DanReed-11233

DanReed-11233



24 Apr

Comment

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

Comment

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.

Comment

You’re right, that appears to be broken! We’re on it.

Comment

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.

Comment

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).

Comment

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”.

Comment

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.

Comment

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).

Comment

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!

Comment

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.

Comment

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!

Post

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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