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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "Actual Tiny Overwatch v1.0 by Caaethil#2559 - Code: 4JKSZ - Balanced to play as closely to normal Overwatch as possible, but everyone is tiny in a small section of a map. Currently supports Dorado and Temple of Anubis."
  • }
  • modes
  • {
  • Deathmatch
  • {
  • enabled maps
  • {
  • Dorado
  • Temple of Anubis
  • }
  • }
  • General
  • {
  • Allow Hero Switching: Off
  • Game Mode Start: Manual
  • Hero Limit: Off
  • Respawn As Random Hero: On
  • }
  • }
  • heroes
  • {
  • General
  • {
  • Ashe
  • {
  • Coach Gun Knockback Scalar Enemy: 25%
  • Coach Gun Knockback Scalar Self: 25%
  • }
  • Bastion
  • {
  • Configuration: Tank Weapon Knockback Scalar: 25%
  • }
  • Brigitte
  • {
  • Shield Bash Knockback Scalar: 25%
  • Whip Shot Knockback Scalar: 25%
  • }
  • D.Va
  • {
  • Boosters Knockback Scalar: 25%
  • Call Mech Knockback Scalar: 25%
  • Self Destruct Knockback Scalar: 25%
  • }
  • Doomfist
  • {
  • Meteor Strike Knockback Scalar: 25%
  • Rising Uppercut Knockback Scalar: 25%
  • Rocket Punch Knockback Scalar: 25%
  • }
  • Hanzo
  • {
  • Lunge Distance Scalar: 25%
  • }
  • Junkrat
  • {
  • Concussion Mine Knockback Scalar: 25%
  • Frag Launcher Knockback Scalar: 25%
  • }
  • Lúcio
  • {
  • Soundwave Knockback Scalar: 25%
  • }
  • Pharah
  • {
  • Concussive Blast Knockback Scalar: 25%
  • Hover Jets Vertical Speed Scalar: 25%
  • Jump Jet Acceleration Scalar: 25%
  • Rocket Launcher Knockback Scalar: 25%
  • }
  • Reinhardt
  • {
  • Charge Knockback Scalar: 25%
  • Rocket Hammer Knockback Scalar: 25%
  • }
  • Roadhog
  • {
  • Whole Hog Knockback Scalar: 25%
  • }
  • Sigma
  • {
  • Accretion Knockback Scalar: 25%
  • }
  • Soldier: 76
  • {
  • Helix Rockets Knockback Scalar: 25%
  • }
  • Winston
  • {
  • Jump Pack Acceleration Scalar: 25%
  • Jump Pack Knockback Scalar: 25%
  • Primal Rage Melee Knockback Scalar: 25%
  • }
  • Wrecking Ball
  • {
  • Grappling Claw Knockback Scalar: 25%
  • Minefield Knockback Scalar: 25%
  • }
  • Zarya
  • {
  • Particle Cannon Secondary Knockback Scalar: 25%
  • }
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 0: scale
  • 1: change_voice_line_pitches
  • 2: spawns
  • 3: barriers
  • 4: i
  • player:
  • 0: to_respawn
  • 1: i
  • }
  • rule("Initialise Globals")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.scale = Workshop Setting Integer(Custom String("General"), Custom String("Player Scale"), 25, 25, 300);
  • Global.change_voice_line_pitches = Workshop Setting Toggle(Custom String("General"), Custom String(
  • "Change Hero Voice Line Pitches"), True);
  • If(Current Map == Map(Dorado));
  • Global.spawns = Array(Vector(-6.567, 0.324, -24.486), Vector(-3.021, 0.324, -18.111), Vector(-9.394, 0.399, -12.365), Vector(0.213,
  • 0.399, -5.396), Vector(-13.547, 0.324, -1.062), Vector(-7.717, 0.399, 0.150), Vector(-25.450, 0.399, 8.924), Vector(-14.129,
  • 0.324, 13.432), Vector(-6.521, -1.601, 23.579), Vector(-27.266, 4.399, 10.564), Vector(-14.695, 8.399, 6.121), Vector(-11.245,
  • 8.400, -8.958));
  • Global.barriers = Array(Array(Vector(-9.230, 0.110, -19.450), 5.200), Array(Vector(-38.490, -2.060, -24.540), 30.800), Array(
  • Vector(-48.170, -3.350, -8.500), 28.600), Array(Vector(-24.710, 10, -13.450), 8));
  • Else If(Current Map == Map(Temple of Anubis));
  • Global.spawns = Array(Vector(24.870, 1.086, -29.307), Vector(20.438, 1.086, -32.526), Vector(17.577, 1.086, -18.186), Vector(
  • 13.409, 1.086, -20.661), Vector(18.308, 1.086, -33.961), Vector(12.781, 1.086, -37.676), Vector(6.928, 1.086, -37.121), Vector(
  • 2.164, 1.086, -33.136), Vector(8.344, 1.086, -28.114), Vector(6.051, 1.086, -24.477), Vector(-2.517, 1.086, -28.372), Vector(
  • -2.973, 1.086, -33.472));
  • Global.barriers = Array(Array(Vector(-0.390, 2.440, -40.220), 5.200));
  • End;
  • Global.spawns = Randomized Array(Global.spawns);
  • For Global Variable(i, 0, Count Of(Global.barriers), 1);
  • Create Effect(All Players(All Teams), Sphere, Red, Global.barriers[Global.i][0], Global.barriers[Global.i][1], Visible To);
  • Wait(0.016, Ignore Condition);
  • End;
  • }
  • }
  • rule("Initialise Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Start Scaling Player(Event Player, Global.scale / 100, True);
  • If(Global.change_voice_line_pitches == True);
  • Start Modifying Hero Voice Lines(Event Player, 100 / Global.scale, True);
  • End;
  • Set Gravity(Event Player, Global.scale);
  • Set Move Speed(Event Player, Global.scale);
  • Set Jump Vertical Speed(Event Player, Global.scale);
  • Set Projectile Gravity(Event Player, Global.scale);
  • Set Projectile Speed(Event Player, Global.scale);
  • If(Global.spawns != Null);
  • If(Slot Of(Event Player) > Count Of(Global.spawns));
  • Teleport(Event Player, Random Value In Array(Global.spawns));
  • Else;
  • Teleport(Event Player, Global.spawns[Slot Of(Event Player)]);
  • }
  • }
  • rule("Player Death")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • actions
  • {
  • If(Global.spawns != Null);
  • Event Player.to_respawn = True;
  • }
  • }
  • rule("Player Respawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • Event Player.to_respawn == True;
  • }
  • actions
  • {
  • Event Player.to_respawn = False;
  • Teleport(Event Player, Random Value In Array(Global.spawns));
  • }
  • }
  • rule("Block Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • If(Distance Between(Position Of(Event Player), Global.barriers[Event Player.i][0]) <= Global.barriers[Event Player.i][1]);
  • Apply Impulse(Event Player, Direction Towards(Global.barriers[Event Player.i][0], Position Of(Event Player)), 5, To World,
  • Cancel Contrary Motion);
  • End;
  • Event Player.i = (Event Player.i + 1) % Count Of(Global.barriers);
  • Wait(0.016, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("Kill Player in Spawn Room")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Kill(Event Player, Null);
  • }
  • }
  • disabled rule("Debug Mode On")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • }
  • actions
  • {
  • Set Move Speed(Event Player, 200);
  • Disable Movement Collision With Environment(Event Player, False);
  • }
  • }
  • disabled rule("Debug Mode Off")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == False;
  • }
  • actions
  • {
  • Set Move Speed(Event Player, Global.scale);
  • Enable Movement Collision With Environment(Event Player);
  • }
  • }
  • disabled rule("Debug Cycle Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Crouch) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Global.spawns[Event Player.C]);
  • Event Player.C = (Event Player.C + 1) % Count Of(Global.spawns);
  • }
  • }
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