credit for the map i used to test it with the original game code
oh btw if u see this can i use ur game thx
This should work: RAA8W
You play as roadhog, you have no cooldown on your hook, but you do no damage. You get teleported to the point when you spawn, and i’ve made a barrier that keeps people from going to far away.
There’s also an optional feature, where you’re immune to hooks the first 3 seconds after spawning. If you don’t want this feature, you can turn the rule off in the workshop menu by choosing it and clicking the “on/off” button.
Have fun
i made 2 “Arena Boundaries” rules, active only 1 at a time
code share: 7E6AN
code
rule("Arena Boundaries 1")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Player Variable(Event Player, L) != Position Of(Event Player);
}
actions
{
Skip If(Compare(Distance Between(Position Of(Event Player), Vector(-208.600, 1, -16.405)), >, 15), 2);
Set Player Variable(Event Player, L, Position Of(Event Player));
Skip(1);
Teleport(Event Player, Player Variable(Event Player, L));
Wait(0.016, Abort When False);
Loop If Condition Is True;
}
}
rule(“Arena Boundaries 2”)
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Distance Between(Position Of(Event Player), Vector(-208.600, 1, -16.405)) > 15;
}
actions
{
Teleport(Event Player, Nearest Walkable Position(Add(Vector(-208.600, 1, -16.405), Multiply(15, Direction Towards(Vector(-208.600,
1, -16.405), Position Of(Event Player))))));
Wait(0.016, Abort When False);
Loop If Condition Is True;
}
}
explanations:
it teleports u to the position u were a moment before u got out of the zone
it finds the position of edge of the zone in ur direction and teleports u to the closest walkable position to it (will always be on the ground D:)
ill quote ur comment here so ppl will read it - imortant comment:
Duckjoke:
While i like the way these boundaries teleport you back if you go too far away from the intended play area, they’re pretty disorienting to walk into. I tried using these boundaries in combination with other boundaries that push the player towards the center, so you don’t accidentally walk backwards into a wall and lose control of your crossair, and it worked pretty well.
If you use these two methods together, you get barriers that push you away when you try to pass through them, but also teleport you back if you manage to get too far (by using Brig’s stun or Sombra’s teleport, for example).
Here’s the code, if you’re interested: TNYSX8
It works best with the first boundary, as the second doesn’t work with sombra’s teleport
2 Likes
While i like the way these boundaries teleport you back if you go too far away from the intended play area, they’re pretty disorienting to walk into. I tried using these boundaries in combination with other boundaries that push the player towards the center, so you don’t accidentally walk backwards into a wall and lose control of your crossair, and it worked pretty well.
If you use these two methods together, you get barriers that push you away when you try to pass through them, but also teleport you back if you manage to get too far (by using Brig’s stun or Sombra’s teleport, for example).
Here’s the code, if you’re interested: TNYSX8
It works best with the first boundary, as the second doesn’t work with sombra’s teleport
2 Likes
ooh now thats a good barrier
1 Like