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Waitedboat4

Overwatch: Uprising

31 Comments

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daPVEboi almost 2 years ago

looks like the Archive missions are getting restored. I doubt the recreation of the invasion missions are happening anytime soon cause that a lot of work XD

Waitedboat4 creator almost 2 years ago *

The resistance mission is basically almost done, but I couldn't be asked to finish it lol. But yeah I'm just trying to get around to fixing some stuff in my own time. Trying to fix Junkenstein up currently with the spawn system that is in this gamemode. I'll probably try optimizing the server load on Junkenstein too.

daPVEboi almost 3 years ago

this mode gonna get updated for ow2?

Waitedboat4 creator almost 3 years ago

Yeah I'm trying to update all the PvE modes of mine to Overwatch 2 so that when others play them, they aren't a complete mess. Was mainly doing it since Motion was gonna be playing PvE modes. I am also in the progress of recreating the Lucio mission "Resistance", just gotta do the null sector ship now :))

daPVEboi almost 3 years ago

how the progress going for resistance?

workshopamateur867 about 4 years ago

ok so i found a number of bugs with the new update...
sometimes enemies will just sit in place when they spawn and not move,
sometimes they receive double the hp then they are meant to have.
killing the last orisa does not end the game
other than that the spawns are pretty good and spawnings are more accurate in terminal phases
good job on the update still overall :D

workshopamateur867 about 4 years ago *

and now the hopefully last 2 bugs are:
eradicator doesn't use shield on spawn
bastion still doubles hp every respawn (probably cause they are in the same slot) which may be occurring with the orisas too
pathfinding however is now fix :0

Waitedboat4 creator about 4 years ago

what do you mean doubles? i haven't seen any hp doubling in any of the games i have played

workshopamateur867 about 4 years ago

yea my mistake it actually happens like once in game for me
mainly the eradicator but the others are polished

zadvac about 5 years ago

hey waitedboat4 on the modes when you choose hybrid the capture speed modifier is 500% so will you update it or tell me how much percent i let it?

workshopamateur867 about 5 years ago

how fast is the spawn now for the nulltroopers?

Waitedboat4 creator about 5 years ago

A random number between 6 and 10, the random spawns only allow 10 to spawn at a time.

workshopamateur867 about 5 years ago

ok thats alright oh yeah btw theirs a slicer effect so maybe use it on the slicers for more realism of the ove mission?

Waitedboat4 creator about 5 years ago

I'd rather just keep symmetra's beam, I don't want to go too deep if you get what I mean

workshopamateur867 about 5 years ago

yea i know what ya "meme"

UnfairDev over 5 years ago *

I played your Uprising remake, and it fantastic. But there are a couple of probs. When Terminal C is captured, the null-sector bots self-destruct to save slots and make it so that you don't die during the group up at the payload. I think to fix the eradicators having no Zarya stacked on top of it. The eradicator bots should have a spawn queue. When the payload explodes, the slicers self-destruct because there's nothing to attack. Other than that, the gamemode was close to Overwatch Uprising. I like that you added animations to the Terminal C null-bots. Overwatch didn't think about dat.

techdude04 over 5 years ago

Damn this beat my old mode and my WIP remake mode right out of the park. Nice job!

Waitedboat4 creator over 5 years ago

heh, thanks :))

zedvic over 5 years ago

Hello waitedbot can you let the nulltrooper is echo because they shot the same weapon and let less damge thank you.

Waitedboat4 creator over 5 years ago

I'm sorry, I'm not going to be changing the nulltroopers to echo, baptiste is the closest to the nulltroopers. Nulltroopers have a three round burst rifle, echo has a three burst shotgun style projectile.

metroFIRE over 5 years ago

first terminal wont hack

Waitedboat4 creator over 5 years ago

That's weird, just played a game today and the first terminal hacked correctly, check your Orange Workshop Settings tab and look at the capture speed and see if it is set to 1%. If it isn't, set it to 1%, if it is try restarting Overwatch or re-importing. It's totally an issue on your side that I cannot fix, sorry!

metroFIRE over 5 years ago

i had it set to 1%

Waitedboat4 creator over 5 years ago *

weird, it's definitely your side then, nothing bad is happening over here...

EfeDursun125#2815 over 5 years ago

Why bastion bots not repairing himself? but in normal uprising they are repairing themselves.

and "Pathfinder: Resolve Current" can select unseen nodes.

Waitedboat4 creator over 5 years ago

I'll make them repair themselves, not sure about the pathfinding since ItsDeltin made it.

EfeDursun125#2815 over 5 years ago

i used same pathfinding in my zombie mode, and its fixed version of resolve, now "Pathfinder: Resolve Current" only selects visible nodes (if ai stucks, there is no visible any nodes, you need add nodes to these areas)

variables
{
global:
2: Nodes
4: Attributes

player:
13: pathfinderDoGetCurrent
14: pathfinderCurrent
15: pathmapReference
16: parentArray
17: destination
18: lastAttribute
}

rule("Pathfinder: Resolve Current")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Event Player.pathfinderDoGetCurrent == True;
}

actions
{
Event Player.pathfinderCurrent = Index Of Array Value(Global.Nodes[Event Player.pathmapReference], First Of(Sorted Array(
Filtered Array(Global.Nodes[Event Player.pathmapReference], Is In Line of Sight(Eye Position(Event Player),
Current Array Element, Barriers Do Not Block LOS) == True), Distance Between(Position Of(Event Player),
Current Array Element))));
Start Throttle In Direction(Event Player, Direction Towards(Position Of(Event Player),
Event Player.pathfinderCurrent == -1 ? Event Player.destination : Global.Nodes[Event Player.pathmapReference][Event Player.pathfinderCurrent]),
1, To World, Replace existing throttle, Direction and Magnitude);
Event Player.pathfinderDoGetCurrent = False;
}
}

and this will helps lowering the server load

define waitIterate = 0;

map.Pathfind(EventPlayer.(), PathGoalVector, onLoopStart: () => {}, onNeighborLoopStart: () => {
waitIterate++;
if (waitIterate % 6 == 0) MinWait();
});

or

PathResolve obj = map.Resolve(PathGoalVector);
obj.Pathfind(EventPlayer.());

Waitedboat4 creator over 5 years ago

Thanks man! I'll see what I can do

EfeDursun125#2815 over 5 years ago

and in normal uprising 2 orisa bots attacks and 2 orisa bots stays with last bastion (farthest bastion from the payload)

Waitedboat4 creator over 5 years ago

Thanks for telling me! I don't know where to put the server load thingy in ostw, do you have the in-game version of it?

EfeDursun125#2815 over 5 years ago

its reaches to 2000 characters, i can't

try this

globalvar Pathmap map;

rule: "Bot Move 2"
Event.OngoingPlayer
if (IsAlive(EventPlayer()) == true)
{
PathResolve obj = map.Resolve(EventPlayer().BotMovePosition);

obj.Pathfind(EventPlayer());
}

or

rule: "Bot Move"
Event.OngoingPlayer
if (IsAlive(EventPlayer()) == true)
if (IsDummyBot(EventPlayer()) == true)
{
define waitIterate = 0;
map.Pathfind(EventPlayer(), EventPlayer().BotGoToPosition, onLoopStart: () => {}, onNeighborLoopStart: () => {waitIterate++; if (waitIterate % 6 == 0) MinWait();});
}

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