It’s literally a reverse Hook; not a launch, but not far off.
rule("Rule 30")
{
event
{
Player Dealt Damage;
All;
Roadhog;
}
conditions
{
Event Ability == Button(Ability 1);
Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Victim), Victim, Event Player, True) == Victim;
}
actions
{
Cancel Primary Action(Event Player);
Disallow Button(Event Player, Button(Primary Fire));
Disallow Button(Event Player, Button(Secondary Fire));
Disallow Button(Event Player, Button(Ability 1));
Disallow Button(Event Player, Button(Ability 2));
Disallow Button(Event Player, Button(Ultimate));
Disallow Button(Event Player, Button(Melee));
Disallow Button(Event Player, Button(Reload));
Event Player.P = Position Of(Event Player);
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Victim)), 540, To World,
Direction and Turn Rate);
Chase Player Variable At Rate(Event Player, P, Nearest Walkable Position(Position Of(Victim) + Facing Direction Of(Event Player)
* -1), 10, Destination and Rate);
Start Forcing Player Position(Event Player, Event Player.P, True);
Wait Until(Distance Between(Event Player, Victim) < 3, 99999);
Stop Forcing Player Position(Event Player);
Stop Facing(Event Player);
Stop Chasing Player Variable(Event Player, P);
Allow Button(Event Player, Button(Primary Fire));
Allow Button(Event Player, Button(Secondary Fire));
Allow Button(Event Player, Button(Ability 1));
Allow Button(Event Player, Button(Ability 2));
Allow Button(Event Player, Button(Ultimate));
Allow Button(Event Player, Button(Melee));
Allow Button(Event Player, Button(Reload));
}
}
Downside: It doesn’t look as nice as Hook 1.0, you just get pulled through obstacles.