thing

mail@pastecode.io avatar
unknown
plain_text
a year ago
67 kB
2
Indexable
Never
rule("Teleporting setup III")
{
	event
	{
		Ongoing - Global;
	}

	conditions
	{
		Is Assembling Heroes == False;
	}

	actions
	{
		If(Global.__currentMap__ == Map(Junkertown));
			Global.sniper_location = Vector(-9.472, 22, -72.515);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-34.993, 17.845, -28.291);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-24.946, 25, -104.448);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-80.848, 14.955, -160.223);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-91.150, 12, -113.063);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 4, Team 2, Off)) >= 1, 99999);
			Declare Team Victory(Team 2);
		Else If(Global.__currentMap__ == Map(Watchpoint: Gibraltar));
			Global.sniper_location = Vector(63.120, 24.620, -115.510);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(23.087, 5.400, -65.557);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(62.745, 4.700, -22.652);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(59.500, 22.110, 13.310);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(69.330, 29.660, 53.790);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 3, Team 2, Off)) >= 1, 99999);
			Declare Team Victory(Team 2);
		Else If(Global.__currentMap__ == Map(Havana));
			Global.sniper_location = Vector(-38.390, 19.200, -55.190);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-34.330, 17.770, -83.880);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(58.874, 14.300, -96.860);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(108.858, 16.300, -32.549);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(155.570, 26.100, 1.050);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_5;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_5, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(114.750, 30.540, -44.450);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 3, Team 2, Off)) >= 1, 99999);
			Declare Team Victory(Team 2);
		Else If(Global.__currentMap__ == Map(Route 66));
			Global.sniper_location = Vector(102.530, 14.860, 12.260);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(39.390, 26.500, -24.440);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-46.630, 43.200, -35.050);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-57.390, 14.650, 5.620);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-92.080, 15.720, -29.400);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 4, Team 2, Off)) >= 1, 99999);
			Declare Team Victory(Team 2);
		Else If(Global.__currentMap__ == Map(Rialto));
			Global.sniper_location = Vector(45.480, 15.980, -47.720);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(16.030, 22.070, -97.050);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(4.590, 19.990, -34.190);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-85.420, 20.860, -56.880);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-89.520, 32.210, -100.240);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 4, Team 2, Off)) >= 1, 99999);
		Else If(Global.__currentMap__ == Map(Blizzard World));
			Global.sniper_location = Vector(6.510, 47.300, 71.660);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-60.850, 51.800, 134.660);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-139.670, 6.360, 137.190);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-109.980, 21, 116.400);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-100.760, 15, 121.340);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 4, Team 2, Off)) >= 1, 99999);
			Declare Team Victory(Team 2);
		Else If(Global.__currentMap__ == Map(Eichenwalde));
			Global.sniper_location = Vector(62.990, 32, 5.960);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(9.530, 28.830, -92.990);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(105.830, 35.230, -79.450);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(105.830, 35.230, -79.450);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(118.250, 11.720, -23.500);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 3, Team 2, Off)) >= 1, 99999);
			Declare Team Victory(Team 2);
		Else If(Global.__currentMap__ == Map(Dorado));
			Global.sniper_location = Vector(31.400, 19.970, 69.410);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(17.340, 25.990, -26.260);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(53.020, 25.960, -10.880);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(79.020, 21.200, -3.310);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(116.810, 39.160, 47.200);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_5;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_5, 3, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(186, 33.940, 24.330);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 3, Team 2, Off)) >= 1, 99999);
			Declare Team Victory(Team 2);
		Else If(Global.__currentMap__ == Map(Horizon Lunar Colony));
			Global.sniper_location = Vector(51.350, 14.500, -47.250);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(118.380, 24, -78.160);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(49.780, 17.300, -60.410);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(7.340, 10.060, -107);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-23.250, 8.820, -122.640);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 4, Team 2, Off)) >= 1, 99999);
			Declare Team Victory(Team 2);
		Else If(Global.__currentMap__ == Map(Numbani));
			Global.sniper_location = Vector(44.360, 15.840, 15.830);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(52.690, 8.530, -42.570);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(90.520, 17.440, 26.920);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(130.610, 13.510, -18.010);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(178.700, 12.100, 21.600);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 4, Team 2, Off)) >= 1, 99999);
			Declare Team Victory(Team 2);
		Else If(Global.__currentMap__ == Map(Paris));
			Global.sniper_location = Vector(-23.200, 14.920, -45.030);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-53.260, 17.020, 7.390);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-107.300, 25.200, -14.110);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-149.180, 20.290, -43.260);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-91.300, 15, -97.450);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 4, Team 2, Off)) >= 1, 99999);
			Declare Team Victory(Team 2);
		Else If(Global.__currentMap__ == Map(Temple of Anubis));
			Global.sniper_location = Vector(-30.880, 15.310, -10.410);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-53.040, 16.880, 52.090);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-36.490, 23.830, 74.340);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(17.480, 6.610, 116.220);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-28.790, 7.760, 112.700);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 4, Team 2, Off)) >= 1, 99999);
			Declare Team Victory(Team 2);
		Else If(Global.__currentMap__ == Map(Volskaya Industries));
			Global.sniper_location = Vector(49.910, -0.360, 33.830);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-15.650, 3.850, 78.990);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-65.220, 11.680, 107.370);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-138.710, 15.270, 73.740);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-84.990, 5.370, 11.080);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 4, Team 2, Off)) >= 1, 99999);
			Declare Team Victory(Team 2);
		Else If(Global.__currentMap__ == 1848);
			Global.sniper_location = Vector(31.910, 5.260, 11.650);
			Teleport(All Players(Team 1), Global.sniper_location);
			Start Forcing Player Position(All Players(Team 1), Global.sniper_location, True);
			Wait(0.100, Ignore Condition);
			Start Forcing Throttle(All Players(Team 1), 0, 0, 0, 0, 0, 0);
			Stop Forcing Player Position(All Players(Team 1));
			Set Gravity(All Players(Team 1), 0);
			Global.checkpoint_flag = Global.checkpoint_1;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_1, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(3.940, 8.590, 1.010);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_2;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_2, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(-47.920, 3.950, -37.890);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_3;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_3, 5, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(10.210, 9.750, -79.960);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.checkpoint_4;
			Wait Until(Count Of(Filtered Array(Players Within Radius(Global.checkpoint_4, 4, Team 2, Off), Is Alive(Current Array Element)))
				>= 1, 99999);
			Global.sniper_location = Vector(48.490, 4.500, -57.430);
			Teleport(All Players(Team 1), Global.sniper_location);
			Small Message(All Players(All Teams), Custom String("Snipers moved to next checkpoint"));
			Global.checkpoint_flag = Global.Victory_area;
			Wait Until(Count Of(Players Within Radius(Global.Victory_area, 4, Team 2, Off)) >= 1, 99999);
			Declare Team Victory(Team 2);
		End;
		Declare Team Victory(Team 2);
		Wait(2.500, Ignore Condition);
		Restart Match;
	}
}

rule("Checkpoints + Effects III")
{
	event
	{
		Ongoing - Each Player;
		Team 1;
		All;
	}

	actions
	{
		If(Global.__currentMap__ == Map(Junkertown));
			Global.Victory_area = Vector(-89.175, 9.555, -103.697);
			Global.checkpoint_1 = Vector(4.255, 8.241, -53.097);
			Global.checkpoint_2 = Vector(-50.076, 11.968, -49.128);
			Global.checkpoint_3 = Vector(-53.484, 15.315, -115.854);
			Global.checkpoint_4 = Vector(-88.782, 7.870, -144.217);
			Global.Block_15 = Vector(-48.573, 8.839, -114.732);
			Global.Block_19 = Vector(-79.250, 8.011, -113.376);
			Global.Block_20 = Vector(-79.250, 11.011, -113.376);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 5, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 4, Visible To Position and Radius);
			Global.Block_16 = Vector(-81.321, 14.959, -138.055);
			Global.Block_17 = Vector(-81.321, 18.959, -138.055);
			Global.Block_18 = Vector(-76.976, 14.839, -134.244);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(-9.688, 8.501, -74.646);
			Global.Block_2 = Vector(20.647, 8.381, -42.157);
			Global.Block_3 = Vector(-25.966, 6.072, -63.809);
			Global.Block_4 = Vector(-50.546, 6.014, -45.244);
			Global.Block_5 = Vector(-55.133, 13.980, -86.277);
			Global.Block_6 = Vector(-65.435, 8.931, -98.257);
			Global.Block_7 = Vector(40.381, -3.729, -127.468);
			Global.Block_8 = Vector(1.230, 8.251, -60.583);
			Global.Block_9 = Vector(1.230, 15.251, -60.583);
			Global.Block_10 = Vector(-52.807, 9.582, -135.798);
			Global.Block_11 = Vector(-78.121, 5.447, -133.118);
			Global.Block_12 = Vector(-56.706, 9.103, -152.340);
			Global.Block_13 = Vector(-115.388, 8.511, -131.642);
			Global.Block_14 = Vector(-96.815, 14.147, -168.276);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 4, Visible To Position and Radius);
			Wait(1, Ignore Condition);
			Global.Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5, Global.Block_6,
				Global.Block_7, Global.Block_8, Global.Block_9, Global.Block_10, Global.Block_11, Global.Block_12, Global.Block_13,
				Global.Block_14, Global.Block_15, Global.Block_16, Global.Block_17, Global.Block_18, Global.Block_19, Global.Block_20);
		Else If(Global.__currentMap__ == Map(Watchpoint: Gibraltar));
			Global.Victory_area = Vector(87.030, 0.526, 44.682);
			Global.checkpoint_1 = Vector(44.960, 1.456, -101.821);
			Global.checkpoint_2 = Vector(22.824, 4.470, -61.589);
			Global.checkpoint_3 = Vector(75.273, 3.574, -34.127);
			Global.checkpoint_4 = Vector(79.598, 10.469, 17.526);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 3, Visible To Position and Radius);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(44.762, -2.649, -141.173);
			Global.Block_2 = Vector(44.362, -2.649, -149.378);
			Global.Block_3 = Vector(51.892, 2.351, -142.138);
			Global.Block_4 = Vector(56.463, 2.351, -137.644);
			Global.Block_5 = Vector(43.981, -3.725, -131.023);
			Global.Block_6 = Vector(43.981, 4, -131.023);
			Global.Block_7 = Vector(-49.207, 8.870, -114.455);
			Global.Block_8 = Vector(-42.189, 8.327, -119.009);
			Global.Block_9 = Vector(38.189, -4.053, -84.172);
			Global.Block_10 = Vector(39.456, -3.611, -75.592);
			Global.Block_11 = Vector(22.693, -3.649, -59.327);
			Global.Block_12 = Vector(49.708, 2.563, -74.450);
			Global.Block_13 = Vector(31.294, 0.469, -37.408);
			Global.Block_14 = Vector(41.887, 4.469, -29.902);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 3, Visible To Position and Radius);
			Wait(1, Ignore Condition);
			Global.Block_15 = Vector(57.386, 5.309, -42.356);
			Global.Block_16 = Vector(55.359, 5.202, -51.013);
			Global.Block_17 = Vector(64.656, -1.021, -16.914);
			Global.Block_18 = Vector(92.927, 2.879, 6.979);
			Global.Block_19 = Vector(92.927, 5.879, 6.979);
			Global.Block_20 = Vector(37.999, 8.586, 8.655);
			Global.Block_21 = Vector(41.923, 4.698, 17.836);
			Global.Block_22 = Vector(49.343, 2.849, 15.864);
			Global.Block_23 = Vector(41.995, -3.584, -124.322);
			Global.Block_24 = Vector(41.995, 4.584, -124.322);
			Global.Block_25 = Vector(39.243, -9.499, -98.710);
			Global.Block_26 = Vector(62.373, 2.500, 38.147);
			Global.Block_27 = Vector(36.966, 4.469, -75.990);
			Global.Block_28 = Vector(82.990, 10.470, 12.240);
			Global.Block_29 = Vector(39.007, -3.035, -90.678);
			Global.Block_30 = Vector(62.319, 4.120, -31.166);
			Global.Block_31 = Vector(69.639, 9.657, 19.036);
			Global.Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5, Global.Block_6,
				Global.Block_7, Global.Block_8, Global.Block_9, Global.Block_10, Global.Block_11, Global.Block_12, Global.Block_13,
				Global.Block_14, Global.Block_15, Global.Block_16, Global.Block_17, Global.Block_18, Global.Block_19, Global.Block_20,
				Global.Block_21, Global.Block_22, Global.Block_23, Global.Block_24, Global.Block_25, Global.Block_26, Global.Block_27,
				Global.Block_28, Global.Block_29, Global.Block_30, Global.Block_31);
		Else If(Global.__currentMap__ == Map(Havana));
			Global.Victory_area = Vector(133.461, 7.723, -57.331);
			Global.checkpoint_1 = Vector(-35.859, 8.389, -45.136);
			Global.checkpoint_2 = Vector(-2.776, 13.114, -79.832);
			Global.checkpoint_3 = Vector(59.440, 6.679, -95.252);
			Global.checkpoint_4 = Vector(98.349, 9.754, -19.083);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 3, Visible To Position and Radius);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(-53.702, 5.984, -28.133);
			Global.Block_2 = Vector(-40.619, 7.912, -39.051);
			Global.Block_3 = Vector(-32.781, 11.526, -94.499);
			Global.Block_4 = Vector(-35.020, 11.351, -93.545);
			Global.Block_5 = Vector(-21.417, 12.502, -95.964);
			Global.Block_6 = Vector(-3.068, 8.299, -59.219);
			Global.Block_7 = Vector(-3.068, 15.299, -59.219);
			Global.Block_8 = Vector(-42.189, 8.327, -119.009);
			Global.Block_9 = Vector(38.189, -4.053, -84.172);
			Global.Block_10 = Vector(9.382, 8.023, -97.174);
			Global.Block_11 = Vector(38.790, 7.948, -92.389);
			Global.Block_12 = Vector(-15.598, 8.500, -67.172);
			Global.Block_13 = Vector(2.219, 7.769, -62.568);
			Global.Block_14 = Vector(2.219, 13.769, -62.568);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 3, Visible To Position and Radius);
			Wait(1, Ignore Condition);
			Global.Block_15 = Vector(27.547, 7.407, -73.687);
			Global.Block_16 = Vector(29.294, 7.833, -61.079);
			Global.Block_17 = Vector(57.405, 13.559, -66.815);
			Global.Block_18 = Vector(107.261, 1.476, -51.257);
			Global.Block_19 = Vector(116.792, 8.408, -48.866);
			Global.Block_20 = Vector(117.037, 13.354, -48.866);
			Global.Block_21 = Vector(122.709, 8.055, -44.700);
			Global.Block_22 = Vector(-65.063, 7.450, -78.195);
			Global.Block_23 = Vector(-39.859, 7.450, -63.852);
			Global.Block_24 = Vector(-39.859, 13.600, -63.852);
			Global.Block_25 = Vector(-31.635, 7.297, -61.758);
			Global.Block_26 = Vector(-31.635, 13.297, -61.758);
			Global.Block_27 = Vector(120.427, 7.450, -59.188);
			Global.Block_28 = Vector(-22.971, 7.767, -63.124);
			Global.Block_29 = Vector(-35.278, 7.352, -64.919);
			Global.checkpoint_5 = Vector(144.374, 6.827, -19.164);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_5, 3, Visible To Position and Radius);
			Global.Block_30 = Vector(62.319, 4.120, -31.166);
			Create Effect(All Players(All Teams), Sphere, Color(Red), Global.Block_30, 4, Visible To Position and Radius);
			Global.Block_31 = Vector(124.048, 8.010, -28.546);
			Global.Block_32 = Vector(28.945, 8.207, -67.686);
			Global.Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5, Global.Block_6,
				Global.Block_7, Global.Block_8, Global.Block_9, Global.Block_10, Global.Block_11, Global.Block_12, Global.Block_13,
				Global.Block_14, Global.Block_15, Global.Block_16, Global.Block_17, Global.Block_18, Global.Block_19, Global.Block_20,
				Global.Block_21, Global.Block_22, Global.Block_23, Global.Block_24, Global.Block_25, Global.Block_26, Global.Block_27,
				Global.Block_28, Global.Block_29, Global.Block_30, Global.Block_31, Global.Block_32);
			Create Effect(All Players(All Teams), Ring, Color(Blue), Vector(-8.294, 7.616, -80.423), 4, Visible To Position and Radius);
			Create Icon(All Players(Team 2), Vector(-8.294, 9.116, -80.423), Arrow: Up, Visible To and Position, Color(White), False);
		Else If(Global.__currentMap__ == Map(Route 66));
			Global.Victory_area = Vector(-86.800, 6.510, -36.020);
			Global.checkpoint_1 = Vector(42.540, 2.180, -7.130);
			Global.checkpoint_2 = Vector(20.590, 9.590, -23.220);
			Global.checkpoint_3 = Vector(-51.680, 4.200, -15.130);
			Global.checkpoint_4 = Vector(-73.740, 13.120, 37.200);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 3, Visible To Position and Radius);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(33.900, 3.990, -20.080);
			Global.Block_2 = Vector(34.380, 2.090, 6.880);
			Global.Block_3 = Vector(27.940, 8, -2.540);
			Global.Push_locations_array = Array(Vector(13, 9999, -10000));
			Global.Block_4 = Vector(43.600, -9999, 55.300);
			Global.Block_6 = Vector(45.030, -9999, 47.760);
			Global.Block_7 = Vector(24.800, 2.040, 4.180);
			Global.checkpoint_5 = Vector(144.374, 6.827, -19.164);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_5, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 3, Visible To Position and Radius);
			Wait(1, Ignore Condition);
			Create Icon(All Players(Team 2), Global.checkpoint_flag, Flag, Visible To and Position, Color(Yellow), True);
			Create Effect(All Players(All Teams), Ring, Color(Blue), Vector(49.490, 2.140, 8.610), 4, Visible To Position and Radius);
			Create Icon(All Players(Team 2), Vector(49.490, 3.640, 8.610), Arrow: Up, Visible To and Position, Color(White), False);
			Global.Block_8 = Vector(-0.360, 2.870, -17.140);
			Global.Block_5 = Vector(-27.280, 3.440, -13.680);
			Global.Block_9 = Vector(-67.640, 6.500, -10.960);
			Global.Block_10 = Vector(52.280, -151, 24.630);
			Global.Block_11 = Vector(64.380, 13.750, 10.640);
			Global.Block_12 = Vector(-21.330, 3.310, -32.040);
			Global.Block_13 = Vector(-35.340, 3.310, -30.570);
			Create Effect(All Players(All Teams), Ring, Color(Blue), Vector(17.720, 2.090, -15.060), 4, Visible To Position and Radius);
			Create Icon(All Players(Team 2), Vector(17.720, 3.590, -15.060), Arrow: Up, Visible To and Position, Color(White), False);
			Global.Block_14 = Vector(-54.470, 11.760, 33.440);
			Global.Block_15 = Vector(-79.210, 1, 25.610);
			Global.Block_16 = Vector(-100.860, 10.370, 18.500);
			Global.Block_17 = Vector(-74.480, 10.790, -28.490);
			Global.Block_18 = Vector(-98.350, 8.500, 5.190);
			Global.Block_19 = Vector(-104.150, 6.500, -20.920);
			Global.BIG_Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5,
				Global.Block_6, Global.Block_7, Global.Block_8, Global.Block_9, Global.Block_10, Global.Block_11, Global.Block_12,
				Global.Block_13, Global.Block_14, Global.Block_15, Global.Block_16, Global.Block_17, Global.Block_18, Global.Block_19);
		Else If(Global.__currentMap__ == Map(Rialto));
			Global.Victory_area = Vector(-84.960, 3.310, -100.820);
			Global.checkpoint_1 = Vector(49.290, -0.400, -46.430);
			Global.checkpoint_2 = Vector(31.210, -1.250, -92.260);
			Global.checkpoint_3 = Vector(6.510, 3.750, -31.800);
			Global.checkpoint_4 = Vector(-46.070, 1.600, -67.250);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 5, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 4, Visible To Position and Radius);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(104.570, -1.250, -26.650);
			Global.Block_2 = Vector(108.320, -1.250, -5.820);
			Global.Block_3 = Vector(69.340, -1.300, -32.820);
			Global.Block_4 = Vector(46.960, 1.290, -32.230);
			Global.Block_5 = Vector(34.610, 11.250, -50.570);
			Global.Block_6 = Vector(42.450, 5.660, -68.590);
			Global.Block_7 = Vector(-8.980, 11.500, -72.970);
			Global.Block_8 = Vector(-7.240, 0.600, -60.140);
			Global.Block_9 = Vector(-59.260, 3.450, -84.660);
			Global.Block_10 = Vector(-72.560, 3.410, -85.730);
			Global.Block_11 = Vector(-72.320, 2.750, -117.690);
			Global.Block_12 = Vector(-52.130, 1.960, -117.430);
			Global.Block_13 = Vector(-33.360, 4.850, -112.190);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 4, Visible To Position and Radius);
			Wait(1, Ignore Condition);
			Global.BIG_Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5,
				Global.Block_6, Global.Block_7, Global.Block_8, Global.Block_9, Global.Block_10, Global.Block_11, Global.Block_12,
				Global.Block_13);
			Global.Block_14 = Vector(-39999, 9999, -112.190);
			Global.Push_locations_array = Array(Global.Block_14);
		Else If(Global.__currentMap__ == Map(Blizzard World));
			Global.Victory_area = Vector(-85.080, -1.250, 108.940);
			Global.checkpoint_1 = Vector(0.130, -0.970, 103.500);
			Global.checkpoint_2 = Vector(-71.700, 6.580, 105.120);
			Global.checkpoint_3 = Vector(-140.930, 0.750, 137.300);
			Global.checkpoint_4 = Vector(-127.920, 1.750, 91.440);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 5, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 4, Visible To Position and Radius);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(-36.130, 0.060, 108.790);
			Global.Block_2 = Vector(-39.500, -0.200, 62.960);
			Global.Block_3 = Vector(-45.480, -0.390, 76.540);
			Global.Block_4 = Vector(-68.710, 0.240, 81.040);
			Global.Block_5 = Vector(-92.530, -1.400, 124.810);
			Global.Block_6 = Vector(-103.570, 10.250, 127.470);
			Global.Block_7 = Vector(-117.960, -2.250, 128.820);
			Global.Block_8 = Vector(-108.490, 9999, 113.480);
			Global.Block_9 = Vector(-21.630, 0, 60.170);
			Global.Block_10 = Vector(31.600, 2, 75.040);
			Global.Block_11 = Vector(-145.990, 1.600, 102.290);
			Global.Block_12 = Vector(-130.400, 0.940, 154.710);
			Global.Block_13 = Vector(-86.130, -1.160, 124.360);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 4, Visible To Position and Radius);
			Wait(1, Ignore Condition);
			Global.BIG_Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5,
				Global.Block_6, Global.Block_7, Global.Block_8, Global.Block_9, Global.Block_10, Global.Block_11, Global.Block_12,
				Global.Block_13);
		Else If(Global.__currentMap__ == Map(Eichenwalde));
			Global.Victory_area = Vector(137.610, 14.740, -36.340);
			Global.checkpoint_1 = Vector(26.730, 4.010, -33.380);
			Global.checkpoint_2 = Vector(8.220, 13.830, -88.160);
			Global.checkpoint_3 = Vector(56.430, 17.720, -108.980);
			Global.checkpoint_4 = Vector(100.110, 12.730, -63.760);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 3, Visible To Position and Radius);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(11.520, 3.810, -28.690);
			Global.Block_2 = Vector(3.600, 5.730, -52.390);
			Global.Block_3 = Vector(40.260, 12.670, -103.100);
			Global.Block_4 = Vector(43.190, 7.860, -86.550);
			Global.Block_5 = Vector(56.280, 4.720, -90.660);
			Global.Block_6 = Vector(90.470, 13.540, -113.190);
			Global.Block_7 = Vector(128.520, 12.590, -54.150);
			Global.Block_8 = Vector(100.430, 10.730, -21.490);
			Global.Block_9 = Vector(78.330, 12.720, -52.010);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 3, Visible To Position and Radius);
			Wait(1, Ignore Condition);
			Global.BIG_Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5,
				Global.Block_6, Global.Block_7, Global.Block_8, Global.Block_9);
		Else If(Global.__currentMap__ == Map(Dorado));
			Global.Victory_area = Vector(183.770, 13.800, 40.600);
			Global.checkpoint_1 = Vector(61.680, 9.050, 6.990);
			Global.checkpoint_2 = Vector(26.800, 12.300, -31.460);
			Global.checkpoint_3 = Vector(79.200, 9, -48.930);
			Global.checkpoint_4 = Vector(68.010, 7.500, 0.120);
			Global.checkpoint_5 = Vector(138.710, 17.750, 12.730);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 3, Visible To Position and Radius);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(7.120, -0.340, -9.620);
			Global.Block_2 = Vector(13.110, 2.430, 1.570);
			Global.Block_3 = Vector(25.670, 0.730, 2.520);
			Global.Block_4 = Vector(54.930, 6.760, -17.340);
			Global.Block_5 = Vector(63.330, 9999, -20.760);
			Global.Block_6 = Vector(132.990, 11.570, -6.640);
			Global.Block_7 = Vector(117.020, 8.740, 0.530);
			Global.Block_8 = Vector(115.660, 11, 43.540);
			Global.Block_9 = Vector(144.590, 14.010, 49.860);
			Global.Block_10 = Vector(145.570, 11, 32.880);
			Global.Block_11 = Vector(180.980, 16.270, 21.650);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 3, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_5, 3, Visible To Position and Radius);
			Wait(1, Ignore Condition);
			Global.BIG_Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5,
				Global.Block_6, Global.Block_7, Global.Block_8, Global.Block_9, Global.Block_10, Global.Block_11);
		Else If(Global.__currentMap__ == Map(Horizon Lunar Colony));
			Global.Victory_area = Vector(-15.340, 11.250, -145.920);
			Global.checkpoint_1 = Vector(64.820, 7, -41.340);
			Global.checkpoint_2 = Vector(93.340, 13.400, -82.250);
			Global.checkpoint_3 = Vector(24.680, 8, -81.290);
			Global.checkpoint_4 = Vector(-20.930, 4.500, -101.680);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 5, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 4, Visible To Position and Radius);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(39.620, 9.210, -61.890);
			Global.Block_2 = Vector(77.670, 7.090, -60.080);
			Global.Block_3 = Vector(45.560, 6, -68.950);
			Global.Block_4 = Vector(54.040, 8.860, -89.060);
			Global.Block_5 = Vector(-0.850, 3, -111.470);
			Global.Block_6 = Vector(-13.200, 3, -112.330);
			Global.Block_7 = Vector(-36.960, 4.500, -136.810);
			Global.Block_8 = Vector(60.890, 4.650, -64.580);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 4, Visible To Position and Radius);
			Wait(1, Ignore Condition);
			Global.BIG_Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5,
				Global.Block_6, Global.Block_7, Global.Block_8);
		Else If(Global.__currentMap__ == Map(Numbani));
			Global.Victory_area = Vector(224.120, 0.200, 22.660);
			Global.checkpoint_1 = Vector(46.080, 1.330, -2.730);
			Global.checkpoint_2 = Vector(86.720, 4.250, -27.060);
			Global.checkpoint_3 = Vector(84.900, 3.250, 18.210);
			Global.checkpoint_4 = Vector(161.930, 4.250, 0.330);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 5, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 4, Visible To Position and Radius);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(13.460, 5.430, 46.980);
			Global.Block_2 = Vector(39.300, 5.530, 30.010);
			Global.Block_3 = Vector(59.940, 3.970, 11.480);
			Global.Block_4 = Vector(97.590, 0.250, -9.150);
			Global.Block_5 = Vector(124.090, 0.230, 28.110);
			Global.Block_6 = Vector(108.990, 1.800, -6.140);
			Global.Block_7 = Vector(148.570, 2.250, 25.120);
			Global.Block_8 = Vector(147.530, -4.180, 11.840);
			Global.Block_9 = Vector(142.350, -3.750, 3.980);
			Global.Block_10 = Vector(174.330, 6.060, -19.080);
			Global.Block_11 = Vector(191.470, 4.500, -3.960);
			Global.Block_12 = Vector(198.660, 4.670, 43.830);
			Global.Block_13 = Vector(202.250, 3.290, 5);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 4, Visible To Position and Radius);
			Wait(1, Ignore Condition);
			Global.BIG_Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5,
				Global.Block_6, Global.Block_7, Global.Block_8, Global.Block_9, Global.Block_10, Global.Block_11, Global.Block_12,
				Global.Block_13);
		Else If(Global.__currentMap__ == Map(Paris));
			Global.Victory_area = Vector(-84.600, 13.570, -108.110);
			Global.checkpoint_1 = Vector(-29.570, 10.040, -32.020);
			Global.checkpoint_2 = Vector(-40.350, 15.990, 23.170);
			Global.checkpoint_3 = Vector(-47.080, 8.720, -56.720);
			Global.checkpoint_4 = Vector(-126.560, 10, -64.450);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 5, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 4, Visible To Position and Radius);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(-13.060, 12.820, -67.950);
			Global.Block_2 = Vector(6.680, 9.920, -44.730);
			Global.Block_3 = Vector(7.290, 25.920, -39.040);
			Global.Block_4 = Vector(-42.090, 17.220, -24.570);
			Global.Block_5 = Vector(-59.650, 11.960, -23.330);
			Global.Block_6 = Vector(-56.060, 9999, 18.440);
			Global.Block_7 = Vector(-85.380, 9999, -15.130);
			Global.Block_8 = Vector(-79.050, 10.020, -51.990);
			Global.Block_9 = Vector(-64.530, 13.830, -70.280);
			Global.Block_10 = Vector(-103.250, 22.390, -42.050);
			Global.Block_11 = Vector(-111.980, 17.010, -78.400);
			Global.Block_12 = Vector(-106.600, 18.700, -104.460);
			Global.Block_13 = Vector(-71.220, 15, -90.530);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 4, Visible To Position and Radius);
			Wait(1, Ignore Condition);
			Global.BIG_Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5,
				Global.Block_6, Global.Block_7, Global.Block_8, Global.Block_9, Global.Block_10, Global.Block_11, Global.Block_12,
				Global.Block_13);
		Else If(Global.__currentMap__ == Map(Temple of Anubis));
			Global.Victory_area = Vector(-31.030, 5.400, 127.220);
			Global.checkpoint_1 = Vector(11.780, 4.110, 18.730);
			Global.checkpoint_2 = Vector(-52.780, 5.930, 48.100);
			Global.checkpoint_3 = Vector(10.090, 4.260, 72.960);
			Global.checkpoint_4 = Vector(9.820, 4.410, 124.020);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 5, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 4, Visible To Position and Radius);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(1.520, 0.870, 28.250);
			Global.Block_2 = Vector(-6.390, 2.510, 41.020);
			Global.Block_3 = Vector(-40.750, 5.510, 16.400);
			Global.Block_4 = Vector(-26.810, 4.700, 90.360);
			Global.Block_5 = Vector(-17.270, 4.650, 96.100);
			Global.Block_6 = Vector(-7.400, 5.710, 130.280);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 4, Visible To Position and Radius);
			Wait(1, Ignore Condition);
			Global.BIG_Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5,
				Global.Block_6);
		Else If(Global.__currentMap__ == Map(Volskaya Industries));
			Global.Victory_area = Vector(-79.100, -2.480, 28.070);
			Global.checkpoint_1 = Vector(30.070, -4.050, 79.030);
			Global.checkpoint_2 = Vector(-41.750, 2.050, 97.220);
			Global.checkpoint_3 = Vector(-84.430, 2.020, 78.680);
			Global.checkpoint_4 = Vector(-117.910, -1.230, 50.180);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 5, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 4, Visible To Position and Radius);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(-8.860, 3.260, 57.510);
			Global.Block_2 = Vector(25.840, -3.920, 103.720);
			Global.Block_3 = Vector(-31.500, -3.460, 72.600);
			Global.Block_4 = Vector(-65.700, 1.310, 68.430);
			Global.Block_5 = Vector(-89.650, -3.650, 66.520);
			Global.Block_6 = Vector(-86.940, 2.980, 44.220);
			Global.Block_7 = Vector(-71.070, -2.480, 38.540);
			Create Effect(All Players(All Teams), Ring, Color(Orange), Vector(-43.250, -2.750, 38.330), 2, Visible To Position and Radius);
			Create Icon(All Players(Team 2), Vector(-43.250, -0.750, 37.330), Question Mark, Visible To and Position, Color(Orange), False);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 4, Visible To Position and Radius);
			Wait(1, Ignore Condition);
			Global.BIG_Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5,
				Global.Block_6, Global.Block_7);
		Else If(Global.__currentMap__ == 1848);
			Global.Victory_area = Vector(32.250, 2.050, -27.970);
			Global.checkpoint_1 = Vector(31.990, 0.160, -11.640);
			Global.checkpoint_2 = Vector(-16.010, 1.870, 1.900);
			Global.checkpoint_3 = Vector(-33.400, 2.560, -69.550);
			Global.checkpoint_4 = Vector(11.590, 7.010, -85.670);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_1, 5, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_2, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_3, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Global.checkpoint_4, 4, Visible To Position and Radius);
			Disallow Button(Event Player, Button(Ability 1));
			Disallow Button(Event Player, Button(Ultimate));
			Global.Block_1 = Vector(48.740, 2.660, -16.370);
			Global.Block_2 = Vector(20.340, 3.920, 14.550);
			Global.Block_3 = Vector(29.230, 4.240, -19.250);
			Global.Block_4 = Vector(-1.250, 1.650, -19.540);
			Global.Block_5 = Vector(-5.560, 3.970, 21.980);
			Global.Block_6 = Vector(15.890, 5.440, -23.470);
			Global.Block_7 = Vector(-9.310, -3.200, -60.390);
			Global.Block_8 = Vector(-0.380, -5, -69.760);
			Global.Block_9 = Vector(16.040, -8, -88.260);
			Global.Block_10 = Vector(59.760, 2, -21.870);
			Global.Block_11 = Vector(16.370, -1.570, -37.950);
			Global.Block_12 = Vector(16.090, 0.270, -58.290);
			Global.Block_13 = Vector(7.930, 5.850, -65.980);
			Create Effect(All Players(All Teams), Sphere, Color(Yellow), Global.Victory_area, 4, Visible To Position and Radius);
			Create Effect(All Players(All Teams), Ring, Color(Blue), Vector(38.170, -1.900, -39.530), 4, Visible To Position and Radius);
			Create Icon(All Players(Team 2), Vector(38.170, -1.900, -39.530), Arrow: Up, Visible To and Position, Color(White), False);
			Wait(1, Ignore Condition);
			Global.BIG_Push_locations_array = Array(Global.Block_1, Global.Block_2, Global.Block_3, Global.Block_4, Global.Block_5,
				Global.Block_6, Global.Block_7, Global.Block_8, Global.Block_9, Global.Block_10, Global.Block_11, Global.Block_12,
				Global.Block_13);
	}
}