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July 21, 2020 00:35
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Tiny overwatch - Workshop mode.
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settings | |
{ | |
lobby | |
{ | |
Allow Players Who Are In Queue: Yes | |
Match Voice Chat: Enabled | |
} | |
modes | |
{ | |
Skirmish | |
{ | |
enabled maps | |
{ | |
Rialto | |
} | |
} | |
General | |
{ | |
Game Mode Start: Immediately | |
Hero Limit: Off | |
Respawn As Random Hero: On | |
Spawn Health Packs: Disabled | |
} | |
} | |
heroes | |
{ | |
General | |
{ | |
Ability Cooldown Time: 15% | |
Ammunition Clip Size Scalar: 300% | |
Health: 250% | |
Infinite Ultimate Duration: On | |
Movement Speed: 125% | |
Projectile Gravity: 25% | |
Ultimate Duration: 500% | |
Ultimate Generation: 500% | |
Ultimate Generation - Combat: 500% | |
Ultimate Generation - Passive: 500% | |
} | |
} | |
} | |
variables | |
{ | |
global: | |
0: team_pos_array | |
player: | |
0: score_kills | |
1: score_deaths | |
2: score_text_ref | |
} | |
rule("Setup global") | |
{ | |
event | |
{ | |
Ongoing - Global; | |
} | |
actions | |
{ | |
Set Match Time(3599); | |
Disable Built-In Game Mode Announcer; | |
Disable Built-In Game Mode Completion; | |
Disable Built-In Game Mode Music; | |
Create HUD Text(Filtered Array(All Players(All Teams), Round To Integer(Server Load Average, Up) >= 75), Null, Custom String( | |
"{0} {1}: {2}%", Icon String(Warning), String("Server Load"), Min(100, Server Load Average)), Null, Right, -1, White, Yellow, | |
White, Visible To and String, Visible Always); | |
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Hold \"{0}\" to respawn if you cannot respawn.", Button( | |
Interact)), Top, -1, White, White, White, Visible To and String, Default Visibility); | |
} | |
} | |
rule("Baptiste fast projectile.") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Baptiste; | |
} | |
conditions | |
{ | |
Is Button Held(Event Player, Primary Fire) == True; | |
} | |
actions | |
{ | |
Set Projectile Speed(Event Player, 250); | |
Wait(0.150, Ignore Condition); | |
Loop If Condition Is True; | |
} | |
} | |
rule("Respawn Team 1") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
Team 1; | |
All; | |
} | |
conditions | |
{ | |
Is In Spawn Room(Event Player) == True; | |
} | |
actions | |
{ | |
Teleport(Event Player, Global.team_pos_array[0]); | |
Set Status(Event Player, Null, Invincible, 2); | |
} | |
} | |
rule("Respawn Team 2") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
Team 2; | |
All; | |
} | |
conditions | |
{ | |
Is In Spawn Room(Event Player) == True; | |
} | |
actions | |
{ | |
Teleport(Event Player, Global.team_pos_array[1]); | |
Set Status(Event Player, Null, Invincible, 2); | |
} | |
} | |
disabled rule("====================================================== Misc ======================================================") | |
{ | |
event | |
{ | |
Ongoing - Global; | |
} | |
} | |
rule("Player respawn.") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Is In Spawn Room(Event Player) == True; | |
} | |
actions | |
{ | |
Wait(0.250, Ignore Condition); | |
Start Forcing Player To Be Hero(Event Player, Random Value In Array(Randomized Array(All Heroes))); | |
} | |
} | |
rule("Player force respawn.") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Is Button Held(Event Player, Interact) == True; | |
Is Moving(Event Player) == False; | |
} | |
actions | |
{ | |
Wait(1, Abort When False); | |
Small Message(Event Player, Custom String("Respawn in 3...")); | |
Wait(1, Abort When False); | |
Small Message(Event Player, Custom String("Respawn in 2...")); | |
Wait(1, Abort When False); | |
Small Message(Event Player, Custom String("Respawn in 1...")); | |
Wait(1, Abort When False); | |
Kill(Event Player, Event Player); | |
Disable Built-In Game Mode Respawning(Event Player); | |
Enable Death Spectate All Players(Event Player); | |
Enable Death Spectate Target HUD(Event Player); | |
Wait(5.500, Ignore Condition); | |
Respawn(Event Player); | |
} | |
} | |
rule("Create player score text.") | |
{ | |
event | |
{ | |
Player Joined Match; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.score_text_ref == Null; | |
} | |
actions | |
{ | |
Create HUD Text(All Players(Team Of(Event Player)), Hero Icon String(Hero Of(Event Player)), Event Player, Custom String( | |
"{0} / {1}", Event Player.score_kills, Event Player.score_deaths), Left, Slot Of(Event Player) * -1, White, White, White, | |
Visible To Sort Order and String, Visible Always); | |
Event Player.score_text_ref = Last Text ID; | |
} | |
} | |
rule("Destroy player score text.") | |
{ | |
event | |
{ | |
Player Left Match; | |
All; | |
All; | |
} | |
actions | |
{ | |
Destroy HUD Text(Event Player.score_text_ref); | |
} | |
} | |
rule("Player Score: Kills & Deaths") | |
{ | |
event | |
{ | |
Player Died; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Attacker != Victim; | |
Entity Exists(Attacker) == True; | |
} | |
actions | |
{ | |
Attacker.score_kills += 1; | |
Victim.score_deaths += 1; | |
Wait(0.250, Ignore Condition); | |
Disable Built-In Game Mode Respawning(Victim); | |
Enable Death Spectate All Players(Victim); | |
Enable Death Spectate Target HUD(Victim); | |
Wait(5.500, Ignore Condition); | |
Respawn(Victim); | |
} | |
} | |
disabled rule("====================================================== Maps ======================================================") | |
{ | |
event | |
{ | |
Ongoing - Global; | |
} | |
} | |
rule("Map: Rialto") | |
{ | |
event | |
{ | |
Ongoing - Global; | |
} | |
conditions | |
{ | |
Current Map == Map(Rialto); | |
} | |
actions | |
{ | |
Global.team_pos_array = Array(Vector(72.225, 1.196, -56.961), Vector(58.797, 5.196, -85.784)); | |
} | |
} | |
rule("Respawn self kill.") | |
{ | |
event | |
{ | |
Player Died; | |
All; | |
All; | |
} | |
conditions | |
{ | |
(Attacker == Null || Attacker == Victim) == True; | |
} | |
actions | |
{ | |
Victim.score_deaths += 1; | |
Wait(1, Ignore Condition); | |
Disable Built-In Game Mode Respawning(Victim); | |
Enable Death Spectate All Players(Victim); | |
Enable Death Spectate Target HUD(Victim); | |
Wait(5.500, Ignore Condition); | |
Respawn(Victim); | |
} | |
} |
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