globalvar g
subroutine sub
rule "missing actions":
@Event eachPlayer
addToTeamScore(Team.1, 2)
setTeamScore(Team.2, 3)
declareDraw()
declareRoundDraw()
declareRoundVictory(Team.1)
declareRoundVictory(roundWinningTeam=Team.2)
destroyAllProgressBarInWorldTexts()
destroyDummy(Team.1, 1)
enableGamemodeCompletion()
enableInspector()
enableScoring()
goToAssembleHeroes()
returnToLobby()
startGamemode()
stopAllAssists()
stopAllDamageModifications()
stopAllHealingModifications()
stopAssist(g)
stopForcingSpawn(Team.1)
startRule(sub, AsyncBehavior.RESTART)
createProjectile(Projectile.ORB, eventPlayer, vect(0, 0, 0), vect(0, 0, 1), Relativity.TO_WORLD, ModifyHealth.DAMAGE, Team.ALL, 10, 1, 0, DynamicEffect.BAD_EXPLOSION, DynamicEffect.EXPLOSION_SOUND, 0, 20, 5, 0, 0, 0)
createProjectile(Projectile.ORB, eventPlayer, vect(0, 0, 0), vect(0, 0, 1), damage=5, speed=3)
createHomingProjectile(Projectile.ORB, eventPlayer, vect(0, 0, 0), vect(0, 0, 1), Relativity.TO_WORLD, ModifyHealth.DAMAGE, Team.ALL, 10, 1, 0, DynamicEffect.BAD_EXPLOSION, DynamicEffect.EXPLOSION_SOUND, 0, 20, 5, 0, eventPlayer, 1)
createHomingProjectile(Projectile.ORB, damage=5, speed=3, homingTarget=eventPlayer)
createProjectileEffect(getAllPlayers(), Projectile.ORB, getAllPlayers(), vect(0, 0, 0), vect(0, 0, 1))
createProjectileEffect(getAllPlayers(), Projectile.ORB, getAllPlayers(), eventPlayer, vect(0, 0, 1), 2, ProjectileEffectReeval.VISIBILITY)