(Broken ATM) Chamber/Island w/ Barriers, Opt Center Obj/Heals

ZCR79

This Workshop spawns 8 Dummy Bots on the map, I am unsure if it works with more than 4 players.

I put together another "Chamber/Island with Barriers" workshop. This one uses Dummy Bot Sigma barriers and there's a whopping 8 Sigmas that spawn barriers. They alternate and regenerate barriers every minute.

In the Workshop menu, the host player can enable any of the disabled top 4 rules for how they want to play the map.
There's a rule that enables/disables visual effects of the point.
A rule that enables/disables healing if you stand on the point.
A rule that enables/disables the center point granting score.
A rule that enables/disables kills affecting score.

I recommend doing the following things if it isn't done already:

  • Disable Sigma as a hero and granted the Sigma dummies 200% - 300% Health to give their barriers extra HP. Change this % to affect how quickly the barriers are destroyed.
  • Disable Symmetra's Primary Fire to prevent a full-charged Symmetra from melting everyone from farming off of Sigma Barriers.
  • Add an icon effect to the center point to show it's importance. (Vector is 0,0,0, raise the Y value by 1 or 2 if you care to)

Code Snippet

View variables

Rules

No Rules are declared.
variables { global: 3: Shieldsync player: 0: Heals 2: DummyVar1 3: DummyVar2 } disabled rule("Enable me to Disable Kills Count as Points") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Disable Built-In Game Mode Scoring; } } disabled rule("Enable me for Center Point Gain") { event { Ongoing - Each Player; All; All; } conditions { Player Variable(Event Player, Heals) == True; Is Dummy Bot(Event Player) != True; } actions { Wait(3, Abort When False); Modify Player Score(Event Player, 1); Loop If Condition Is True; } } disabled rule("Enable me for Center Heals") { event { Ongoing - Each Player; All; All; } conditions { Player Variable(Event Player, Heals) == True; } actions { Wait(1, Abort When False); Start Heal Over Time(Event Player, Event Player, 1, 30); Loop If Condition Is True; } } disabled rule("Enable me for Center Circle Visuals (Needs to be enabled if any above rules are enabled.)") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Create Effect(All Players(All Teams), Ring, Green, Objective Position(0), 4, Visible To Position and Radius); Create Effect(All Players(All Teams), Sparkles, Green, Vector(0, 0, 0), 4, Visible To Position and Radius); } } rule("Dummy Bot Creation") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Create Dummy Bot(Hero(Sigma), All Teams, 11, Vector(0, 0, 0), Vector(90, 0, 0)); Create Dummy Bot(Hero(Sigma), All Teams, 10, Vector(0, 0, 0), Vector(-90.000, 0, 0)); Create Dummy Bot(Hero(Sigma), All Teams, 9, Vector(0, 0, 0), Vector(0, 0, -90.000)); Create Dummy Bot(Hero(Sigma), All Teams, 8, Vector(0, 0, 0), Vector(0, 0, 90)); Create Dummy Bot(Hero(Sigma), All Teams, 7, Vector(0, 0, 0), Vector(45, 0, 45)); Create Dummy Bot(Hero(Sigma), All Teams, 6, Vector(0, 0, 0), Vector(-45.000, 0, 45)); Create Dummy Bot(Hero(Sigma), All Teams, 5, Vector(0, 0, 0), Vector(-45.000, 0, -45.000)); Create Dummy Bot(Hero(Sigma), All Teams, 4, Vector(0, 0, 0), Vector(45, 0, -45.000)); Set Global Variable(A, 4); } } rule("Dummy Bot Fix") { event { Ongoing - Each Player; All; Sigma; } conditions { Is Dummy Bot(Event Player) == True; } actions { Wait(0.100, Ignore Condition); Set Status(Event Player, Null, Phased Out, 9999); Wait(0.050, Ignore Condition); Teleport(Event Player, Vector(0, 0, 0)); Set Invisible(Event Player, All); Start Holding Button(Event Player, Secondary Fire); Wait(1, Ignore Condition); Stop Holding Button(Event Player, Secondary Fire); } } rule("Start Gamemode Faster") { event { Ongoing - Global; } conditions { Is Assembling Heroes == True; } actions { Set Match Time(4); } } rule("Shield Spawn 90deg") { event { Ongoing - Each Player; All; Sigma; } conditions { Is Dummy Bot(Event Player) == True; Is Game In Progress == True; Global Variable(Shieldsync) == True; Player Variable(Event Player, DummyVar1) == True; } actions { Start Holding Button(Event Player, Secondary Fire); Wait(1.400, Ignore Condition); Stop Holding Button(Event Player, Secondary Fire); Wait(56.650, Ignore Condition); Start Holding Button(Event Player, Secondary Fire); Wait(1.800, Ignore Condition); Stop Holding Button(Event Player, Secondary Fire); Wait(57.150, Ignore Condition); Press Button(Event Player, Secondary Fire); Wait(3, Ignore Condition); Loop; } } rule("Shield Spawn 45deg") { event { Ongoing - Each Player; All; Sigma; } conditions { Is Dummy Bot(Event Player) == True; Is Game In Progress == True; Global Variable(Shieldsync) == True; Player Variable(Event Player, DummyVar2) == True; } actions { Start Holding Button(Event Player, Secondary Fire); Wait(1.800, Ignore Condition); Stop Holding Button(Event Player, Secondary Fire); Wait(56.650, Ignore Condition); Start Holding Button(Event Player, Secondary Fire); Wait(1.400, Ignore Condition); Stop Holding Button(Event Player, Secondary Fire); Wait(57.130, Ignore Condition); Press Button(Event Player, Secondary Fire); Wait(3, Ignore Condition); Loop; } } rule("Shield Spawn Fix") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Wait(3, Restart When True); Set Global Variable(Shieldsync, True); } } rule("Alternating Bot Variables") { event { Ongoing - Each Player; All; Sigma; } conditions { Is Dummy Bot(Event Player) == True; Is Game In Progress == True; } actions { Wait(0.100, Ignore Condition); Set Player Variable(Players In Slot(11, All Teams), DummyVar1, True); Set Player Variable(Players In Slot(10, All Teams), DummyVar1, True); Set Player Variable(Players In Slot(9, All Teams), DummyVar1, True); Set Player Variable(Players In Slot(8, All Teams), DummyVar1, True); Set Player Variable(Players In Slot(7, All Teams), DummyVar2, True); Set Player Variable(Players In Slot(6, All Teams), DummyVar2, True); Set Player Variable(Players In Slot(5, All Teams), DummyVar2, True); Set Player Variable(Players In Slot(4, All Teams), DummyVar2, True); } } rule("In Radius") { event { Ongoing - Each Player; All; All; } conditions { Distance Between(Event Player, Objective Position(Objective Index)) < Global Variable(A); } actions { Set Player Variable(Event Player, Heals, True); } } rule("Out of Radius") { event { Ongoing - Each Player; All; All; } conditions { Distance Between(Event Player, Objective Position(Objective Index)) >= Global Variable(A); } actions { Set Player Variable(Event Player, Heals, False); } }
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