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1000 DMG/HEAL = NEW HERO TEAMS

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Category:
Custom game mode

Author:
Jokaes

Rating:
1

Version:
12.1.0

Posted:
3 months ago

Last updated:
about 1 month ago

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

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1000 DMG/HEAL = NEW HERO TEAMS.

Damage or heal 1000 to transform in a new hero.

Hero List - 14 random DPS + 7 Tank + 7 Supp {Random Order} - No turrets abilities.

Play in the chamber or any map you want.

Created by Jokaes#2263.

Teams edition of 1000 DMG = NEW HERO aka ∞ Infinite Damage Gun Game.

settings
{
	main
	{
		Description: "1000 DMG/HEAL = NEW HERO TEAMS. Change hero every 1000 damage. No turrets. v12.1.0 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
		Return To Lobby: Never
	}

	modes
	{
		Team Deathmatch
		{
			enabled maps
			{
				Workshop Chamber
			}
		}

		General
		{
			Game Mode Start: Immediately
			Hero Limit: Off
			Kill Feed: Off
			Respawn As Random Hero: On
			Respawn Time Scalar: 0%
			Score To Win: 200
		}
	}

	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;
		Set Global Variable(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, Compare(Custom String("#Jokaes", Null, Null, Null), ==, String("#{0}", Host Player,
			Null, Null))), 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(Subtract(Player Variable(Event Player,
			nextObjective), Player Variable(Event Player, damageHealDone)), Down), String("{0} / {1}", String("Damage", Null, Null, Null),
			String("Heal", Null, Null, Null), Null), Hero Icon String(Value In Array(Player Variable(Event Player, heroList), Divide(
			Player Variable(Event Player, nextObjective), 1000)))), Visible To and String);
		Create HUD Text(Event Player, Null, String("{0}: {1}", String("Next Hero", Null, Null, Null), String("{0} {1}", Player Variable(
			Event Player, nextObjective), Value In Array(Player Variable(Event Player, heroList), Divide(Player Variable(Event Player,
			nextObjective), 1000)), Null), Null), 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;
		Current Game Mode == Game Mode(Team Deathmatch);
	}

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

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

	conditions
	{
		Current Game Mode == Game Mode(Team Deathmatch);
	}

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

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

	conditions
	{
		Is Game In Progress == True;
		Current Game Mode == Game Mode(Team Deathmatch);
	}

	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(Player Variable(Event Player, damageHealDone), To Nearest)), Right, Multiply(
			Player Variable(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(Player Variable(Event Player, damageHealDone),
			To Nearest)), Right, Multiply(Player Variable(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;
		Current Game Mode == Game Mode(Team Deathmatch);
	}

	actions
	{
		Create HUD Text(All Players(All Teams), Null, Null, Custom String("team of {0}: {1}", Last Of(Sorted Array(All Players(Team 1),
			Player Variable(Current Array Element, damageHealDone))), Round To Integer(Global Variable(damageHealDoneTeam1), To Nearest),
			Null), Right, Add(-999, Divide(Global Variable(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),
			Player Variable(Current Array Element, damageHealDone))), Round To Integer(Global Variable(damageHealDoneTeam2), To Nearest),
			Null), Right, Add(-999, Divide(Global Variable(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
	{
		Set Player Variable(Event Player, heroList, Empty Array);
		Modify Player Variable(Event Player, heroList, Append To Array, Randomized Array(All Damage Heroes));
		Set Player Variable(Event Player, heroList, Array Slice(Player Variable(Event Player, heroList), 0, 14));
		Modify Player Variable(Event Player, heroList, Append To Array, Randomized Array(All Tank Heroes));
		Set Player Variable(Event Player, heroList, Array Slice(Player Variable(Event Player, heroList), 0, 21));
		Modify Player Variable(Event Player, heroList, Append To Array, Randomized Array(All Support Heroes));
		Set Player Variable(Event Player, heroList, Array Slice(Player Variable(Event Player, heroList), 0, 28));
		Set Player Variable(Event Player, heroList, Randomized Array(Player Variable(Event Player, heroList)));
		Set Global Variable(teamsHeroList, True);
	}
}

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

	actions
	{
		Set Player Variable(Event Player, heroList, All Damage Heroes);
		Set Player Variable(Event Player, heroList, Randomized Array(Player Variable(Event Player, heroList)));
		Set Player Variable(Event Player, heroList, Array Slice(Player Variable(Event Player, heroList), 0, 9));
		Set Player Variable At Index(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));
		Set Global Variable(classicHeroList, True);
	}
}

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

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

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

	conditions
	{
		Has Spawned(Event Player) == True;
		Modulo(Player Variable(Event Player, nextObjective), 27000) == 0;
	}

	actions
	{
		If(Compare(Global Variable(teamsHeroList), ==, True));
			Set Player Variable(Event Player, heroListInfinitoAppend, Empty Array);
			Modify Player Variable(Event Player, heroListInfinitoAppend, Append To Array, All Damage Heroes);
			Set Player Variable(Event Player, heroListInfinitoAppend, Array Slice(Player Variable(Event Player, heroList), 0, 14));
			Modify Player Variable(Event Player, heroListInfinitoAppend, Append To Array, All Tank Heroes);
			Set Player Variable(Event Player, heroListInfinitoAppend, Array Slice(Player Variable(Event Player, heroList), 0, 21));
			Modify Player Variable(Event Player, heroListInfinitoAppend, Append To Array, All Support Heroes);
			Set Player Variable(Event Player, heroListInfinitoAppend, Array Slice(Player Variable(Event Player, heroList), 0, 28));
			Set Player Variable(Event Player, heroListInfinitoAppend, Randomized Array(Player Variable(Event Player, heroList)));
			Modify Player Variable(Event Player, heroList, Append To Array, Player Variable(Event Player, heroListInfinitoAppend));
		End;
		If(Compare(Global Variable(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
	{
		Or(Is In Setup, Is Game In Progress) == True;
	}

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

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

	conditions
	{
		Hero Of(Event Player) != Value In Array(Player Variable(Event Player, heroList), Subtract(Divide(Player Variable(Event Player,
			nextObjective), 1000), 1));
		Is Alive(Event Player) == True;
		Player Variable(Event Player, damageHealDone) > 0;
		Current Game Mode == Game Mode(Team Deathmatch);
	}

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

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

	conditions
	{
		Is Game In Progress == True;
	}

	actions
	{
		Set Match Time(Global Variable(timeCounter));
		Wait(60, Ignore Condition);
		Modify Global Variable(timeCounter, Add, 1);
		Loop;
	}
}

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

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

rule("Game Mode Description HUD - 1000 DMG/HEAL = NEW HERO TEAMS v12.1.0")
{
	event
	{
		Ongoing - Global;
	}

	conditions
	{
		Is Game In Progress == True;
	}

	actions
	{
		Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -1, White, White, White,
			Visible To and String, Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -1, White, White, White,
			Visible To and String, Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -1, White, White, White,
			Visible To and String, Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), 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 = NEW HERO TEAMS v12.1.0", Null, Null, Null),
			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", Null, Null, Null), String(
			"{0} {1}", 1000, String("Damage", Null, Null, Null), Null), Null), Left, 1, White, White, White, Visible To and String,
			Default Visibility);
		If(Compare(Global Variable(teamsHeroList), ==, True));
			Create HUD Text(All Players(All Teams), Null, Null, Custom String("14 random DPS   7 Tank   7 Supp {Random order}", Null, Null,
				Null), Left, 2, White, White, White, Visible To and String, Default Visibility);
		End;
		If(Compare(Global Variable(classicHeroList), ==, True));
			Create HUD Text(All Players(All Teams), Null, Null, Custom String("8 random DPS   1 Tank (5th)   1 Support (10th) in loop", Null,
				Null, Null), Left, 2, White, White, White, Visible To and String, Default Visibility);
		End;
		Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), 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", Null, Null, Null), 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", Null, Null, Null),
			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 = NEW HERO TEAMS v12.1.0")
{
	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 = NEW HERO TEAMS v12.1.0")
{
	event
	{
		Subroutine;
		gameModeDescriptionMessages;
	}

	actions
	{
		Wait(3.500, Ignore Condition);
		Small Message(Event Player, Custom String("1000 DMG/HEAL = NEW HERO TEAMS v12.1.0", Null, Null, Null));
		Wait(3.500, Ignore Condition);
		Small Message(Event Player, Custom String("Change {0} every {1}", String("Hero", Null, Null, Null), String("{0} {1}", 1000, String(
			"Damage", Null, Null, Null), Null), Null));
		Wait(3.500, Ignore Condition);
		If(Compare(Global Variable(teamsHeroList), ==, True));
			Small Message(Event Player, Custom String("14 random DPS   7 Tank   7 Supp {Random order}", Null, Null, Null));
		End;
		If(Compare(Global Variable(classicHeroList), ==, True));
			Small Message(Event Player, Custom String("8 random DPS   1 Tank (5th)   1 Support (10th) in loop", Null, Null, Null));
		End;
		Wait(3.500, Ignore Condition);
		Small Message(Event Player, Custom String("Created by Jokaes#2263", Null, Null, Null));
	}
}

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

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

	actions
	{
		Modify Player Variable(Event Player, damageHealDone, Add, 100);
		Set Player Score(Event Player, Player Variable(Event Player, damageHealDone));
		Set Player Variable(Event Player, nextObjective, Multiply(Add(Round To Integer(Divide(Player Variable(Event Player,
			damageHealDone), 1000), Down), 1), 1000));
		Start Forcing Player To Be Hero(Event Player, Value In Array(Player Variable(Event Player, heroList), Subtract(Divide(
			Player Variable(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(Value In Array(Player Variable(Event Player, heroList), 0), All Teams, -1, Position Of(Event Player), Vector(0, 0,
			0));
		disabled Create Dummy Bot(Value In Array(Player Variable(Event Player, heroList), 0), All Teams, -1, Position Of(Event Player), Vector(0, 0,
			0));
		disabled Create Dummy Bot(Value In Array(Player Variable(Event Player, heroList), 0), All Teams, -1, Position Of(Event Player), Vector(0, 0,
			0));
		disabled Create Dummy Bot(Value In Array(Player Variable(Event Player, heroList), 0), All Teams, -1, Position Of(Event Player), Vector(0, 0,
			0));
		disabled Create Dummy Bot(Value In Array(Player Variable(Event Player, heroList), 0), All Teams, -1, Position Of(Event Player), Vector(0, 0,
			0));
		disabled Create Dummy Bot(Value In Array(Player Variable(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, Value In Array(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);
	}
}

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

	conditions
	{
		Is In Setup == True;
	}

	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(Or(Compare(Number of Players(Team 1), <, 6), Compare(Number of Players(Team 2), <, 6)));
	}
}

disabled rule("Destroy the bots (TEST)")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

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

	actions
	{
		Destroy All Dummy Bots;
	}
}

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

Changelog

about 1 month ago 12.1.0

  • Fixed hero list generartion

14WGT
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2 months ago 12.0.0

This revision contains no notes

FMSKB
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