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.
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.
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,...
Read moreTry the “Set Slow Motion” action!
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.
We have fixed this internally. The fix will go to PTR in either the next update or the one after that.
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.
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.
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.
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?
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!
You might want to take a look at the “Hide and Seek” example to see how to do this. In that example, a Widowmaker that sees a Tracer will cause damage. This should get you started on the right foot.
You’re right, that appears to be broken! We’re on it.
Sorry there’s no way to filter out specific rules in the inspector at the moment.
If you feel like you’re getting too many events, you can try increasing the time on your wait action, or temporarily disable that rule by adding a condition to it that always evaluates to false.
Have you tried a condition such as “Vertical Facing Angle Of(Event Player) > 45” (or whatever angle you want)? That will result in true if you’re looking down more than 45 degrees.
Players who post games with scripted logic are encouraged to fill out a description (on the right side of the Settings screen). You can view this description in the Game Browser by right-clicking a game (or pressing the Start button on console).
You can also use the “OR” value in the condition and add all the values you want to combine under that.
Thanks for the feedback. As programmers ourselves, we too enjoy writing code from time to time
Please keep in mind that the Workshop will be shipping on console as well, and players on that platform need a way to make cool features without the benefit of a keyboard.
We have found that after using the feature internally for a while, we got much faster at editing scripts through the UI. Make sure to leverage copy/paste, as well as the filterable box on the values.
Give the existing UI a try for a few days, and let us know how it goes. Thanks!
We don’t have anything to get the position under your crosshair, though that’s a great idea.
As for view angle, perhaps “Horizontal Facing Angle Of”, “Vertical Facing Angle Of”, or “Facing Direction Of” might help you. We also have “Is In View Angle” and “Players in View Angle”.
You can use the “Is In View Angle” condition to figure out if something is in front of you. You can change the angle to be small if you want them to have to aim well