DanReed-11233

DanReed-11233



24 Jun

Comment

We have a fix for this coming soon! It should show up in our next 1.38 PTR push. If possible, we’re also hoping to apply a mid-patch fix for this in 1.37.


09 May

Comment

Yes, we made a change that inadvertently broke that. We should have a fix for you soon.


06 May

Post

Overwatch PTR Patch Notes – May 6, 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 and o...

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04 May

Comment

Should be fixed now! Try reloading, and you should have access to that Action again.

Edit: That is to say, we reenabled it dynamically, so once you reload, it should show up.

Comment

Overwatch PTR Patch Notes – May 3, 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 and o...

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03 May

Comment

Yes, QA has identified several issues with the “Disable Built-In” actions, so I’ll take a look at those as well.

Comment

Yup, we’re currently looking into increasing entity count as well.

Comment

Please check out the most recent patch notes. We’ve increased the limits!

Post

Overwatch PTR Patch Notes – May 2, 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 and o...

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26 Apr

Comment

Make sure you’re using the “Ongoing - Each Player” event and you’re passing in “Event Player” as the player to disable respawning for. If instead you’re using “Ongoing - Global” and “All Players”, the action will only get run once (assuming your condition list is empty) before anyone has actually joined the game, and new people who join won’t have their respawning disabled.


25 Apr

Comment

Providing damage amount is a fairly popular request, so we’ll definitely look into adding it. Thanks for the suggestion!

Comment

You can achieve an anti-heal effect by using “Set Healing Received” with a percentage of 0. (The “Fire Dome” preset does this.) Poison you can achieve with “Start/Stop Damage Over Time”, and Discord can be made with “Set Damage Received”.

Most of the numerical limits for Actions are there for a good reason, unfortunately. We know that there is a desire to make them more permissive, and we’ll keep monitoring the situation to see if there’s a way for us to change them without causing issues.

Comment

The best way currently is to perform a line-of-sight check (“Is In Line of Sight”) with a nearby position. If it fails, then there’s probably a wall between your start and end positions. You’ll want to ignore barriers when you do this.

Comment

We’ve had some issues with Last Text ID. I’ve fixed them internally, but I don’t think they’re in the latest patch for you guys just yet. You should get them tomorrow, hopefully.

Comment

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.

Comment

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!

Comment

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

Comment

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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Comment

Try the “Set Slow Motion” action!

Comment

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.