Return to post
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);
}
}