Overwatch

Overwatch Dev Tracker




24 Apr

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Indirectly it sounds like by using the Share function of the editor

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Have you tried using the comment box at the top of each rule? It can be pretty helpful to make notes for yourself as you go, describing what each rule does. The presets that come with the workshop have examples of how we’ve used them internally.

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Hi there, we don’t have a way yet to let you ‘filter’ out damage, but this is a good idea! We can definitely see it being useful for all kinds of things and will discuss it here internally.

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Hi there, would you mind creating a Code for us to take a look at for you? You can do this by going into settings and clicking the “Share” button.

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My suggestion would be start with modifying one of the existing presets. Take “Molten Floor” and just change the damage amount. Try out “Fire Dome” and see if you can make the circle close in faster.

The key here is start small, and ask questions often!

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Unfortunately we don’t let you use abilities from other heroes. The difficulty is due to the way that our abilities are authored, so sharing them across different heroes is challenging. For example, animations and effects for heroes not in the game are not loaded. Some abilities also rely on other abilities (such as Bastion’s transformations)

We have talked about adding the ability for you to spawn your own projectiles in script, which could help you get the results you’re looking for.

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That’s correct, Torbjorn’s hammer counts as primary firing since that’s the button that is used to make it happen. There currently isn’t a way for you to tell which weapon is equipped, though it’s something we could add in the future.

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We don’t have support for storing values between matches, unfortunately.

Regarding payloads, we’ve talked about adding a way to set current progress of objectives, so we might get to that at some point.

You can change win conditions by using the “Disable Built-In Game Mode Completion” and “Declare Team Victory” actions (or “Declare Player Victory” in free-for-all).

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I think the action you want to use here is actually “Modify … Variable” and you want the “Append to Array” operation.

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In Overwatch, the coordinate space is: Y = up, Z = forward, and X = left

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Hi there, I went ahead and made an example on how to change Tracer’s shift ability to do an AOE ring explosion. Please give it a try, it should help you get started on making your own ability.

There is no concept of cooldown in this example, but you can definitely add that if you’d like!

Go to the settings of a custom game, and click the “Import Code” button and enter: Q1129

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The “All Heroes” Value is crashing right now, so we had to disable it temporarily. We have a fix on the way. Thanks for your patience!

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We don’t have a Value that exposes that currently, though that’d be a great thing for us to add! In the meantime, you can sort of work around this by storing each player’s current health into a player variable and then subtracting the current health from the variable to see how much damage was done. This isn’t perfect since your health might have changed from multiple sources in a single frame, but it might help you prototype something.

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Thanks, we’re tracking this issue and will have a fix in a future release.

Cheers!

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The “All Heroes” Value is crashing right now, so we had to disable it temporarily. We have a fix on the way, and we’ll update this post when we deploy it. Thanks for your patience!

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Great idea! A blank level for prototyping would be very useful while editing. For now, you can try prototyping in a skirmish game mode, teleport yourself, and you can actually skip the assemble heroes and setup phases by checking to see if “Is Assembling Heroes” and “Is in Setup” and then “Set Match Time” to 0.

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That’s an excellent idea. For now, could you try the existing UI editor for a while and let us know if there’s any improvements that can be made there?

Keep in mind that you have the auto-complete/search box for picking values, and copy/paste support. We’ve found that you can get pretty fast with editing after a little bit of time using the editor.

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One way you can start playing around with this is to use the “Is Button Held” condition to tell when you’ve pressed one of the ability keys. Combine this with the “Ongoing - Each Player” event type. Then you can have that key do whatever you’d like. Try disabling the existing abilities on a hero first to make sure they don’t interfere with your button presses.

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Welcome to the Workshop! We’re looking forward to working with you to create new and exciting gameplay for Overwatch.

Feel free to post codes for your creations or share ideas with us about the future direction of this feature.

If you’re having issues with your script or have noticed bugs that you need help from devs or the community to resolve, please follow these guidelines before posting:

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Overwatch PTR Patch Notes – April 24, 2019

A new Overwatch patch is in development and now available for testing! To share your feedback or report any issues, please post in the PTR Feedback or PTR Bug Report forums.

Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes may also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only ...

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