New update consists of a new spawning system that will aim to reduce server load, this is what happens now instead of what has happened before. This impementation is consists of rare bugs so I'm still updating it.
Usually the game would spawn in dummy bots and remove them once they died, the deletion of the bots caused fluctuations in the server load causing a game to crash. To fix this I tried changing the data centres to "Signapore 2" considering it had the best performance for workshop games, causing games not to crash on "Singapore 2". I suddenly realised this was bad practice for workshop games. So someone asked me, why can't I do it the other way, so I did it the other way.
I have implemented a system that spawns in dummy bots whenever there are no alive dummy bots, and instead of removing bots once they die, they stay in the game, making the server load more stable. Then whenever a new bot needed to spawn, the new bot would take the place of the dead bot, this is made by making the dead bots stay dead until they are replaced by another bot spawning.
For Uprising (https://workshop.codes/6STSS/), there have been multiple adjustments to spawn locations via the help of Carrier's input, YouTube (https://www.youtube.com/c/CarrierBweep), this update or other pve modes couldn't have been done if he didn't give input
Update will be coming to all my PVE game modes that have this system (Junkenstein is not finished but Storm Rising and Retribution will be updated soon!)
I have created a new revive system! When you're reviving someone their countdown timer stops and a reviving bar will appear instead. If you stop reviving them the countdown timer will continue from where it stopped!
This will be coming with every game mode I have with a revive mechanic!
- Set the max amount of random NullTroopers to 4
All enemies now die when the payload has been defended
Kill Feed Disabled
NullTrooper spawns have been limited so that the game doesn't crash often and so that the game is more "fair".
Null Troopers spawn more slowly and if one is aggroed in the starting phase the ones surrounding the aggro are aggroed too.
(may have fixed some stuff with slicers spawning at the end)
In this update, the more bots extension and custom names action is used to make a more fluent pve experience. Allowing the addition of 20 bots on the opposite team.
This means that you can indeed play 6ve as only 18 bots would be allowed on the opposite team!
This is a great opportunity for Junkenstein's Revenge to get an update so that Endless can have a more fluent experience! I hope you enjoy this update!
This update also includes...
Bots should now pathfind smoothly towards you without them taking too long.
Here's another update for today, I have been chatting with Deltin and we have both come up with a solution to the game mode taking ages to load (basically they told me that I should start compressing my bakemaps).
In conclusion, you shouldn't have to wait ages for the game to load anymore and the gamemode shouldn't crash anymore :)
Small Updates/Fixes:
This update includes the introduction of a new waiting method. For example, the Assemble Heroes timer will count up to 100%, this is a percentage telling you how much of the map has loaded in. Once the percentage hits 100%, it will then start counting down from 5 seconds so that the game gets a breather.
Hopefully this fixes any other crashes that may be happening, and give a larger perspective of what's happening behind the scenes whilst you are selecting heroes.
If anyone else asks why the timer is counting up, tell them that it's the percentage of how much the game has loaded in! Thanks, and I hope you enjoy Uprising!
Orisas (OR14-NS) have set spots that if they enter those spots they never leave them, you may not notice it happening but if you stray too far from an Orisa, they will return back to their circle.
Information and Images provided by Carrier: https://www.youtube.com/channel/UCLDamlIa2BLEyCmrh0GMFJw
Revive Timer is a 44 second timer shown by a progress bar that tells the player when the person they are reviving can't be revived anymore, unfortunately it does not stop if you're reviving someone.
Glass Cannon has been added to Overwatch: Uprising!
Players have reduced health and deal increased damage.
I've noticed multiple times in which the game has lagged because of pathfinding issues. This is as an array is needed to be loaded in multiple times. Luckily, ItsDeltin has made an update to the pathfinding which allows something called "bakemaps", this helps overwhelmingly with large maps like Uprising, and yes it may take a long time to load in but it's worth not having lag whilst playing in game. Hopefully this stability update makes this gamemode better to handle :)
The game should no longer go into slo-mo or crash out of nowhere.
ItsDeltin's Pathfinding: https://github.com/ItsDeltin/Overwatch-Script-To-Workshop/wiki/Pathfinding
This update adds set spawns and better random spawns. These set spawns are from the actual Uprising in which I tried to make it as accurate as possible.
For example, Spawns are more closer to the current point that you are on, Bastions still don't spawn as tank in the finale (I'll get to it). Units can now spawn as groups.
I hope you enjoy this update, I tried to put as much work into as possible! You should see more close quarters combat in this update, so don't feel like you're going to have a break!
Minor Updates:
Before Orisa bots were unable to pathfind properly, now they should pathfind according to their set order, if you have any issues please contact me through the comments!
Small update contains the biggest thing ever that it doesn't even count as a version number! Want to know what it is??? It's.......
Bots no longer face towards 0,0 when a player is no longer in line of sight.
That's it, hope you guys had a Merry Christmas!
There is a new HUD for Overwatch: Uprising when capturing terminals!
Locked terminals appear disabled on the HUD, and completed terminals appear complete on the HUD with a tickmark
EDIT: Sound effects have been added for capturing a terminal!
That someone who copied the gamemode will highly likely know what they've done.
Orisa's now attack in order, the first two pathfind first, while the last two pathfind if the player is in line of sight, since they are so far back, they won't pathfind until the right moment.
I have implemented something I kind of forgot about so sorry about that! Hope you enjoy this little update in which I will be making more updates in the future!