Overwatch: Uprising
Overwatch: Uprising PVE
I have gone out of my way AGAIN! To recreate Overwatch: Uprising. This is a very early preview, this is NOT final in any way shape or form. The main things I will need to change and mess around with are the spawns of the enemies. So, if you believe the enemy spawns are "unfair", these will be fixed! I will be studying numerous amounts of clips/videos from Overwatch: Uprising and will try and get them to look somewhat the same! I hope you guys enjoy what I have currently got, and enjoy fighting against Null Sector!
Anti-Crash System by Zezombye: https://www.reddit.com/r/OverwatchCustomGames/comments/egxkg0/howtoaddananticrashsystemtoyourgamemode/
How it works
It's like classic Overwatch: Uprising, firstly you have to capture all the terminals to unlock the payload, secondly you need to capture the payload and defend it for 4 minutes. Once 4 minutes is over, escort the payload to the factory, and after that you will need to kill all 4 Orisa's to get the wins.
Pathfinding by ItsDeltin
Pathfinding: https://github.com/ItsDeltin/Overwatch-Script-To-Workshop/wiki/Pathfinding
Source code
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31 Comments
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
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.
this mode gonna get updated for ow2?
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 :))
how the progress going for resistance?
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
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
what do you mean doubles? i haven't seen any hp doubling in any of the games i have played
yea my mistake it actually happens like once in game for me
mainly the eradicator but the others are polished
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?
how fast is the spawn now for the nulltroopers?
A random number between 6 and 10, the random spawns only allow 10 to spawn at a time.
ok thats alright oh yeah btw theirs a slicer effect so maybe use it on the slicers for more realism of the ove mission?
I'd rather just keep symmetra's beam, I don't want to go too deep if you get what I mean
yea i know what ya "meme"
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.
Damn this beat my old mode and my WIP remake mode right out of the park. Nice job!
heh, thanks :))
Hello waitedbot can you let the nulltrooper is echo because they shot the same weapon and let less damge thank you.
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.
first terminal wont hack
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!
i had it set to 1%
weird, it's definitely your side then, nothing bad is happening over here...
Why bastion bots not repairing himself? but in normal uprising they are repairing themselves.
and "Pathfinder: Resolve Current" can select unseen nodes.
I'll make them repair themselves, not sure about the pathfinding since ItsDeltin made it.
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.());
Thanks man! I'll see what I can do
and in normal uprising 2 orisa bots attacks and 2 orisa bots stays with last bastion (farthest bastion from the payload)
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?
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();});
}