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 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
Indirectly it sounds like by using the Share function of the editor
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.
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.
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.
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!
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.
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.
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).
I think the action you want to use here is actually “Modify … Variable” and you want the “Append to Array” operation.
In Overwatch, the coordinate space is: Y = up, Z = forward, and X = left
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