Overwatch

Overwatch Dev Tracker




25 Apr

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One creator had the idea of just switching to the hero that you want to use the ability on:

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Actually, I did find a bug with Last Heal/Damage Over Time. I’ve fixed it internally, and the fix will be available for you Friday-ish. Thanks for bringing it to my attention!

Regarding the variable before the game starts, the earliest chance you have to execute something is with the “Ongoing - Global” Event. Just set your variable as the first action. If you do this in the top rule, it’s guaranteed to execute before any other rule.

Regarding projectiles, there’s a lot more that we’d like to do with them, but for now, there isn’t a way to do what you’re asking, unfortunately.

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I’ve identified the bug and have a fix internally. It will probably show up for you in Friday’s patch. Thanks for the report!

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We’ve released an updated PTR that fixes “All Heroes”. Cheers!

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Hey folks we released an updated version of the PTR that fixes “All Heroes”. Cheers!

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In a nutshell, variables are there for you to store information such as number, a player, a location in the world.

I would also recommend utilizing the “Workshop Inspector”. https://playoverwatch.com/en-us/news/22938941/introducing-the-overwatch-workshop#debug

You can inspect the contents of variables using the inspector, and it will give you a better idea of...

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The “Set Ultimate Charge” Action is causing some issues right now, so we had to disable it temporarily. We’ll update this post as soon as we re-enable it. Thank you for your patience.

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The healing and damage IDs are specific to the player (or Global entity) that is executing the command, so it needs to be the same player (or Global entity) that stops the DOT or HOT. If this is the case, yet your stop action still isn’t working, share a code of your script and we can investigate.


24 Apr

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Totally agree, we’ll look into this for custom games that have workshop scripts in them.

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These are all good suggestions. It sounds like “Position Under Crosshair” and a “Get Eye Position” would be useful values. We’ll look into it.

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The easiest way to ensure one Zenyatta is to not allow Zenyatta in the Settings and then use the “Start Forcing Player To Be Hero” Action on a random player. (To choose a random player, try “Random Value In Array” of “All Players” of “Team 1/2”.)

If you want players to be able to choose Zenyatta, but only one per team, BUT you also don’t want hero limits on the other players, then it’s a bit more complicated. You could try an “Ongoing - Each Player” Event where the Player is limited to “Zenyatta”, with no condition, with a “Set Allowed Heroes” action that sets the allowed players for everyone else. By “everyone else”, I mean Remove From Array(All Players(Team 1/2), Event Player) which means it’s everyone except the Zenyatta who will be setting their allowed heroes. This rule would make it so that as soon as someone picks Zenyatta, then no one else can.

The winning condition is much simpler. Just add an “Ongoing - Each Player” Event where the Team is the attacking team,...

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Try the “Set Slow Motion” action!

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Last Text ID is specific to the player (or Global entity) that created the text, so whoever creates the text needs to be the one who grabs Last Text ID. If you’re doing this and still running into trouble, please provide a code to your script so we can investigate.

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We have fixed this internally. The fix will go to PTR in either the next update or the one after that.

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We’re definitely open to adding more events. With regards to efficiency, we use a system of dependencies internally to know when a condition changes. To use your crouching example, if the player isn’t actively toggling between crouched and uncrouched, then there is zero CPU cost to your condition. Of course, if your condition involves something continuous (like a position changing), then we have no choice but to evaluate that condition repeatedly.

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If it helps you, you can hover over the ‘Vector’ value, and it will pop up a tooltip that explains what X, Y and Z mean in the Overwatch coordinate system.

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You can’t do this right now, but switching teams seems like a good idea. We’ll look into it.

Keep in mind that we will always respect the limit of 6 players per team, but as long as you have empty slots it should be ok.

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That does seem pretty useful. You could do things like teleport the player to a spot, create an explosion under your crosshair, etc.

Can I ask what you are looking to use this for exactly?

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Yes it will be possible to transfer the work you’ve done from PTR to live. You will need to generate a Code for your settings on PTR, and just import them again on the live servers once the patch has released.

We will copy over any codes that were generated from PTR -> Live when PTR ends, so make sure you don’t lose your code once you’ve generated it!