Overwatch PTR Patch Notes - May 3, 2019

(Dan Reed) #1

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 only reflects changes coming specifically to that platform.


  • Added Actions:
    • Set Primary Fire Enabled
    • Set Secondary Fire Enabled
  • Lowered minimum Wait time from 0.25 seconds to 0.016 seconds.
  • Lowered minimum projectile speed and gravity to 0%.
  • Increased number of entities (icons and effects) from 32 to 64.
  • Increased significant digits of number entries from 2 to 3.
  • Because “Team” and “Teams” were accidentally included twice in the list of available strings, one pair has been renamed to “Teammate” and “Teammates”.
    • If you used the “Team” or “Teams” strings in your scripts, you may need to check them and update them in case they were renamed.
  • Spectators will now only see what all players can see. This change affects icons, effects, messages, objective descriptions, HUD text, and in-world text.
    • If only one player has joined the game, then the spectator will see what that player sees (since that one player is “all players” in that circumstance).
  • The “Play Effect” action will now correctly attach effects to players if a player is provided as a position.
  • Fixed an issue where presets would not save properly if you had an error in your script.

(Dan Reed) pinned #2


Can also get an option to change the ammo ? that would be awesome


Still no fix for “Set Ultimate Charge” :frowning:


2 updates in 2 days, that’s awesome! Thanks for the updates!

(Dan Reed) #6

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.


oh wow, this is a great fix to have when you just can’t solve your problem and need a break =D


1 Thing you forgot to mention in the notes is tha tyou fixed the RING EXPLOSION coloring


Thanks for the update, recently I’ve been getting “The server closed due to an unexpected error,” has that been fixed?


With now 64 entities able to be created, can you add an ability to reference individual entities instead of only Last created entity?

Perhaps some way to index entities?


After creating an entity, store the reference to a variable or an array. Then when you need to delete it by reference, you then can delete it using the referenced you saved.


Wait, reloading the client is necessary? Did you only disable it on the client side? :face_with_raised_eyebrow:

Also, what do you mean you reenabled it dynamically? I’m curious how that works internally.


looks like their still lots of stuff dan and keith want to provide to the community. But does that mean Workshop will still need more time in the PTR? another 2 weeks?


@Dan Reed
https:// imgur . com/ a/ R6IVuS6

I highly doubt I do anything wrong but insteadof adding 5% to the ult charge it sets it to 5% for some reason.
When I do debug prints i get correct numbers idk what is wrong there.


Damn the effort you guys are putting into this!

Much appreciated!


you guys are killing it with this feature, this is such an odd thing to just drop like this but i love it


Hot dang. Two awesome updates in two days!


Oh, man, that’s huge! Thanks a lot!


I want to ask something, if i want to put some effect in the teleporter of sym in both tps or put a ring effect in the turrets, what i need to do, for the code don’t mess with other entities in the map?


Any fix to the Disable built in actions for TDM?