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1000 DMG = NEXT HERO + LUCIOBALL

D2C6S
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This code can also be found at workshop.codes/D2C6S

Category:
Custom game mode

Author:
Jokaes

Rating:
1

Version:
13.0.0

Posted:
4 months ago

Last updated:
4 months ago

Tags:
lucioball 1000 damage heal team deathmatch infinite gun game jokaes while you wait hero

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1000 DMG/HEAL = NEXT HERO + LUCIOBALL. Change hero every 1000 damage.

settings
{
	main
	{
		Description: "1000 DMG/HEAL = NEXT HERO   LUCIOBALL. Change hero every 1000 damage. No turrets. v13.0.0 Created by Jokaes#2263 Join discord.gg/ZdukXgB Updated code & more: jokaes.github.io"
	}

	lobby
	{
		Allow Players Who Are In Queue: Yes
		Map Rotation: After A Game
		Match Voice Chat: Enabled
		Max Spectators: 6
		Max Team 1 Players: 6
		Max Team 2 Players: 6
		Return To Lobby: Never
	}

	modes
	{
		Lúcioball

		General
		{
			Game Length Seconds: 900
			Goals Needed To Win: 9
			Reset Players After Goal Scored: Off
			Respawn Time Scalar: 50%
			Score Lead Needed To Win: 100
		}
	}

	heroes
	{
		General
		{
			Ultimate Generation: 200%

			Ashe
			{
				Ultimate Ability B.O.B.: Off
			}

			Symmetra
			{
				Sentry Turret: Off
			}

			Torbjörn
			{
				Deploy Turret: Off
			}
		}
	}
}

variables
{
	global:
		0: timeCounter
		1: classicHeroList
		2: teamsHeroList
		6: damageHealDoneTeam1
		7: damageHealDoneTeam2

	player:
		0: damageHealDone
		1: heroList
		2: nextObjective
		3: heroIcon
		5: damageHealDisplay
		6: damageHealDisplayPos
		7: damagehealDisplayScale
		8: heroesDone
		9: heroListInfinitoAppend
}

subroutines
{
	0: gameModeDescriptionMessages
}

rule("Disable bulit-in game mode & start timer variables {Game in progress GLOBAL}")
{
	event
	{
		Ongoing - Global;
	}

	conditions
	{
		Is Game In Progress == True;
	}

	actions
	{
		Disable Built-In Game Mode Scoring;
		Disable Built-In Game Mode Completion;
		Disable Built-In Game Mode Announcer;
		Disable Built-In Game Mode Music;
		disabled Disable Inspector Recording;
		Pause Match Time;
		Global.timeCounter = 0.001;
		"Creates a HUD in the top with [svr load: {0} | svr avg: {1} | svr peak: {2}]"
		Create HUD Text(Filtered Array(Host Player, Custom String("#Jokaes") == String("#{0}", Host Player)), Null, Custom String(
			"svr load: {0} | svr avg: {1} | svr peak: {2}", Server Load, Server Load Average, Server Load Peak), Null, Top, -100, White,
			Lime Green, White, Visible To and String, Default Visibility);
	}
}

rule("Gamemode description, create objective, NEW HERO HUDs {Game in progress PLAYER}")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Game In Progress == True;
	}

	actions
	{
		Start Rule(gameModeDescriptionMessages, Do Nothing);
		Wait(4.500, Ignore Condition);
		Set Objective Description(Event Player, Custom String("{0} {1} -> {2}", Round To Integer(
			Event Player.nextObjective - Event Player.damageHealDone, Down), String("{0} / {1}", String("Damage"), String("Heal")),
			Hero Icon String(Event Player.heroList[Event Player.nextObjective / 1000])), Visible To and String);
		Create HUD Text(Event Player, Null, Null, Custom String(" "), Top, 0.900, White, White, White, Visible To and String,
			Default Visibility);
		Create HUD Text(Event Player, Null, Null, Custom String(" "), Top, 0.900, White, White, White, Visible To and String,
			Default Visibility);
		Create HUD Text(Event Player, Null, Null, Custom String(" "), Top, 0.900, White, White, White, Visible To and String,
			Default Visibility);
		Create HUD Text(Event Player, Null, Null, Custom String(" "), Top, 0.900, White, White, White, Visible To and String,
			Default Visibility);
		Create HUD Text(Event Player, Null, Null, Custom String(" "), Top, 0.900, White, White, White, Visible To and String,
			Default Visibility);
		Create HUD Text(Event Player, Null, Null, Custom String(" "), Top, 0.900, White, White, White, Visible To and String,
			Default Visibility);
		Create HUD Text(Event Player, Null, String("{0}: {1}", String("Next Hero"), String("{0} {1}", Event Player.nextObjective,
			Event Player.heroList[Event Player.nextObjective / 1000])), Null, Top, 1, White, White, White, Visible To and String,
			Default Visibility);
	}
}

rule("Damage track TEAM DEATHMATCH")
{
	event
	{
		Player Dealt Damage;
		All;
		All;
	}

	conditions
	{
		Victim != Attacker;
	}

	actions
	{
		Event Player.damageHealDone  = Event Damage;
		Event Player.nextObjective = (Round To Integer(Event Player.damageHealDone / 1000, Down)   1) * 1000;
		Destroy In-World Text(Event Player.damageHealDisplay);
		Event Player.damageHealDisplayPos = Eye Position(Victim);
		Event Player.damagehealDisplayScale = 0.700   Event Damage / 20;
		"Creates a WHITE damage display if event wasn't critical else creates a RED one"
		If(!Event Was Critical Hit);
			Create In-World Text(Event Player, Round To Integer(Event Damage, To Nearest), Event Player.damageHealDisplayPos,
				Event Player.damagehealDisplayScale, Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
		Else;
			Create In-World Text(Event Player, Round To Integer(Event Damage, To Nearest), Event Player.damageHealDisplayPos,
				Event Player.damagehealDisplayScale, Clip Against Surfaces, Visible To Position and String, Red, Default Visibility);
		End;
		Event Player.damageHealDisplay = Last Text ID;
		If(Team Of(Event Player) == Team 1);
			Global.damageHealDoneTeam1  = Event Damage;
		Else;
			Global.damageHealDoneTeam2  = Event Damage;
		End;
	}
}

rule("Heal track TEAM DEATHMATCH")
{
	event
	{
		Player Dealt Healing;
		All;
		All;
	}

	actions
	{
		Event Player.damageHealDone  = Event Healing;
		Event Player.nextObjective = (Round To Integer(Event Player.damageHealDone / 1000, Down)   1) * 1000;
		Destroy In-World Text(Event Player.damageHealDisplay);
		Event Player.damageHealDisplayPos = Eye Position(Healee);
		Event Player.damagehealDisplayScale = 0.700   Event Damage / 20;
		"Creates a YELLOW heal display"
		Create In-World Text(Event Player, Round To Integer(Event Healing, To Nearest), Event Player.damageHealDisplayPos,
			Event Player.damagehealDisplayScale, Clip Against Surfaces, Visible To Position and String, Yellow, Default Visibility);
		Event Player.damageHealDisplay = Last Text ID;
		If(Team Of(Event Player) == Team 1);
			Global.damageHealDoneTeam1  = Event Damage;
		Else;
			Global.damageHealDoneTeam2  = Event Damage;
		End;
	}
}

rule("Leaderboard TEAM DEATHMATCH {Each player}")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Game In Progress == True;
	}

	actions
	{
		Create HUD Text(All Players(Team Of(Event Player)), Null, Null, Custom String("{0} : {1} : {2}", Hero Icon String(Hero Of(
			Event Player)), Event Player, Round To Integer(Event Player.damageHealDone, To Nearest)), Right,
			Event Player.damageHealDone * -0.001, White, White, Blue, Visible To Sort Order and String, Visible Always);
		Create HUD Text(All Players(Opposite Team Of(Team Of(Event Player))), Null, Null, Custom String("{0} : {1} : {2}",
			Hero Icon String(Hero Of(Event Player)), Event Player, Round To Integer(Event Player.damageHealDone, To Nearest)), Right,
			Event Player.damageHealDone * -0.001, White, White, Red, Visible To Sort Order and String, Visible Always);
	}
}

rule("Leaderboard TEAM DEATHMATCH {Global}")
{
	event
	{
		Ongoing - Global;
	}

	conditions
	{
		Is Game In Progress == True;
	}

	actions
	{
		Create HUD Text(All Players(All Teams), Null, Null, Custom String("team of {0}: {1}", Last Of(Sorted Array(All Players(Team 1),
			Current Array Element.damageHealDone)), Round To Integer(Global.damageHealDoneTeam1, To Nearest)), Right,
			-999   Global.damageHealDoneTeam2 / 1000, White, White, Purple, Visible To Sort Order and String, Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Null, Custom String("team of {0}: {1}", Last Of(Sorted Array(All Players(Team 2),
			Current Array Element.damageHealDone)), Round To Integer(Global.damageHealDoneTeam2, To Nearest)), Right,
			-999   Global.damageHealDoneTeam1 / 1000, White, White, Purple, Visible To Sort Order and String, Default Visibility);
	}
}

rule("Hero List - Infinite 14 DPS   7 Tank   7 Supp {Random order}")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	actions
	{
		Event Player.heroList = Empty Array;
		Modify Player Variable(Event Player, heroList, Append To Array, Randomized Array(All Damage Heroes));
		Event Player.heroList = Array Slice(Event Player.heroList, 0, 14);
		Modify Player Variable(Event Player, heroList, Append To Array, Randomized Array(Remove From Array(All Tank Heroes, Hero(
			Wrecking Ball))));
		Event Player.heroList = Array Slice(Event Player.heroList, 0, 21);
		Modify Player Variable(Event Player, heroList, Append To Array, Randomized Array(Remove From Array(All Support Heroes, Hero(
			Lúcio))));
		Event Player.heroList = Array Slice(Event Player.heroList, 0, 28);
		Event Player.heroList = Randomized Array(Event Player.heroList);
		Global.teamsHeroList = True;
	}
}

disabled rule("Hero List - Infinite 8 DPS   1 Tank (5th)   1 Supp (10th)")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	actions
	{
		Event Player.heroList = All Damage Heroes;
		Event Player.heroList = Randomized Array(Event Player.heroList);
		Event Player.heroList = Array Slice(Event Player.heroList, 0, 9);
		Event Player.heroList[4] = Random Value In Array(All Tank Heroes);
		Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Support Heroes));
		Global.classicHeroList = True;
	}
}

rule("Preload Heroes")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	actions
	{
		Preload Hero(Event Player, Event Player.heroList);
	}
}

rule("INFINITO ∞")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Has Spawned(Event Player) == True;
		Event Player.nextObjective % 27000 == 0;
	}

	actions
	{
		If(Global.teamsHeroList == True);
			Event Player.heroListInfinitoAppend = Empty Array;
			Modify Player Variable(Event Player, heroListInfinitoAppend, Append To Array, All Damage Heroes);
			Event Player.heroListInfinitoAppend = Array Slice(Event Player.heroList, 0, 14);
			Modify Player Variable(Event Player, heroListInfinitoAppend, Append To Array, All Tank Heroes);
			Event Player.heroListInfinitoAppend = Array Slice(Event Player.heroList, 0, 21);
			Modify Player Variable(Event Player, heroListInfinitoAppend, Append To Array, All Support Heroes);
			Event Player.heroListInfinitoAppend = Array Slice(Event Player.heroList, 0, 28);
			Event Player.heroListInfinitoAppend = Randomized Array(Event Player.heroList);
			Modify Player Variable(Event Player, heroList, Append To Array, Event Player.heroListInfinitoAppend);
		End;
		If(Global.classicHeroList == True);
			Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
			Wait(0.250, Ignore Condition);
			Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
			Wait(0.250, Ignore Condition);
			Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
			Wait(0.250, Ignore Condition);
			Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
			Wait(0.250, Ignore Condition);
			Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Tank Heroes));
			Wait(0.250, Ignore Condition);
			Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
			Wait(0.250, Ignore Condition);
			Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
			Wait(0.250, Ignore Condition);
			Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
			Wait(0.250, Ignore Condition);
			Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
			Wait(0.250, Ignore Condition);
			Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Support Heroes));
		End;
	}
}

rule("In Setup OR In Game in progress -> Starting Hero -> HeroList[0]")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		(Is In Setup || Is Game In Progress) == True;
	}

	actions
	{
		Start Forcing Player To Be Hero(Event Player, First Of(Event Player.heroList));
		Event Player.nextObjective = 1000;
	}
}

rule("Start forcing NEW HERO TEAM DEATHMATCH")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Hero Of(Event Player) != Event Player.heroList[Event Player.nextObjective / 1000 - 1];
		Is Alive(Event Player) == True;
		Event Player.damageHealDone > 0;
	}

	actions
	{
		Event Player.nextObjective = (Round To Integer(Event Player.damageHealDone / 1000, Down)   1) * 1000;
		Start Forcing Player To Be Hero(Event Player, Event Player.heroList[Event Player.nextObjective / 1000 - 1]);
		Small Message(Event Player, String("{0}: {1}", String("{0} {1}", String("You"), String("Hero")), Hero Icon String(
			Event Player.heroList[Event Player.nextObjective / 1000 - 1])));
		Create In-World Text(All Players(All Teams), Hero Icon String(Event Player.heroList[Event Player.nextObjective / 1000 - 1]),
			Event Player, 1, Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
		Event Player.heroIcon = Last Text ID;
		If(Team Of(Event Player) == Team 1);
			Modify Team Score(Team 1, 1);
		Else;
			Modify Team Score(Team 2, 1);
		End;
		Event Player.heroesDone  = 1;
		Wait(1.375, Ignore Condition);
		Destroy In-World Text(Event Player.heroIcon);
	}
}

rule("Time Counter - Add minute")
{
	event
	{
		Ongoing - Global;
	}

	conditions
	{
		Is Game In Progress == True;
	}

	actions
	{
		Set Match Time(Global.timeCounter);
		Wait(60, Ignore Condition);
		Global.timeCounter  = 1;
		Loop;
	}
}

rule("Player leaves")
{
	event
	{
		Player Left Match;
		All;
		All;
	}

	actions
	{
		Wait(1, Ignore Condition);
		Set Team Score(Team 1, Players In Slot(0, Team 1).heroesDone   Players In Slot(1, Team 1).heroesDone   Players In Slot(2, Team 1)
			.heroesDone   Players In Slot(3, Team 1).heroesDone   Players In Slot(4, Team 1).heroesDone   Players In Slot(5, Team 1)
			.heroesDone);
		Set Team Score(Team 2, Players In Slot(0, Team 2).heroesDone   Players In Slot(1, Team 2).heroesDone   Players In Slot(2, Team 2)
			.heroesDone   Players In Slot(3, Team 2).heroesDone   Players In Slot(4, Team 2).heroesDone   Players In Slot(5, Team 2)
			.heroesDone);
		Global.damageHealDoneTeam1 = Players In Slot(0, Team 1).damageHealDone   Players In Slot(1, Team 1)
			.damageHealDone   Players In Slot(2, Team 1).damageHealDone   Players In Slot(3, Team 1).damageHealDone   Players In Slot(4,
			Team 1).damageHealDone   Players In Slot(5, Team 1).damageHealDone;
		Global.damageHealDoneTeam2 = Players In Slot(0, Team 2).damageHealDone   Players In Slot(1, Team 2)
			.damageHealDone   Players In Slot(2, Team 2).damageHealDone   Players In Slot(3, Team 2).damageHealDone   Players In Slot(4,
			Team 2).damageHealDone   Players In Slot(5, Team 2).damageHealDone;
	}
}

rule("Game Mode Description HUD - 1000 DMG/HEAL = NEXT HERO BUT LUCIOBALL v13.0.0")
{
	event
	{
		Ongoing - Global;
	}

	conditions
	{
		Is Game In Progress == True;
	}

	actions
	{
		Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Left, -1, White, White, White, Visible To and String,
			Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Left, -1, White, White, White, Visible To and String,
			Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Left, -1, White, White, White, Visible To and String,
			Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Left, -1, White, White, White, Visible To and String,
			Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Null, Custom String("1000 DMG/HEAL = NEXT HERO BUT LUCIOBALL v13.0.0"), Left, 0,
			White, White, White, Visible To and String, Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Null, Custom String("Change {0} every {1}", String("Hero"), String("{0} {1}", 1000,
			String("Damage"))), Left, 1, White, White, White, Visible To and String, Default Visibility);
		If(Global.teamsHeroList == True);
			Create HUD Text(All Players(All Teams), Null, Null, Custom String("14 random DPS   7 Tank   7 Supp {Random order}"), Left, 2,
				White, White, White, Visible To and String, Default Visibility);
		End;
		If(Global.classicHeroList == True);
			Create HUD Text(All Players(All Teams), Null, Null, Custom String("8 random DPS   1 Tank (5th)   1 Support (10th) in loop"), Left,
				2, White, White, White, Visible To and String, Default Visibility);
		End;
		Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Left, 2.500, White, White, White, Visible To and String,
			Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Null, Custom String("Created by Jokaes#2263"), Left, 3, White, White, White,
			Visible To and String, Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Null, Custom String("Updated code & more in jokaes.github.io"), Left, 4, White,
			White, White, Visible To and String, Default Visibility);
		Start Rule(gameModeDescriptionMessages, Do Nothing);
	}
}

rule("Game Mode Description for players who join - 1000 DMG/HEAL = NEXT HERO BUT LUCIOBALL v13.0.0")
{
	event
	{
		Player Joined Match;
		All;
		All;
	}

	conditions
	{
		Is Game In Progress == True;
	}

	actions
	{
		Start Rule(gameModeDescriptionMessages, Do Nothing);
	}
}

rule("Game Mode Description messages - 1000 DMG/HEAL = NEXT HERO BUT LUCIOBALL v13.0.0")
{
	event
	{
		Subroutine;
		gameModeDescriptionMessages;
	}

	actions
	{
		Wait(3.500, Ignore Condition);
		Small Message(Event Player, Custom String("1000 DMG/HEAL = NEXT HERO BUT LUCIOBALL v13.0.0"));
		Wait(3.500, Ignore Condition);
		Small Message(Event Player, Custom String("Change {0} every {1}", String("Hero"), String("{0} {1}", 1000, String("Damage"))));
		Wait(3.500, Ignore Condition);
		If(Global.teamsHeroList == True);
			Small Message(Event Player, Custom String("14 random DPS   7 Tank   7 Supp {Random order}"));
		End;
		If(Global.classicHeroList == True);
			Small Message(Event Player, Custom String("8 random DPS   1 Tank (5th)   1 Support (10th) in loop"));
		End;
		Wait(3.500, Ignore Condition);
		Small Message(Event Player, Custom String("Created by Jokaes#2263"));
	}
}

disabled rule("Score Debug (TEST)")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == True;
	}

	actions
	{
		Event Player.damageHealDone  = 100;
		Set Player Score(Event Player, Event Player.damageHealDone);
		Event Player.nextObjective = (Round To Integer(Event Player.damageHealDone / 1000, Down)   1) * 1000;
		Start Forcing Player To Be Hero(Event Player, Event Player.heroList[Event Player.nextObjective / 1000 - 1]);
		Wait(0.250, Ignore Condition);
	}
}

disabled rule("Dummy Summon (TEST)")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Communicating(Event Player, Hello) == True;
	}

	actions
	{
		Create Dummy Bot(Event Player.heroList[0], All Teams, -1, Position Of(Event Player), Vector(0, 0, 0));
		disabled Create Dummy Bot(Event Player.heroList[0], All Teams, -1, Position Of(Event Player), Vector(0, 0, 0));
		disabled Create Dummy Bot(Event Player.heroList[0], All Teams, -1, Position Of(Event Player), Vector(0, 0, 0));
		disabled Create Dummy Bot(Event Player.heroList[0], All Teams, -1, Position Of(Event Player), Vector(0, 0, 0));
		disabled Create Dummy Bot(Event Player.heroList[0], All Teams, -1, Position Of(Event Player), Vector(0, 0, 0));
		disabled Create Dummy Bot(Event Player.heroList[0], All Teams, -1, Position Of(Event Player), Vector(0, 0, 0));
	}
}

disabled rule("Dummy Aim Bot (TEST)")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Dummy Bot(Event Player) == True;
	}

	actions
	{
		Start Facing(Event Player, Direction Towards(Event Player, Closest Player To(Event Player, Opposite Team Of(Team Of(
			Event Player)))), 10000, To World, Direction and Turn Rate);
		Start Holding Button(Event Player, Primary Fire);
		Modify Player Variable(Event Player, heroList, Remove From Array By Value, Hero(Hanzo));
		Modify Player Variable(Event Player, heroList, Remove From Array By Value, Hero(Ashe));
	}
}

disabled rule("Dummy Ult (TEST)")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Dummy Bot(Event Player) == True;
		Ultimate Charge Percent(Event Player) == 100;
	}

	actions
	{
		Press Button(Event Player, Ultimate);
	}
}

disabled rule("Dummy Walking (TEST)")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Dummy Bot(Event Player) == True;
	}

	actions
	{
		Start Throttle In Direction(Event Player, Direction Towards(Event Player, Sorted Array(Filtered Array(All Players(All Teams),
			Is Alive(Current Array Element)), Distance Between(Event Player, Current Array Element))[1]), 1, To World,
			Replace existing throttle, Direction and Magnitude);
	}
}

rule("Lobby with Dummies (TEST)")
{
	event
	{
		Ongoing - Global;
	}

	actions
	{
		Create Dummy Bot(Hero(Brigitte), Team 1, -1, Vector(0, 0, 0), Vector(0, 0, 0));
		Create Dummy Bot(Hero(Brigitte), Team 2, -1, Vector(0, 0, 0), Vector(0, 0, 0));
		Loop If(Number of Players(Team 1) < 6 || Number of Players(Team 2) < 6);
	}
}

rule("Destroy the bots (TEST)")
{
	event
	{
		Ongoing - Global;
	}

	conditions
	{
		Is Game In Progress == True;
	}

	actions
	{
		Destroy All Dummy Bots;
		Wait(1, Ignore Condition);
		Loop If Condition Is True;
	}
}

rule("Created by Jokaes#2263")
{
	event
	{
		Ongoing - Global;
	}
}

Changelog

4 months ago 12.1.0

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