text ID;
- Event Player, Deaths), Player Stat(Event Player, Solo Kills), Event Player.solodeaths), Custom String("{0}\r\n{1}\r\n{2}",
- Array Contains(Array(Hero(Reinhardt), Hero(Sigma), Hero(Winston), Hero(Brigitte), Hero(Moira)), Hero Of(Event Player))
- ? Empty Array : (Array Contains(Array(Hero(Zarya), Hero(Symmetra)), Hero Of(Event Player)) ? Custom String(
- "secondary acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Weapon Accuracy) * 100,
- To Nearest)) : (Array Contains(Array(Hero(Ashe), Hero(Widowmaker), Hero(Ana)), Hero Of(Event Player)) ? Custom String(
- "hipfire acc: {0}%", Round To Integer((Player Hero Stat(Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(
- Event Player, Hero Of(Event Player), Scoped Hits)) / (Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired)
- - Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Shots)) * 100, To Nearest)) : Custom String("weapon acc: {0}%",
- Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)))), Array Contains(
- Array(Hero(Orisa), Hero(Reinhardt), Hero(Sigma), Hero(Winston), Hero(Wrecking Ball), Hero(Zarya), Hero(Junkrat), Hero(
- Symmetra), Hero(Brigitte), Hero(Moira)), Hero Of(Event Player)) ? Empty Array : (Array Contains(Array(Hero(Ashe), Hero(
- Widowmaker), Hero(Ana)), Hero Of(Event Player)) ? Custom String("scoped acc: {0}%", Round To Integer(Player Hero Stat(
- Event Player, Hero Of(Event Player), Scoped Accuracy) * 100, To Nearest)) : (Hero(Pharah) == Hero Of(Event Player)
- ? Custom String("environmental kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills))
- : Custom String("critical hit acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player),
- Critical Hit Accuracy) * 100, To Nearest)))), Array Contains(Array(Hero(Ashe), Hero(Widowmaker)), Hero Of(Event Player))
- ? Custom String("scoped crit acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player),
- Scoped Critical Hit Accuracy) * 100, To Nearest)) : (Array Contains(Array(Hero(Doomfist), Hero(Lúcio)), Hero Of(Event Player))
- ? Custom String("environmental kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) : (
- Hero(Echo) == Hero Of(Event Player) ? Custom String("sticky direct hit acc: {0}%", Round To Integer(
- Event Player.goo_hit / Event Player.goo_used * 100, To Nearest)) : (Hero(McCree) == Hero Of(Event Player) ? Custom String(
- "flashbang hits: {0}/{1}", Event Player.flash_hit, Event Player.flash_used) : (Hero(Soldier: 76) == Hero Of(Event Player)
- ? Custom String("helixrocket hits: {0}/{1}", Event Player.helix_hit, Event Player.helix_used) : (Hero(Torbjörn) == Hero Of(
- Event Player) ? Custom String("hammer kills: {0}", Event Player.hammer_kill) : (Hero(Tracer) == Hero Of(Event Player)
- ? Custom String("pulsebombs attached: {0}/{1}", Event Player.pulse_hit, Player Hero Stat(Event Player, Hero Of(Event Player),
- Ultimates Used)) : (Hero(Ana) == Hero Of(Event Player) ? Custom String("sleepdart hits: {0}/{1}", Event Player.sleep_hit,
- Event Player.sleep_used) : Empty Array)))))))), Custom String("{0}\r\n{1}\r\n{2}", Empty Array, Empty Array, Empty Array)),
- Null, Left, 3, Null, Color(White), Null, Visible To and String, Visible Never);
- Event Player.hudtext_stats = Last Text ID;
- }
- }
rule("destroy hud")
- rule("left")
- {
- event
- {
- Player Left Match;
- All;
- All;
- }
- actions
- {
Destroy HUD Text(Event Player.destroy_hudtext_stats);
- Destroy HUD Text(Event Player.hudtext_hok);
- Destroy HUD Text(Event Player.hudtext_hs_only);
- Destroy HUD Text(Event Player.hudtext_stats);
- }
- }
rule("heal on kill")
- rule("died")
- {
- event
- {
Player Dealt Final Blow;
- Player Died;
- All;
- All;
- }
- actions
- {
Set Player Health(Event Player, Max Health(Event Player) < 175 ? Health(Event Player) + Max Health(Event Player)
/ 100 * 40 : Health(Event Player) + 80);
- If(Hero(Tracer) == Hero Of(Event Player));
- Set Ability Charge(Event Player, Button(Ability 1), 3);
- End;
- If(Victim == Attacker);
- Event Player.suicides += 1;
- If(Event Player.suicides >= 5);
- Big Message(Event Player, Custom String("why are you killing yourself?"));
- Wait(3, Ignore Condition);
- Remove Player(Event Player);
- End;
- Else If(Victim != Attacker && Count Of(Event Player.attackers) == 1);
- Event Player.solodeaths += 1;
- }
- }
rule("reset cooldowns on respawn")
- rule("last hit")
- {
- event
- {
Ongoing - Each Player;
- Player Dealt Final Blow;
- All;
Tracer;
}
conditions
{
Is Alive(Event Player) == True;
}
actions
{
Set Ability Charge(Event Player, Button(Ability 1), 3);
}
}
rule("[variable] goo_used")
{
event
{
Ongoing - Each Player;
- All;
Echo;
}
conditions
{
Is Firing Secondary(Event Player) == True;
Is Dead(Event Player) != True;
- }
- actions
- {
Wait(0.035, Abort When False);
Event Player.goo_used += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
- If(Event Player.disable_heal_on_kill != True);
- Heal(Event Player, Null, Max Health(Event Player) == 150 ? 60 : 80);
- Else If(Hero(Echo) == Hero Of(Event Player) && Event Ability == Button(Secondary Fire) && Event Damage < 5);
- Event Player.goo_hit += 1;
- Else If(Hero(Torbjörn) == Hero Of(Event Player) && Event Ability == Button(Primary Fire) && Is In Alternate Form(Event Player)
- == True);
- Event Player.hammer_kill += 1;
- Else If(Hero(Ana) == Hero Of(Event Player) && Event Ability == Button(Ability 1) && Event Was Environment == True);
- Event Player.sleep_hit -= 1;
- }
- }
rule("[variable] goo_hit 1")
- rule("dealt damage")
- {
- event
- {
- Player Dealt Damage;
- All;
Echo;
}
conditions
{
(Event Damage == 2.500 || Event Damage == 5) == True;
}
actions
{
Event Player.goo_hit += 1;
}
}
rule("[variable] goo_hit 2")
{
event
{
Player Dealt Final Blow;
- All;
Echo;
- }
- conditions
- {
(Event Ability == Button(Secondary Fire) && Event Damage < 5) == True;
- Event Ability != Null;
- }
- actions
- {
Event Player.goo_hit += 1;
- If(Hero(Echo) == Hero Of(Event Player) && (Event Damage == 2.500 || Event Damage == 5));
- Event Player.goo_hit += 1;
- Else If(Hero(McCree) == Hero Of(Event Player) && Event Ability == Button(Ability 2) && Event Player.threw_flash == True);
- Event Player.flash_hit += 1;
- Event Player.threw_flash = False;
- Else If(Hero(Soldier: 76) == Hero Of(Event Player) && Event Ability == Button(Secondary Fire)
- && Attacker != Victim && Event Player.threw_helix == True);
- Event Player.helix_hit += 1;
- Event Player.threw_helix = False;
- Else If(Hero(Tracer) == Hero Of(Event Player) && Event Ability == Button(Ultimate) && Event Player.threw_pulse == True);
- Event Player.pulse_hit += 1;
- Event Player.threw_pulse = False;
- Else If(Hero(Ana) == Hero Of(Event Player) && Event Ability == Button(Ability 1));
- Event Player.sleep_hit += 1;
- End;
- If(Array Contains(Victim.attackers, Attacker) != True && Victim != Attacker);
- Modify Player Variable(Victim, attackers, Append To Array, Attacker);
- End;
- If(Attacker.enable_headshot_only == True);
- Set Player Health(Victim, Health(Victim) + Event Damage);
- If(Event Was Critical Hit == True || Victim == Attacker || Event Ability == Button(Melee));
- Set Damage Dealt(Attacker, 100);
- If(Health Of Type(Victim, Armor) > 0);
- Damage(Victim, Attacker, Event Damage * 20000);
- Else;
- Damage(Victim, Attacker, Event Damage * 10000);
- End;
- Set Damage Dealt(Attacker, 0.010);
- End;
- End;
- }
- }
rule("[variable] flash_used")
- rule("homemade stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
}
actions
{
Event Player.flash_used += 1;
}
}
rule("[variable] flash_hit")
{
event
{
Player Dealt Damage;
- All;
McCree;
- }
- conditions
- {
(Event Ability == Button(Ability 2) && Event Player.threw_flash == True) == True;
- (Array Contains(Array(Hero(Echo), Hero(McCree), Hero(Soldier: 76), Hero(Tracer), Hero(Ana)), Hero Of(Event Player)) && (
- Is Firing Secondary(Event Player) == True || Is Using Ability 1(Event Player) == True || Is Using Ability 2(Event Player)
- == True || Is Using Ultimate(Event Player) == True)) == True;
- }
- actions
- {
Event Player.flash_hit += 1;
Event Player.threw_flash = False;
Big Message(Event Player, Custom String("Nice shot!"));
- If(Hero(Echo) == Hero Of(Event Player) && Is Firing Secondary(Event Player) == True && Is Dead(Event Player) != True);
- Wait(0.035, Abort When False);
- Event Player.goo_used += 1;
- Wait(0.060, Abort When False);
- Event Player.goo_used += 1;
- Wait(0.060, Abort When False);
- Event Player.goo_used += 1;
- Wait(0.060, Abort When False);
- Event Player.goo_used += 1;
- Wait(0.060, Abort When False);
- Event Player.goo_used += 1;
- Wait(0.060, Abort When False);
- Event Player.goo_used += 1;
- End;
- If(Hero(Soldier: 76) == Hero Of(Event Player) && Is Firing Secondary(Event Player) == True);
- Event Player.helix_used += 1;
- Event Player.threw_helix = True;
- Wait(1, Ignore Condition);
- Event Player.threw_helix = False;
- End;
- If(Hero(McCree) == Hero Of(Event Player) && Is Using Ability 2(Event Player) == True);
- Event Player.flash_used += 1;
- Event Player.threw_flash = True;
- Wait(0.350, Ignore Condition);
- Event Player.threw_flash = False;
- End;
- If(Hero(Tracer) == Hero Of(Event Player) && Is Using Ultimate(Event Player) == True);
- Event Player.threw_pulse = True;
- Wait(1, Ignore Condition);
- Event Player.threw_pulse = False;
- End;
- If(Hero(Ana) == Hero Of(Event Player) && Is Using Ability 1(Event Player) == True);
- Event Player.sleep_used += 1;
- End;
- }
- }
rule("[variable] threw_flash")
- rule("cycle through settings")
- {
- event
- {
- Ongoing - Each Player;
- All;
McCree;
- All;
- }
- conditions
- {
Is Using Ability 2(Event Player) == True;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
Event Player.threw_flash = True;
Wait(0.350, Ignore Condition);
Event Player.threw_flash = False;
- Wait(0.500, Abort When False);
- If(Event Player.settings == 0);
- Event Player.settings = 1;
- Event Player.disable_heal_on_kill = True;
- Event Player.enable_headshot_only = False;
- Small Message(Event Player, Custom String("heal on kill: disabled"));
- Set Damage Dealt(Event Player, 100);
- Else If(Event Player.settings == 1);
- Event Player.settings = 2;
- Event Player.disable_heal_on_kill = True;
- Event Player.enable_headshot_only = True;
- Small Message(Event Player, Custom String("you have to hit headshots"));
- Set Damage Dealt(Event Player, 0.010);
- Else If(Event Player.settings == 2);
- Event Player.settings = 3;
- Event Player.disable_heal_on_kill = False;
- Event Player.enable_headshot_only = True;
- Small Message(Event Player, Hero(Tracer) == Hero Of(Event Player) ? Custom String("heal on kill: 60 hp") : Custom String(
- "heal on kill: 80 hp"));
- Set Damage Dealt(Event Player, 0.010);
- Else If(Event Player.settings == 3);
- Event Player.settings = 0;
- Event Player.disable_heal_on_kill = False;
- Event Player.enable_headshot_only = False;
- Small Message(Event Player, Custom String("you can hit bodyshots"));
- Set Damage Dealt(Event Player, 100);
- End;
- }
- }
rule("[variable] helix_used")
- rule("full health")
- {
- event
- {
- Ongoing - Each Player;
- All;
Soldier: 76;
}
conditions
{
Is Firing Secondary(Event Player) == True;
}
actions
{
Event Player.helix_used += 1;
}
}
rule("[variable] helix_hit")
{
event
{
Player Dealt Damage;
- All;
Soldier: 76;
- }
- conditions
- {
(Event Ability == Button(Secondary Fire) && Attacker != Victim && Event Player.threw_helix == True) == True;
- Health(Event Player) == Max Health(Event Player);
- }
- actions
- {
Event Player.helix_hit += 1;
Event Player.threw_helix = False;
- Event Player.attackers = Empty Array;
- }
- }
rule("[variable] threw_helix")
- rule("enter afk mode")
- {
- event
- {
- Ongoing - Each Player;
- All;
Soldier: 76;
}
conditions
{
Is Firing Secondary(Event Player) == True;
}
actions
{
Event Player.threw_helix = True;
Wait(1, Ignore Condition);
Event Player.threw_helix = False;
}
}
rule("[variable] hammer_kill")
{
event
{
Player Dealt Final Blow;
All;
Torbjörn;
}
conditions
{
(Is In Alternate Form(Event Player) && Event Ability == Button(Primary Fire)) == True;
}
actions
{
Event Player.hammer_kill += 1;
}
}
rule("[variable] pulse_hit")
{
event
{
Player Dealt Damage;
- All;
Tracer;
- }
- conditions
- {
(Event Ability == Button(Ultimate) && Event Player.threw_pulse == True) == True;
- Event Player.is_afk != True;
- Is Moving(Event Player) != True;
- Throttle Of(Event Player) == Vector(0, 0, 0);
- Is Button Held(Event Player, Button(Jump)) != True;
- Is Button Held(Event Player, Button(Crouch)) != True;
- Is Button Held(Event Player, Button(Primary Fire)) != True;
- Is Button Held(Event Player, Button(Secondary Fire)) != True;
- Is Button Held(Event Player, Button(Ability 1)) != True;
- Is Button Held(Event Player, Button(Ability 2)) != True;
- Is Button Held(Event Player, Button(Ultimate)) != True;
- Is Button Held(Event Player, Button(Interact)) != True;
- Is Button Held(Event Player, Button(Melee)) != True;
- Is Button Held(Event Player, Button(Reload)) != True;
- Is Communicating Any(Event Player) != True;
- }
- actions
- {
Event Player.pulse_hit += 1;
Event Player.threw_pulse = False;
- Wait(15, Abort When False);
- Event Player.is_afk = True;
- Set Invisible(Event Player, All);
- Set Status(Event Player, Null, Phased Out, 9999);
- Start Forcing Throttle(Event Player, 0, 0.008, 0, 0.008, 0, 0.008);
- Disallow Button(Event Player, Button(Primary Fire));
- Disallow Button(Event Player, Button(Secondary Fire));
- Disallow Button(Event Player, Button(Ability 1));
- Disallow Button(Event Player, Button(Ability 2));
- Disallow Button(Event Player, Button(Ultimate));
- Disallow Button(Event Player, Button(Melee));
- Disallow Button(Event Player, Button(Jump));
- Disallow Button(Event Player, Button(Crouch));
- Set Player Health(Event Player, 250);
- If(Number Of Players(All Teams) >= 12);
- Wait(45, Ignore Condition);
- Skip If(Event Player.is_afk != True, 1);
- Remove Player(Event Player);
- }
- }
rule("[variable] threw_pulse")
- rule("exit afk mode")
- {
- event
- {
- Ongoing - Each Player;
- All;
Tracer;
}
conditions
{
Is Using Ultimate(Event Player) == True;
}
actions
{
Event Player.threw_pulse = True;
Wait(1, Ignore Condition);
Event Player.threw_pulse = False;
}
}
rule("[variable] sleep_used")
{
event
{
Ongoing - Each Player;
- All;
Ana;
- }
- conditions
- {
Is Using Ability 1(Event Player) == True;
- Event Player.is_afk == True;
- (Throttle Of(Event Player) != Vector(0, 0, 0) || Is Communicating Any(Event Player)) == True;
- }
- actions
- {
Event Player.sleep_used += 1;
- Event Player.is_afk = False;
- Clear Status(Event Player, Phased Out);
- Respawn(Event Player);
- Stop Forcing Throttle(Event Player);
- Wait(0.112, Ignore Condition);
- Set Invisible(Event Player, None);
- Allow Button(Event Player, Button(Primary Fire));
- Allow Button(Event Player, Button(Secondary Fire));
- Allow Button(Event Player, Button(Ability 1));
- Allow Button(Event Player, Button(Ability 2));
- Allow Button(Event Player, Button(Ultimate));
- Allow Button(Event Player, Button(Melee));
- Allow Button(Event Player, Button(Jump));
- Allow Button(Event Player, Button(Crouch));
- }
- }
rule("[variable] sleep_hit 1")
- rule("Jumppad")
- {
- event
- {
Player Dealt Damage;
- Ongoing - Each Player;
- All;
Ana;
}
conditions
{
Event Ability == Button(Ability 1);
}
actions
{
Event Player.sleep_hit += 1;
}
}
rule("[variable] sleep_hit 2")
{
event
{
Player Dealt Final Blow;
- All;
Ana;
- }
- conditions
- {
(Event Ability == Button(Ability 1) && Event Was Environment == True) == True;
- Distance Between(Event Player, Vector(176.960, -1.100, 51.520)) < 1.500;
- }
- actions
- {
Event Player.sleep_hit -= 1;
- Apply Impulse(Event Player, Up, 17, To World, Cancel Contrary Motion XYZ);
- }
- }