I would imagine this exists, but I’ve yet to figure out how to do it. Building a freeze tag where player gets frozen indefinitely until a teammate can release him/her with some sort of interaction, ideally a punch, within a time limit. I can figure out the HUD elements for the game, but don’t know where to start with setting up the instance of team interaction that would trigger the status removal. I’d be grateful for any help with setting up this interaction.
condition for unfreeze (and heal punch dmg):
- attacker and event player r both runners
- event dmg = amount of dmg punch does
- time left =! 0
does that help?
Thanks for such a prompt reply!
I guess I don’t understand how it will work since Overwatch has no friendly fire. Essentially, I’m gonna take damage out of the mix entirely, since it’s irrelevent to the game I’m building. I’ll briefly explain.
Mei Tag: 1v6, Mei is the stalker, only armed with endothermic which also allows her to skate quickly when aimed at the ground. The runners get no weapons at all; they just have to hide, communicate and survive a fixed time limit, perhaps compelled to traverse the map to reach a goal zone. If Mei catches and freezes a runner they are caught, and the timer begins notifying all on the running team. Several timers may end up running at once, obviously, depending on the number of caught runners. Once a runner reaches the frozen ally within the time limit, they have to launch the status change to revive him/her. Mei wins if she freezes all runners, and runners win if even one survives until time runs out, possibly needing to reach a goal zone. Once it’s built I’ll decide if a zone is needed to avoid certain exploits that would ruin the scenario, since runners wouldn’t have much motivation to move at all from a stagnant hiding spot and just trying to outlast the clock.
Does the workshop tool recognize a teammate interaction so I can trigger the removal of freeze status?
since there is no way to detect if a player presses the quick melee button, you can only detect if you punch an enemy by estimating the damage (which won’t work on team mates).
I suggest checking if the interact key is pressed while looking at a team mate you’re right next to.
Here: ZME57
This code checks if a player on Team 1 presses interact, then performs a ray cast to find who the event player is looking at, and if they are within melee range the team mate will be unfrozen. Added in a small message too showing who’s rescuing who
This instantly rescues them tho, let me know if you want to make it so it takes a few seconds to rescue someone and need help with it
This rocks! You are godlike in my book.
Try: E9WM3
Just a skirm right now, and I need to finish the rules, but what’s there works, thank you!
Oof u stole my plan B : P but wait why not just using the punch button instead of interact?
because the punch button isn’t an option when checking button presses.
Oh yeaaaaa i really dont unferstand why. good job jeff
Game mode: DHJZA
I think I’m close. Forgive my ignorance. My problems are these: players frozen in the first match begin match two frozen, despite my rule, and Mei isn’t being declared the winner when freezing all of the other side’s living players (since I don’t want teams to cheat by having someone jumping to their death).
I’m always grateful for the help I find on this board.
I underestimated just how hard it is to test this mode out.
I think I have this issue: my condition of IS MATCH COMPLETE=TRUE should instead factor if MATCH TIME=0 or something, paired with my existing condition HAS STATUS(ALL PLAYERS(TEAM 2),FROZEN)=FALSE for declaring Team 2 victors.
idk if its the same thing or not but try using “is true for all”
Hi, Nutellaman! Sweet, I was considering that before I just had to crash. I’ll try using a comparison for the match end. Pretty sure a looping condition is satisfying a match end, causing double instant wins for Mei. Plus, even if the match ended with a frozen side, declaring Mei the winner, the following round, the whole team frozen condition would fail, with many on the running team being unfrozen yet still being told they lost.
I figure I’ve got to unfreeze team 2 within both win condition checks.
Thanks!
Is there any way to build a condition on an event itself? Currently, I condition to check if player status is frozen, then freeze and loop, since they’d pop out of it. However, if I could loop the instance of the status effect, the event instead of on the status itself, I think this would function better.
Update: this is where I’m at: FNVPB
My intended rules are simple. If Mei freezes the side, she wins; if time runs out on her, the runners win. I keep getting weird double-scoring, probably because elimination rules are in place as well. I’m open to ideas. Thanks!