Tower Rushes
A tower rush runs an ordered list of normal towers back-to-back.
Configure The Rush
Open ReplicatedStorage > Shared > Config > Towers and add an entry under rushes:
rushes = {
MyRush = {
winroomMarker = "WinroomSpawn",
towers = { "ToH", "ToS" },
noBoosts = true,
},
}| Field | Type | Default | Purpose |
|---|---|---|---|
towers | { string } | — | Ordered acronyms. Every acronym must also be a registered normal tower. |
winroomMarker | string | "WinroomSpawn" | Marker used after the final tower. |
noBoosts | boolean | false | Optional. Kills a player who equips a boost during this rush. |
Every tower in a rush has to stand in the same Area. A rush plays its towers in the server the player is already in, and each Area is its own place, so a rush that reaches into another one could never finish. The kit refuses to start it, tells the player with towers.rushUnavailable from Config > Messages, and names the missing towers in the Output window.
Add Its Display Entry
A rush also needs an entry in towers, beside the real towers, so it shows up on the Completions chart. Rushes show there only under Extended Completions:
towers = {
MyRush = { name = "My Tower Rush", difficulty = 8.50, area = "Ring1" },
},The same shape as a tower, area included. No rush = true flag: the matching key in rushes is what makes it a rush. The kit ships two you can copy — ETR and TSR.
Create A Portal
A BasePart under Workspace > Portals holding a StringValue named TowerRush whose value is the rush acronym. See Markers & Portals.
Completion Behavior
- Individual towers record their normal or All Jumps completion as the rush advances.
- The finished rush records separate stats and awards the
badgeIdon itstowersentry. - Tower tickets are not awarded during the rush flow.
- The player is sent to
winroomMarkerafter the final tower.
Config > Project > restartResetsTowerRush decides whether Restart returns to the first tower or reloads the current tower.