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owhb_v3a_v17b1_frameanim_200521_03.txt
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settings
{
lobby
{
Max Spectators: 0
Max Team 1 Players: 1
Max Team 2 Players: 1
}
modes
{
disabled Control
{
Limit Valid Control Points: First
}
Team Deathmatch
{
enabled maps
{
Workshop Chamber
}
}
General
{
Game Mode Start: Manual
Respawn Time Scalar: 0%
Spawn Health Packs: Disabled
}
}
heroes
{
Team 2
{
Mercy
{
Weapons Enabled: Caduceus Staff Only
}
Symmetra
{
Sentry Turret Cooldown Time: 0%
Spawn With Ultimate Ready: On
Teleporter Cooldown Time: 0%
}
Wrecking Ball
{
Infinite Ultimate Duration: On
}
}
General
{
Ability Cooldown Time: 0%
Infinite Ultimate Duration: On
Ultimate Duration: 500%
Ultimate Generation: 500%
Ultimate Generation - Combat: 500%
Ultimate Generation - Passive: 500%
Bastion
{
Infinite Ultimate Duration: On
Spawn With Ultimate Ready: On
}
McCree
{
Combat Roll: Off
Damage Dealt: 500%
Flashbang: Off
No Ammunition Requirement: On
Quick Melee: Off
Secondary Fire: Off
Ultimate Ability Deadeye: Off
}
Mei
{
Blizzard Freeze Minimum: 0%
Blizzard Freeze Rate Scalar: 500%
No Ammunition Requirement: On
Spawn With Ultimate Ready: On
Weapon Freeze Duration Scalar: 500%
Weapon Freeze Minimum: 0%
Weapon Freeze Rate Scalar: 500%
}
Zenyatta
{
Spawn With Ultimate Ready: On
}
}
}
}
variables
{
global:
0: L_scan_height
1: L_scan_depth
2: R_total_hit
3: R_total_crit
5: RAY_CAST_VECTORS
6: BOTS_VECTORS
7: __FIRST_HERO
8: HERO_ARRAY
9: CAMERA_HEIGHT
11: SPHERE_RADIUS
12: HERO_NUM
13: L_hit_count
14: HERO_COUNT
15: BOT_POSITION
16: CAMERA_VECTORS
17: CAMERA_DISTANCE
18: CRIT_BOT_POSITION
19: crit_depth_min
20: crit_depth_max
21: crit_height_min
22: crit_height_max
23: L_total_hit
24: L_total_crit
26: DELTA_DEPTH_STATIC
27: DELTA_HEIGHT_STATIC
28: SHOOTER_VECTORS
29: R_scan_height
30: R_scan_depth
31: R_hit_count
33: SCAN_HEIGHT_LIMIT
34: SCAN_DEPTH_LIMIT
35: hud_bot_rotation
36: hud_ray_rotation
37: hud_camera_rotation
39: CAMERA_360_ANGLE
40: SCAN_DEPTH_BASE
41: SCAN_HEIGHT_BASE
42: SCAN_WAIT
43: _SERVER_TIMER_L
44: _SERVER_TIMER_R
49: __GLOBAL_SETUP
50: _FRAME
player:
0: l_hit_store
1: r_hit_store
2: pos
}
subroutines
{
1: sub_default_face
4: action_b1_routine_junkrat
15: action_use_ultimate
}
rule("global setup")
{
event
{
Ongoing - Global;
}
actions
{
Disable Inspector Recording;
Global.__GLOBAL_SETUP = Array(Hero(Ana), -15, 15, 0, 15, 100);
Global.__FIRST_HERO = Global.__GLOBAL_SETUP[0];
Global.SCAN_DEPTH_BASE = Global.__GLOBAL_SETUP[1];
Global.SCAN_DEPTH_LIMIT = Global.__GLOBAL_SETUP[2];
Global.SCAN_HEIGHT_BASE = Global.__GLOBAL_SETUP[3];
Global.SCAN_HEIGHT_LIMIT = Global.__GLOBAL_SETUP[4];
Global.crit_depth_min = -63;
Global.crit_depth_max = 24;
Global.crit_height_min = 217;
Global.crit_height_max = 305;
Global.L_scan_height = Global.SCAN_HEIGHT_BASE;
Global.L_scan_depth = Global.SCAN_DEPTH_BASE;
Global.R_scan_height = Global.SCAN_HEIGHT_BASE;
Global.R_scan_depth = Global.SCAN_DEPTH_BASE;
Global.DELTA_DEPTH_STATIC = Vector(0.100, 0, 0);
Global.DELTA_HEIGHT_STATIC = Vector(0, 0.100, 0);
"classic scan time"
disabled Global.SCAN_WAIT = Max(0.016, 0.016 * Round To Integer(8 * (Absolute Value(Global.SCAN_HEIGHT_LIMIT - Global.SCAN_HEIGHT_BASE)
/ 100 - 1), Up));
"fixed scan time for slow motion"
Global.SCAN_WAIT = 0.080;
Global.SPHERE_RADIUS = 0.020;
Global.CAMERA_DISTANCE = 3.090;
Global.hud_bot_rotation = 0;
Global.hud_ray_rotation = 0;
Global.hud_camera_rotation = 0;
Global.HERO_NUM = 0;
Global.HERO_COUNT = 31;
Global.BOT_POSITION = Vector(0, 0, 0);
Global.CRIT_BOT_POSITION = Vector(18, 6, -36);
Global.CAMERA_HEIGHT = 1.250 + Y Component Of(Global.BOT_POSITION);
Global.HERO_ARRAY = Empty Array;
Modify Global Variable(HERO_ARRAY, Append To Array, All Support Heroes);
Modify Global Variable(HERO_ARRAY, Append To Array, All Damage Heroes);
Modify Global Variable(HERO_ARRAY, Append To Array, All Tank Heroes);
Global.CAMERA_VECTORS = Empty Array;
Modify Global Variable(CAMERA_VECTORS, Append To Array, Global.CAMERA_DISTANCE * Vector(0, 0, 1));
Modify Global Variable(CAMERA_VECTORS, Append To Array, Global.CAMERA_DISTANCE * Vector(-0.707, 0, 0.707));
Modify Global Variable(CAMERA_VECTORS, Append To Array, Global.CAMERA_DISTANCE * Vector(0.707, 0, 0.707));
Modify Global Variable(CAMERA_VECTORS, Append To Array, Global.CAMERA_DISTANCE * Vector(-1, 0, 0));
Modify Global Variable(CAMERA_VECTORS, Append To Array, Global.CAMERA_DISTANCE * Vector(1, 0, 0));
Modify Global Variable(CAMERA_VECTORS, Append To Array, Global.CAMERA_DISTANCE * Vector(0, 0, -1));
Modify Global Variable(CAMERA_VECTORS, Append To Array, Global.CAMERA_DISTANCE * Vector(0, 1, -0.001));
Global.SHOOTER_VECTORS = Empty Array;
Modify Global Variable(SHOOTER_VECTORS, Append To Array, Vector(0, -1.425, 9));
Modify Global Variable(SHOOTER_VECTORS, Append To Array, Vector(0, -1.425, -9));
Global.RAY_CAST_VECTORS = Empty Array;
Modify Global Variable(RAY_CAST_VECTORS, Append To Array, 3.090 * Vector(0, 0, 1));
Modify Global Variable(RAY_CAST_VECTORS, Append To Array, 3.090 * Vector(0, 0, -1));
Modify Global Variable(RAY_CAST_VECTORS, Append To Array, Global.DELTA_DEPTH_STATIC);
Modify Global Variable(RAY_CAST_VECTORS, Append To Array, Global.DELTA_HEIGHT_STATIC);
Global.BOTS_VECTORS = Empty Array;
Modify Global Variable(BOTS_VECTORS, Append To Array, Vector(0, 0, 1));
Modify Global Variable(BOTS_VECTORS, Append To Array, Vector(0, 0, 1));
disabled Create Dummy Bot(Global.__FIRST_HERO, Team 2, 0, Global.BOT_POSITION, Vector(0, 0, 0));
Global.CAMERA_360_ANGLE = 359;
}
}
rule("respawn the bot")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Dummy Bot(Event Player) == True;
Is Alive(Event Player) == True;
Team Of(Event Player) == Team 2;
}
actions
{
Wait(1, Ignore Condition);
Teleport(Event Player, Global.BOT_POSITION);
Start Facing(Event Player, Global.BOTS_VECTORS[0], 10000, To World, Direction and Turn Rate);
"for hammond ball form"
disabled Press Button(Event Player, Ability 1);
"for ultimates"
disabled Press Button(Event Player, Ultimate);
"for reinhardt shield up"
disabled Start Holding Button(Event Player, Secondary Fire);
Set Max Health(Event Player, 1000);
Start Heal Over Time(Event Player, Event Player, 9999, 10000);
disabled Call Subroutine(action_b1_routine_junkrat);
disabled Call Subroutine(action_use_ultimate);
"5 below: for slow scan, need disable first hero spawn when server starts"
Set Slow Motion(10);
disabled Press Button(Event Player, Ultimate);
disabled Wait(1.200, Ignore Condition);
disabled Communicate(Players In Slot(0, Team 1), Group Up);
disabled Press Button(Players In Slot(0, Team 1), Interact);
}
}
rule("respawn myself")
{
event
{
Ongoing - Each Player;
Team 1;
All;
}
conditions
{
Is Alive(Event Player) == True;
Has Spawned(Event Player) == True;
Is Dummy Bot(Event Player) != True;
}
actions
{
Wait(0.016, Ignore Condition);
disabled Set Status(Event Player, Null, Phased Out, 9999);
Call Subroutine(sub_default_face);
}
}
rule("clear status on bot death")
{
event
{
Player Died;
All;
All;
}
conditions
{
Is Dummy Bot(Event Player) == True;
}
actions
{
Clear Status(Event Player, Frozen);
Clear Status(Event Player, Stunned);
}
}
rule("hud setup")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Dummy Bot(Event Player) == False;
}
actions
{
Create HUD Text(Event Player, String("{0} {1}", Custom String("L scan height"), Global.L_scan_height), Null, Null, Left, 2, Yellow,
White, White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, String("{0} {1}", Custom String("L scan depth"), Global.L_scan_depth), Null, Null, Left, 3, Yellow,
White, White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, String("{0} {1}", Custom String("L hit count"), Global.L_total_hit), Null, Null, Left, 11, Yellow,
White, White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, String("{0} {1}", Custom String("ROTATIONS B-R-C"), String("{0} - {1} - {2}",
Global.hud_bot_rotation, Global.hud_ray_rotation, Global.hud_camera_rotation)), Null, Null, Right, 20, White, White, White,
Visible To and String, Default Visibility);
Create HUD Text(Event Player, String("{0} {1}", Custom String("server load"), Server Load), Null, Null, Right, 100, Green, White,
White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, String("{0} {1} {2}", Custom String("scan f"), Global._SERVER_TIMER_L, Global._SERVER_TIMER_R), Null,
Null, Right, 101, Yellow, White, White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, String("{0} {1}", Custom String("frame"), Global._FRAME), Null, Null, Right, 101, White, White,
White, Visible To and String, Default Visibility);
}
}
rule("scan L frame")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Host Player == True;
(Is Button Held(Event Player, Interact) || Is Communicating(Event Player, Ultimate Status)) == True;
}
actions
{
Chase Global Variable At Rate(_SERVER_TIMER_L, 10000, 100, Destination and Rate);
For Global Variable(_FRAME, 0, Global.__GLOBAL_SETUP[5], 1);
For Global Variable(L_scan_depth, Global.SCAN_DEPTH_BASE, Global.SCAN_DEPTH_LIMIT + 1, 1);
For Global Variable(L_scan_height, Global.SCAN_HEIGHT_BASE, Global.SCAN_HEIGHT_LIMIT + 1, 1);
"if ray hits player"
If(Ray Cast Hit Player(Position Of(Event Player)
+ Global.RAY_CAST_VECTORS[0] + Global.RAY_CAST_VECTORS[3] * Global.L_scan_height + Global.RAY_CAST_VECTORS[2] * Global.L_scan_depth,
Position Of(Event Player)
+ Global.RAY_CAST_VECTORS[1] + Global.RAY_CAST_VECTORS[3] * Global.L_scan_height + Global.RAY_CAST_VECTORS[2] * Global.L_scan_depth,
All Players(All Teams), Null, True) != Null);
Modify Player Variable(Event Player, l_hit_store, Append To Array, 10000 * Ray Cast Hit Position(Position Of(Event Player)
+ Global.RAY_CAST_VECTORS[0] + Global.RAY_CAST_VECTORS[3] * Global.L_scan_height + Global.RAY_CAST_VECTORS[2] * Global.L_scan_depth,
Position Of(Event Player)
+ Global.RAY_CAST_VECTORS[1] + Global.RAY_CAST_VECTORS[3] * Global.L_scan_height + Global.RAY_CAST_VECTORS[2] * Global.L_scan_depth,
All Players(All Teams), Null, True));
disabled Event Player.l_hit_store[Global.L_scan_height] = 0;
Global.L_total_hit += 1;
"if hit"
End;
"if ray hits player (R)"
If(Ray Cast Hit Player(Position Of(Event Player)
+ Global.RAY_CAST_VECTORS[1] + Global.RAY_CAST_VECTORS[3] * Global.L_scan_height + Global.RAY_CAST_VECTORS[2] * Global.L_scan_depth,
Position Of(Event Player)
+ Global.RAY_CAST_VECTORS[0] + Global.RAY_CAST_VECTORS[3] * Global.L_scan_height + Global.RAY_CAST_VECTORS[2] * Global.L_scan_depth,
All Players(All Teams), Null, True) != Null);
Modify Player Variable(Event Player, r_hit_store, Append To Array, 10000 * Ray Cast Hit Position(Position Of(Event Player)
+ Global.RAY_CAST_VECTORS[1] + Global.RAY_CAST_VECTORS[3] * Global.L_scan_height + Global.RAY_CAST_VECTORS[2] * Global.L_scan_depth,
Position Of(Event Player)
+ Global.RAY_CAST_VECTORS[0] + Global.RAY_CAST_VECTORS[3] * Global.L_scan_height + Global.RAY_CAST_VECTORS[2] * Global.L_scan_depth,
All Players(All Teams), Null, True));
Global.R_total_hit += 1;
"if hit"
End;
"for height"
End;
disabled Wait(Global.SCAN_WAIT, Ignore Condition);
"for depth"
End;
Event Player.pos = 10000 * Position Of(Event Player);
Enable Inspector Recording;
Disable Inspector Recording;
Event Player.l_hit_store = Empty Array;
Event Player.r_hit_store = Empty Array;
Wait(Global.SCAN_WAIT, Ignore Condition);
"for frame"
End;
Play Effect(All Players(All Teams), Debuff Impact Sound, White, Event Player, 200);
Stop Chasing Global Variable(_SERVER_TIMER_L);
}
}
rule("reset ALL")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Host Player == True;
Is Communicating(Event Player, Voice Line Up) == True;
}
actions
{
Global.L_scan_depth = 0;
Global.L_scan_height = 0;
Global.R_scan_depth = 0;
Global.R_scan_height = 0;
Global.L_total_hit = 0;
Global.L_total_crit = 0;
Global.R_total_hit = 0;
Global.R_total_crit = 0;
Global.crit_depth_min = 1000;
Global.crit_depth_max = -1000;
Global.crit_height_min = 1000;
Global.crit_height_max = -1000;
Global.L_hit_count = 0;
Global.R_hit_count = 0;
Global.SCAN_HEIGHT_LIMIT = -1000;
}
}
rule("sound")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Host Player == True;
Is Button Held(Event Player, Interact) == True;
}
actions
{
Play Effect(All Players(All Teams), Buff Impact Sound, White, Event Player, 200);
}
}
rule("[SUB] self default spawn pos")
{
event
{
Subroutine;
sub_default_face;
}
actions
{
Teleport(Event Player, Vector(0, 0, 0));
Start Facing(Event Player, Vector(0, 0, 1), 10000, To World, Direction and Turn Rate);
Wait(1, Ignore Condition);
Stop Facing(Event Player);
Wait(2, Ignore Condition);
Set Slow Motion(50);
}
}
rule("reset self spawn pos (pree melee)")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Melee) == True;
}
actions
{
Call Subroutine(sub_default_face);
}
}