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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "Boop Island, but all damage knocks you back. Made by Mitsiee."
  • }
  • modes
  • lobby
  • {
  • disabled Assault
  • {
  • Limit Roles: 2 Of Each Role Per Team
  • }
  • disabled Control
  • {
  • Limit Roles: 2 Of Each Role Per Team
  • }
  • Allow Players Who Are In Queue: Yes
  • Match Voice Chat: Enabled
  • }
  • modes
  • {
  • Deathmatch
  • {
  • Game Length In Minutes: 15
  • Score To Win: 50
  • enabled maps
  • {
  • Workshop Island
  • }
  • }
  • disabled Escort
  • {
  • Limit Roles: 2 Of Each Role Per Team
  • }
  • disabled Hybrid
  • General
  • {
  • Game Mode Start: Immediately
  • Limit Roles: 2 Of Each Role Per Team
  • }
  • }
  • heroes
  • {
  • General
  • {
  • Health: 500%
  • Ultimate Generation - Combat: 200%
  • Ultimate Generation - Passive: 500%
  • Bastion
  • {
  • Reconfigure: Off
  • }
  • D.Va
  • {
  • Self Destruct Knockback Scalar: 0%
  • }
  • Doomfist
  • {
  • Rocket Punch Knockback Scalar: 50%
  • }
  • Junkrat
  • {
  • Concussion Mine Knockback Scalar: 75%
  • }
  • Mei
  • {
  • Blizzard Freeze Rate Scalar: 0%
  • Weapon Freeze Rate Scalar: 0%
  • }
  • Pharah
  • {
  • Hover Jets Recharge Rate: 50%
  • Jump Jet Cooldown Time: 200%
  • }
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 34: MomentumMultiplier
  • player:
  • 0: LastDamagedBy
  • }
  • disabled rule("Spawn bots - For debugging")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Crouch) == True;
  • Is Button Held(Event Player, Interact) == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Random Value In Array(All Heroes), Opposite Team Of(Team Of(Event Player)), -1, Add(Event Player, Multiply(
  • Facing Direction Of(Event Player), 0.500)), Facing Direction Of(Event Player));
  • }
  • }
  • rule("Settings")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • "Change me to adjust how for people go flying"
  • Set Global Variable(MomentumMultiplier, 2);
  • }
  • }
  • rule("Initialise")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(All Players(All Teams), Null, Custom String("The more damage you deal, the further they fly.", Null, Null, Null),
  • Null, Left, 0, White, White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Damaging someone pushes them back away from you.", Null, Null, Null),
  • Null, Left, 0, White, White, White, Visible To and String, Default Visibility);
  • }
  • }
  • rule("Player takes damage")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • All;
  • }
  • actions
  • {
  • Apply Impulse(Event Player, Up, Max(Min(Multiply(Multiply(Event Damage, Global Variable(MomentumMultiplier)), 0.040), 15), 2),
  • To Player, Incorporate Contrary Motion);
  • Apply Impulse(Event Player, Direction Towards(Attacker, Event Player), Max(Min(Multiply(Multiply(Event Damage, Multiply(
  • Global Variable(MomentumMultiplier), 0.050)), Global Variable(MomentumMultiplier)), 50), 2), To World,
  • Incorporate Contrary Motion);
  • Set Player Variable(Event Player, LastDamagedBy, Attacker);
  • Heal(Event Player, Null, 10000);
  • }
  • }
  • rule("Constant healing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Start Heal Over Time(Event Player, Event Player, 9999, 500);
  • }
  • }
  • rule("Unset attacker")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is On Ground(Event Player) == True;
  • }
  • actions
  • {
  • Set Player Variable(Event Player, LastDamagedBy, Null);
  • }
  • }
  • rule("Kill when too low")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Y Component Of(Position Of(Event Player)) < -20;
  • }
  • actions
  • {
  • Kill(Event Player, Player Variable(Event Player, LastDamagedBy));
  • }
  • }
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