Allow adding STU behaviour components in workshop

Since overwatch is ECS based, entity-component-system, all components are stored inside game like Health Pool, History Builder (Tracer recall, restore ammo/health), History Rewinder (Tracer recall, rollback all previous positions), Pets components (like Torb turret, Symmetra turrets, Bob).

What is difficulty to add these components/functions to workshop? Even as workshop extension, or just add Lua programming language and allow players do this.

Like Camera - 3P is internal function in statescript used by overwatch to toggle 3rd person camera, like Reapers teleporting, why Workshop creators don’t have this action exposed on action list?

Another example Get Entity Pet is function in statescript used to get all player owned pets, and inside they have Get Pet Owner to get who owns this pet. And pet means all player owned objects.

Why we don’t have custom projectile entities, trigger areas from a set of points? We must be forced looping each position or closest position to detect this trigger.

Also damageale objects, its a component that dispatch an event when that object receive damage, will be useful for pve modes that workshop creators wanna create some objective that must be destroyed/prevent to destroy.

Same for health component, an entity/object that holds health, when people do damage, will decrease.

Bro, many and many features missing from workshop, also me as C#/Java/Lua/Typescript&Javascript developer, and from C++ developers that i talked with they about, Workshop have many quality control problems including people not be able to type code, using pre hardcoded interpreted text for workshop is the worst idea that developers had for custom modding. Take an example in WOW, and CoreGames, uses Lua, extreme fast, simple and easy to learn.

An alternative is visual programming like Unreal Engine blueprints, will be accepted and easy to learn/use for both platforms PC/Consoles.

I hope in overwatch 2 they take consideration about improve QOL in modding system, including a builtin map editor for maps like Workshop expanse/island, that is good to place some objects to make tiny maps, etc.

Take an look in core games, built on top of Unreal Engine using lua as programming language, everyone can learn and code (both PC and Consoles):

https://docs.coregames.com/tutorials/lua_basics_helloworld/#part-two-lightbulb
https://docs.coregames.com/tutorials/lua_basics_helloworld
https://docs.coregames.com/tutorials

An another good example ROBLOX, is the game that have many and many creations because you can literally modify everything, since shaders untill save player stats (for external leaderboard) in owned server by mode creator.

And all modes in both games are validated, tested and certified to players don’t receive any crashes, or some malware. Everything is safe for play.

Let players build arcade as they want. “OH BUT THIS IS A PAID GAME” and? What the problem? Since CS: GO had map editor even when was paid, and lot of extreme beautiful maps players was created, including maps that was voted in community and sent into QUICKPLAY/COMPETITIVE scenarios.

I’m tired of workshop limiting many features, that exists in Statescript (official scripting used in overwatch, also used for Experimental Card creations), because with Statescript games don’t need any updates, its ready-to-deploy content, once designers created an concept in experimental card, just click to play.

Why overwatch developers cannot do this?

This is final ending like, for people reflect. Since workshop many amazing modes was created, when they released workshop modes browser people with cool modes was able to be more popular cool content.

Arcade is very boring, only some modes we can save from that, Total mayhem, Team deathmatch and CTF Blitz (“maybe”). Quickplay classic is in wrong place, QP classic must be placed near QP Role Queue, like competitive tab.

Developers even didn’t read fully [WIKI-THREAD] Workshop suggestions 2! many amazing features that can be implemented by OW developers.

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Navimesh and Splining would also be great. For AI pathfinding and create animation based paths for camera or NPC, but with more smoothness. Glad you figured out what tool they use to work on Overwatch :D, did you watched and read the GDC artciles/events?

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Yeah, i’ve saw Statescript used internally by overwatch developers, is basically Workshop but 100x more better.

Many stuff they can expose on workshop for us creating more amazing modes.

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Indeed, it would be amazing!

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Also overwatch (both 1 and overwatch 2 will) runs on top of ImGUI an lightweight UI toolkit library, also workshop is made using ImGUI.

ImGUI have an extension library called Node Editor (called ImNodes), that is basically same as Unreal Engine Blurpints, including in their repository they created an example demonstrating everything that ImNodes have and power of this.

https://github.com/thedmd/imgui-node-editor

This will be extreme better comparated to current workshop UX since we have more confort to drag’n’drop nodes, rearrange, align, this is future of modding if devs wanna expand on OW2.

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