Chamber DM with Barriers

ZJ7WF

Gamemode (Deathmatch) needs to be started for the bots to spawn.
Made for Workshop chamber, should work properly in Workshop Island.

A crudely put together workshop that spawns Reinhardts and a Winston on the map. The Reinhardts are phased, so players do not bump into them, and weapons/abilities phase through them. Their barriers can be destroyed, but Reinhardts take down their barrier for 5 seconds every minute to regenerate. A Winston is infinitely spawning a barrier in the center of the map, if a player gets booped into the center, they fall out of the map. (I wanted a center barrier and Winstons bubble is perfect for that, but I did not want players camping on the inside of the barrier.)

Reinhardt and Winston are disabled since their stats are modified, apparently changing stats of heros mid-game does not work correctly with barriers. Winston wouldn't be very fun to play anyways, right?

I recommend disabling Symmetra's Primary Fire or disabling her entirely, due to her being able to farm charge off of the barriers.

Change the health % of Winston and Reinhardt to change how much health their barrier has, as the code itself is, it takes a lot of damage to break them before they regenerate.

Code Snippet

variables { player: 0: Damage } rule("Set Global Variable") { event { Ongoing - Global; } actions { Set Global Variable(A, 4.500); } } rule("Create Bot 1") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Create Dummy Bot(Hero(Reinhardt), All Teams, 11, Vector(14, 0, 0), Vector(-90.000, 0, 0)); } } rule("Create Bot 2") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Create Dummy Bot(Hero(Reinhardt), All Teams, 10, Vector(-14.000, 0, 0), Vector(90, 0, 0)); } } rule("Create Bot 3") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Create Dummy Bot(Hero(Reinhardt), All Teams, 9, Vector(0, 0, 14), Vector(0, 0, -90.000)); } } rule("Create Bot 4") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Create Dummy Bot(Hero(Reinhardt), All Teams, 8, Vector(0, 0, -14.000), Vector(0, 0, 90)); } } rule("Create Bot 5") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Create Dummy Bot(Hero(Winston), All Teams, 7, Vector(0, 0, 0), Vector(0, 0, 0)); } } rule("Rein Bots Stuff") { event { Ongoing - Each Player; All; Reinhardt; } conditions { Is Dummy Bot(Event Player) == True; } actions { Start Holding Button(Event Player, Secondary Fire); Set Status(Event Player, Null, Phased Out, 9999); Wait(55, Ignore Condition); Set Invisible(Event Player, All); Stop Holding Button(Event Player, Secondary Fire); Wait(5, Ignore Condition); Set Invisible(Event Player, None); Loop; } } rule("Start Game Quicker") { event { Ongoing - Global; } conditions { Is Assembling Heroes == True; } actions { Set Match Time(12); } } rule("Winston Bot Stuff") { event { Ongoing - Each Player; All; Winston; } conditions { Is Dummy Bot(Event Player) == True; } actions { Press Button(Event Player, Ability 2); Wait(1, Ignore Condition); Loop; } } rule("Winston Bot Stuff #2") { event { Ongoing - Each Player; All; Winston; } conditions { Is Dummy Bot(Event Player) == True; } actions { Set Invisible(Event Player, All); Set Status(Event Player, Null, Phased Out, 9999); } } rule("Create Effect") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Create Effect(All Players(All Teams), Sphere, Red, Objective Position(Global Variable(A)), 5, Visible To Position and Radius); Create Icon(All Players(All Teams), Vector(0, 2, 0), Skull, Visible To and Position, Red, False); } } rule("Detect Player in Winston Barrier") { event { Ongoing - Each Player; All; All; } conditions { Is Dummy Bot(Event Player) != True; Distance Between(Event Player, Objective Position(Objective Index)) < Global Variable(A); } actions { Set Player Variable(Event Player, Damage, True); } } rule("Player Outside Winston Barrier") { event { Ongoing - Each Player; All; All; } conditions { Is Dummy Bot(Event Player) != True; Distance Between(Event Player, Objective Position(Objective Index)) >= Global Variable(A); } actions { Set Player Variable(Event Player, Damage, False); } } rule("Winston Barrier DoT") { event { Ongoing - Each Player; All; All; } conditions { Player Variable(Event Player, Damage) == True; } actions { Teleport(Event Player, Vector(0, -5.000, 0)); } }
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