settings { main { Description: "MECHCREE - V 0.1.8 - BETA | By T54#6933 - /u/Tensouder54 - T54#21648 McCree now has a machene gun. Complete the objective to win the game! Crouching will make you invisable but unable to use ablities and shoot." } lobby { Map Rotation: After A Game Return To Lobby: Never } modes { disabled Deathmatch { Score To Win: 50 } Escort { Payload Speed Modifier: 115% } General { Allow Hero Switching: Off Health Pack Respawn Time Scalar: 50% Hero Limit: Off Respawn As Random Hero: On Respawn Time Scalar: 50% Spawn Health Packs: Enabled } } heroes { General { Health: 150% Jump Vertical Speed: 120% Movement Speed: 125% No Ammunition Requirement: On Ultimate Ability: Off McCree { Combat Roll Cooldown Time: 0% Flashbang Cooldown Time: 200% Primary Fire: Off Spawn With Ultimate Ready: On Ultimate Ability Deadeye: Off } enabled heroes { McCree } } } } rule("setup // Variable Setup") { event { Ongoing - Each Player; All; All; } actions { Set Player Variable(Event Player, A, 1); Set Damage Dealt(Event Player, 100); } } disabled rule("") { event { Ongoing - Global; } } rule("ALLOW DOUBLE JUMP (B) IF YOU ARE > 0.8 ALTITUDE, NOT HOLDING JUMP BUTTON, AND HAVE DOUBLE JUMPS (A)") { event { Ongoing - Each Player; All; All; } conditions { Altitude Of(Event Player) > 0.800; Is Button Held(Event Player, Jump) == False; Player Variable(Event Player, A) > 0; } actions { Set Player Variable(Event Player, B, True); } } rule("DISALLOW DOUBLE JUMP (B) IF YOU ARE OUT OF JUMPS (A)") { event { Ongoing - Each Player; All; All; } conditions { Player Variable(Event Player, A) <= 0; } actions { Set Player Variable(Event Player, B, False); } } rule("IF YOU JUMP WHILE IN THE AIR AND DOUBLE JUMP IS ALLOWED (B), DOUBLE JUMP AND CONSUME A CHARGE (A)") { event { Ongoing - Each Player; All; All; } conditions { Player Variable(Event Player, B) == True; Is Button Held(Event Player, Jump) == True; } actions { Apply Impulse(Event Player, Up, 10, To World, Cancel Contrary Motion); Modify Player Variable(Event Player, A, Subtract, 1); } } rule("TOUCHING THE GROUND RESETS YOUR JUMP COUNT (A) AND DISALLOWS DOUBLE JUMP (B)") { event { Ongoing - Each Player; All; All; } conditions { Is In Air(Event Player) != True; } actions { Set Player Variable(Event Player, A, 1); Set Player Variable(Event Player, B, False); } } rule("Code By T54 - Licenced Under GNU AGPL 3.0 - https://www.gnu.org/licenses/agpl-3.0.en.html // Displays beta and licence badge.") { event { Ongoing - Global; } actions { Create HUD Text(All Players(All Teams), Custom String("Licence", Null, Null, Null), Custom String( "https://www.gnu.org/licenses/agpl-3.0.en.html", Null, Null, Null), Null, Right, 0, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Custom String("BETA", Null, Null, Null), Custom String("This software is in development.", Null, Null, Null), Null, Right, 0, Green, Lime Green, Green, Visible To and String, Visible Always); } } rule("IF player.fireingPrimary() THEN player.fireSecondary();") { event { Ongoing - Each Player; All; All; } conditions { Is Button Held(Event Player, Primary Fire) == True; Is Button Held(Event Player, Crouch) == False; } actions { Set Secondary Fire Enabled(Event Player, True); Press Button(Event Player, Secondary Fire); } } disabled rule("WHILE player.isUsingAblity1 DO player.useAblity1; // Feature in development.") { event { Ongoing - Each Player; All; All; } conditions { Is On Ground(Event Player) == True; Is Button Held(Event Player, Ability 1) == True; } actions { Disallow Button(Event Player, Ability 1); Wait(1, Ignore Condition); Allow Button(Event Player, Ability 1); Press Button(Event Player, Ability 1); } } rule("WHILE player.isCrouching") { event { Ongoing - Each Player; All; All; } conditions { Is Button Held(Event Player, Crouch) == True; } actions { Set Invisible(Event Player, Enemies); Set Primary Fire Enabled(Event Player, False); Set Secondary Fire Enabled(Event Player, False); Set Ability 1 Enabled(Event Player, False); Set Ability 2 Enabled(Event Player, False); Create Effect(Event Player, Cloud, Purple, Event Player, 100, Visible To Position and Radius); } } rule("| DO player.setStatus(invisable);") { event { Ongoing - Each Player; All; All; } conditions { Is Button Held(Event Player, Crouch) == False; } actions { Set Invisible(Event Player, None); Set Primary Fire Enabled(Event Player, False); Set Secondary Fire Enabled(Event Player, True); Set Ability 1 Enabled(Event Player, True); Set Ability 2 Enabled(Event Player, True); Destroy All Effects; } } rule("| IF player.fireingPrimary() THEN createEffect(players, "Cloud", "#800080", player.position(), 2, 0);") { event { Ongoing - Each Player; All; All; } conditions { Is Firing Primary(Event Player) == True; Is Crouching(Event Player) == True; } actions { Create Effect(All Players(Opposite Team Of(All Teams)), Cloud, Purple, Event Player, 2, Visible To Position and Radius); } } rule("| IF player.fireingSecondary() THEN createEffect(players, "Cloud", "#800080", player.position(), 2, 0);") { event { Ongoing - Each Player; All; All; } conditions { Is Firing Secondary(Event Player) == True; Is Crouching(Event Player) == True; } actions { Create Effect(All Players(Opposite Team Of(All Teams)), Cloud, Purple, Event Player, 2, Visible To Position and Radius); } } rule("| IF player.isUsingAblity1() THEN createEffect(players, "Cloud", "#800080", player.position(), 2, 0);") { event { Ongoing - Each Player; All; All; } conditions { Is Communicating Any(Event Player) == True; Is Using Ability 1(Event Player) == True; } actions { Create Effect(All Players(Opposite Team Of(All Teams)), Cloud, Purple, Event Player, 2, Visible To Position and Radius); } } rule("| IF player.isUsingAblity2() THEN createEffect(players, "Cloud", "#800080", player.position(), 2, 0);") { event { Ongoing - Each Player; All; All; } conditions { Is Using Ability 2(Event Player) == True; Is Crouching(Event Player) == True; } actions { Create Effect(All Players(Opposite Team Of(All Teams)), Cloud, Purple, Event Player, 2, Visible To Position and Radius); } } rule("| IF player.isCrouching() THEN createEffect(players, "Cloud", "#800080", player.position(), 2, 0);") { event { Ongoing - Each Player; All; All; } conditions { Is In Air(Event Player) == True; Is Crouching(Event Player) == True; } actions { Create Effect(All Players(Opposite Team Of(All Teams)), Cloud, Purple, Event Player, 2, Visible To Position and Radius); } } rule("| IF NOT player.isCrouching() THEN destroyAllEffects();") { event { Ongoing - Each Player; All; All; } conditions { Is Button Held(Event Player, Crouch) == False; } actions { Destroy All Effects; } }