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Tables
Are
Cool
col 1
is
Left Aligned
col 2
is
Center Aligned
col 3
is
Right Aligned
| Tables | Are | Cool |
| ------------- |:-------------:| -----:|
| col 1 | is | Left Aligned |
| col 2 | is | Center Aligned |
| col 3 | is | Right Aligned |
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The event attribute is defines an event when a condition is fulfilled followed by an action which can be adjusted through values. In other words, once a certain condition(s) of the game mode is met, the event will activate.
ONGOING - GLOBAL
The ONGOING - GLOBAL event attribute will affect all entities in the game environment.
The ONGOING - EACH PLAYER event attribute will affect the specified players in the game environment.
Definitions:
Team
ALL - This event will affect both teams.
TEAM 1 - This event will affect team 1 (blue/defense)
TEAM 2 - This event will affect team 2 (red/attack)
Players
ALL - This event will affect all players regardless of team, slot position, or hero selected.
SLOT # (0-11) - This event affect the slot assignment of that specific player in the order of the Lobby (see diagram below)
{HERO NAME} - This event affects any players using the specified hero.
PLAYER EARNED ELIMINATION
The PLAYER EARNED ELIMINATION event attribute will affect the specified players who successfully score an elimination in the game environment.
Definitions:
Team
ALL - This event will affect both teams.
TEAM 1 - This event will affect team 1 (blue/defense)
TEAM 2 - This event will affect team 2 (red/attack)
Players
ALL - This event will affect all players regardless of team, slot position, or hero selected.
SLOT # (0-11) - This event affect the slot assignment of that specific player in the order of the Lobby (see diagram below)
{HERO NAME} - This event affects any players using the specified hero.
PLAYER DEALT FINAL BLOW
The PLAYER DEALT FINAL BLOW event attribute will affect the specified players who successfully dealt the lethal damage against another player in the game environment.
Definitions:
Team
ALL - This event will affect both teams.
TEAM 1 - This event will affect team 1 (blue/defense)
TEAM 2 - This event will affect team 2 (red/attack)
Players
ALL - This event will affect all players regardless of team, slot position, or hero selected.
SLOT # (0-11) - This event affect the slot assignment of that specific player in the order of the Lobby (see diagram below)
{HERO NAME} - This event affects any players using the specified hero.
PLAYER DEALT DAMAGE
The PLAYER DEALT DAMAGE event attribute will affect the specified players who successfully dealt damage against another player in the game environment.
Definitions:
Team
ALL - This event will affect both teams.
TEAM 1 - This event will affect team 1 (blue/defense)
TEAM 2 - This event will affect team 2 (red/attack)
Players
ALL - This event will affect all players regardless of team, slot position, or hero selected.
SLOT # (0-11) - This event affect the slot assignment of that specific player in the order of the Lobby (see diagram below)
{HERO NAME} - This event affects any players using the specified hero.
PLAYER TOOK DAMAGE
The PLAYER TOOK DAMAGE event attribute will affect the specified players who received damage in the game environment.
Definitions:
Team
ALL - This event will affect both teams.
TEAM 1 - This event will affect team 1 (blue/defense)
TEAM 2 - This event will affect team 2 (red/attack)
Players
ALL - This event will affect all players regardless of team, slot position, or hero selected.
SLOT # (0-11) - This event affect the slot assignment of that specific player in the order of the Lobby (see diagram below)
{HERO NAME} - This event affects any players using the specified hero.
PLAYER DIED
The PLAYER DIED event attribute will affect the specified players who died in the game environment.
Definitions:
Team
ALL - This event will affect both teams.
TEAM 1 - This event will affect team 1 (blue/defense)
TEAM 2 - This event will affect team 2 (red/attack)
Players
ALL - This event will affect all players regardless of team, slot position, or hero selected.
SLOT # (0-11) - This event affect the slot assignment of that specific player in the order of the Lobby (see diagram below)
{HERO NAME} - This event affects any players using the specified hero.
PLAYER DEALT HEALING
The PLAYER DEALT HEALING event attribute will affect the specified players who successfully healed a player in the game environment.
Definitions:
Team
ALL - This event will affect both teams.
TEAM 1 - This event will affect team 1 (blue/defense)
TEAM 2 - This event will affect team 2 (red/attack)
Players
ALL - This event will affect all players regardless of team, slot position, or hero selected.
SLOT # (0-11) - This event affect the slot assignment of that specific player in the order of the Lobby (see diagram below)
{HERO NAME} - This event affects any players using the specified hero.
PLAYER RECEIVED HEALING
The PLAYER RECEIVED HEALING event attribute will affect the specified players who received health in the game environment.
Definitions:
Team
ALL - This event will affect both teams.
TEAM 1 - This event will affect team 1 (blue/defense)
TEAM 2 - This event will affect team 2 (red/attack)
Players
ALL - This event will affect all players regardless of team, slot position, or hero selected.
SLOT # (0-11) - This event affect the slot assignment of that specific player in the order of the Lobby (see diagram below)
{HERO NAME} - This event affects any players using the specified hero.
PLAYER JOINED MATCH
The PLAYER JOINED MATCH event attribute will affect the specified players who have joined the match.
Definitions:
Team
ALL - This event will affect both teams.
TEAM 1 - This event will affect team 1 (blue/defense)
TEAM 2 - This event will affect team 2 (red/attack)
Players
ALL - This event will affect all players regardless of team, slot position, or hero selected.
SLOT # (0-11) - This event affect the slot assignment of that specific player in the order of the Lobby (see diagram below)
{HERO NAME} - This event affects any players using the specified hero.
PLAYER LEFT MATCH
The PLAYER LEFT MATCH event attribute will affect the specified players who have left the match.
Definitions:
Team
ALL - This event will affect both teams.
TEAM 1 - This event will affect team 1 (blue/defense)
TEAM 2 - This event will affect team 2 (red/attack)
Players
ALL - This event will affect all players regardless of team, slot position, or hero selected.
SLOT # (0-11) - This event affect the slot assignment of that specific player in the order of the Lobby (see diagram below)
{HERO NAME} - This event affects any players using the specified hero.
CONDITIONS
Conditions are optional definitions which determine if the event is to trigger the action or not. These are done by comparing one value to another and seeing if the condition is true. You can list multiple conditions in any given event. Multiple conditions act as logical AND operator, meaning that the action will run only if ALL conditions are True. Here are the list of conditions.
== (Equal To) - The first value equals to the second value. For example: 2 == 2 would qualify that condition.
!= (Not Equal To) - The first value does not equal to the second value. For example: 2 != 3 would qualify that condition.
< (Less than) - The first value is of lesser amount to that of the second value. For example: 2 < 3 would qualify that condition.
<= (Less than or equal to) - The first value is of lesser amount to that of the second value. For example: 2 <= 3 or 2 <= 2 would qualify that condition.
> (Greater than) - The first value is of greater amount to that of the second value. For example: 3 > 2 would qualify that condition.
>= (Greater than or equal to) - The first value is of greater amount to that of the second value. For example: 3 > 2 or 3 >= 2 would qualify that condition.
Actions define the action of the event when the conditions are fulfilled. Actions include making changes to the players, elements, or the overall game environment. Actions can even be used to create more actions or repeat the same actions. Of course you can have multiple actions in the same event.
ABORT
Stops execution of the action list.
There are no definitions to this action.
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ABORT IF
Stops execution of the action list if the action’s condition evaluates to true, if it does not, the execution continues with the next action.
Definitions:
Condition - Specifies whether the execution is stopped. Can use most Boolean based Value Syntax.
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ABORT IF CONDITION IS FALSE
Stops execution of the action list if at least one condition in the condition list is false. If all conditions are true, execution continues with the next action.
There are no definitions to this action.
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ABORT IF CONDITION IS TRUE
Stops execution of the action list if all conditions in the condition list is true. If any are false, execution continues with the next action.
There are no definitions to this action.
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ALLOW BUTTON
Undoes the effect of the disallow button action for one or more players.
Definitions:
Player - The player or players whose button is being reenabled. Can use most Player based Value Syntax.
Button - The logical button that is being reenabled.
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APPLY IMPLUSE
Applies an instantaneous change in velocity to the movement of one or more players.
Definitions:
Player - The player or players whose velocity will be changed. Can use most Player based Value Syntax.
Direction - The unit direction in which the impulse will be applied. This value is normalized internally. Can use most Vector based Value Syntax.
Speed - The magnitude of the change to the velocities of the player or players. Can use most Number based Value Syntax.
Relative - Specifies whether the direction is relative to world coordinates or the local coordinates of the player or players.
To World - Relative to the world’s coordinate system.
To Player - Relative to the player’s local coordinate system (which moves and rotates with the player).
Motion - Specifies whether existing velocity that is counter to direction should first be canceled out before applying the impulse.
Cancel Contrary Motion - If the target is moving against the direction of the impulse, this relative velocity is negated before the impulse is applied.
Incorporate Contrary Motion - The impulse is added directly to the velocity of the target, so if the target is moving against the direction of the impulse, it might seem like the impulse has less of an effect.
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BIG MESSAGE
Displays a large message above the reticle that is visible to specific players.
Definitions:
Visible to - One or more players who will see the message. Can use most Value Syntax to select multiple players to specify.
Header - The message to be displayed. Can use most String based Value Syntax to specify.
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CHASE GLOBAL VARIABLE AT RATE
Gradually modifies the value of a global variable at a specific rate. (A global variable is a variable that belongs to the game itself.)
Definitions:
Variable - The variable the action will manipulate. Can use most Variable based Value Syntax.
Destination - The value that the global variable will eventually reach. The type of this value may be either a number or a vector, through the variable’s existing value must be of the same type before the chase begins. Can use most Number or Vector based Value Syntax to specify.
Rate - The amount of change that will happen to the variable’s value each second. Can use most Number based Value Syntax to specify.
Reevaluation - Specifies which of this action’s inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs. You can specify a Destination and Rate or nothing.
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CHASE GLOBAL VARIABLE OVER TIME
Gradually modifies the value of a global variable over time. (A global variable is a variable that belongs to the game itself.)
Definitions:
Variable - The variable the action will manipulate. Can use most Variable based Value Syntax.
Destination - The value that the global variable will eventually reach. The type of this value may be either a number or a vector, through the variable’s existing value must be of the same type before the chase begins. Can use most Number or Vector based Value Syntax to specify.
Duration - The amount of time, in seconds, over which the variable’s value will approach the destination. Can use most Number based Value Syntax to specify.
Reevaluation - Specifies which of this action’s inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs. You can specify a Destination and Duration or nothing.
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CHASE PLAYER VARIABLE AT RATE
Gradually modifies the value of a player variable at a specific rate. (A player variable is a variable that belongs to a specific player.)
Definitions:
Player - The player whose variable will gradually change. If multiple players are provided, each of their variables will change independently.
Variable - The variable the action will manipulate. Can use most Variable based Value Syntax.
Destination - The value that the player variable will eventually reach. The type of this value may be either a number or a vector, through the variable’s existing value must be of the same type before the chase begins. Can use most Number or Vector based Value Syntax to specify.
Rate - The amount of change that will happen to the variable’s value each second. Can use most Number based Value Syntax to specify.
Reevaluation - Specifies which of this action’s inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs. You can specify a Destination and Rate or nothing.
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CHASE PLAYER VARIABLE OVER TIME
Gradually modifies the value of a player variable over time. (A player variable is a variable that belongs to a specific player.)
Definitions:
Player - The player whose variable will gradually change. If multiple players are provided, each of their variables will change independently.
Variable - The variable the action will manipulate. Can use most Variable based Value Syntax.
Destination - The value that the player variable will eventually reach. The type of this value may be either a number or a vector, through the variable’s existing value must be of the same type before the chase begins. Can use most Number or Vector based Value Syntax to specify.
Duration - The amount of time, in seconds, over which the variable’s value will approach the destination. Can use most Number based Value Syntax to specify.
Reevaluation - Specifies which of this action’s inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs. You can specify a Destination and Duration or nothing.
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CLEAR STATUS
Clears a status that was applied from a set status action from one or more players.
Definitions:
Player - The player or players from whom the status will be removed. Can use most Player based Value Syntax.
Status - The Status to be removed from the player or players. Values include Hacked, Burning, Knocked Down, Asleep, Frozen, Unkillable, Invincible, Phased Out, Rooted, or Stunned.
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COMMUNICATE
Causes one or more players to use an emote, voice line, or other equipped communication.
Definitions:
Player - The player or players to perform the communication. Can use most Player based Value Syntax.
Type - The type of communication. Can use any equipped emote, equipped voice line, or any other communication effect.
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CREATE BEAM EFFECT
Creates an in-world beam effect entity. This effect entity will persist until destroyed, to obtain a reference to this entity, use the last created entity value. This action will fail if too many entities have been created.
Definitions:
Visible to - One or more players who will be able to see the effect. Can use most Value Syntax to select one or multiple players.
Beam Type - The type of the effect to be created.
Good Beam
Bad Beam
Grapple Beam
Start Position - The effect’s start position. If this value is a player, then the effect will move along with the player, otherwise, the value is interpreted as a position in the world. Can use most Player or Vector based Value Syntax.
End Position - The effect’s end position. If this value is a player, then the effect will move along with the player, otherwise, the value is interpreted as a position in the world. Can use most Player or Vector based Value Syntax.
Color - The color of the beam effect to be created. IF a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer. Does not apply to sound effects.
Reevaluation - Specifies which of this action’s inputs will be continuously reevaluated, the effect will keep asking for and using new values from reevaluated inputs.
Visible to, position, and radius
Position and radius
Visible to
None
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CREATE DUMMY BOT
Adds a new bot to the specified slot on the specified team so long as the slot is available. This bot will only move, fire, or use abilities if executing Workshop actions.
Definitions:
Hero - The hero that the bot will be. If more than one hero is provided, one will be chosen at random.
Team - The team on which to create the bot. The “ALL” option only works in Free-For-All game modes, while the “TEAM” options only work in team-based game modes.
Slot - The player slot which will receive the bot (-1 for first available slot). Up to 6 bots may be added to each team, or 12 bots to the Free-For-All team, regardless of lobby settings.
Position - The initial position where the bot will appear.
Facing - The initial direction where the bot will face.
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CREATE EFFECT
Creates an in-world effect entity. This effect entity will persist until destroyed, to obtain a reference to this entity, use the last created entity value. This action will fail if too many entities have been created.
Definitions:
Visible to - One or more players who will be able to see the effect. Can use most Value Syntax to select one or multiple players.
Type - The type of the effect to be created.
Sphere
Light Shaft
Orb
Ring
Cloud
Sparkles
Good Aura
Bad Aura
Energy Sound
Pick-Up Sound
Good Aura Sound
Bad Aura Sound
Sparkles Sound
Smoke Sound
Decal Sound
Beacon Sound
Color - The color of the effect to be created. IF a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer. Does not apply to sound effects.
Position - The effect’s position. If this value is a player, then the effect will move along with the player, otherwise, the value is interpreted as a position in the world. Can use most Player or Vector based Value Syntax.
Radius - The effect’s radius in meters. Sound effects have their volume affected instead.
Reevaluation - Specifies which of this action’s inputs will be continuously reevaluated, the effect will keep asking for and using new values from reevaluated inputs.
Visible to, position, and scale
Position and scale
Visible to
None
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CREATE HUD TEXT
Creates HUD text visible to specific players at specific location on the screen. This text will persist until destroyed. To obtain a reference to this text, use the last text ID value. This action will fail if too many text elements have been created.
Definitions:
Visible to - One or more players who will see the HUD text. Can use most Value Syntax to select one or multiple players.
Header - The header text to be displayed (can be blank). Can use most String based Value Syntax to populate.
Subheader - The subheader text to be displayed (can be blank). Can use most String based Value Syntax to populate.
Text - The body text to be displayed (can be blank). Can use most String based Value Syntax to populate.
Location - The location on the screen where text will appear. You can choose left, top, or right.
Sort Order - The Sort Order of the text relative to other text in the same location. Text with a higher sort order will come after text with a lower sort order. Can use most Number based Value Syntax.
Header Color - The color of the Header text to be created. If a particular team is chosen, the effect will either be red or blue.
Subheader Color - The color of the Subheader text to be created. If a particular team is chosen, the effect will either be red or blue.
Text Color - The color of the body text to be created. If a particular team is chosen, the effect will either be red or blue.
Reevaluation - Specifies which of this action’s inputs will be continuously reevaluated, the text will keep asking for and using new values from reevaluated inputs.
Visible to and String
String
None
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CREATE ICON
Creates an in-world entity. This icon entity will persist until destroyed. To obtain a reference to this entity, use the last created entity value. This action will fail if too many entities have been created.
Definitions:
Visible to - One or more players who will be able to see the icon. Can use most Value Syntax to select one or multiple players.
Position - The icon’s position. If this value is a player, then the icon will appear above the player’s head, otherwise, the value is interpreted as a position in the world. Can use most Player or Vector based Value Syntax.
Icon - The icon to be created.
Arrow: Down
Arrow: Left
Arrow: Right
Arrow: Up
Asterisk
Bolt
Checkmark
Circle
Club
Diamond
Dizzy
Exclamation Mark
Eye
Fire
Flag
Halo
Happy
Heart
Moon
No
Plus
Poison
Poison 2
Question Mark
Radioactive
Recycle
Ring Thick
Ring Thin
Sad
Skull
Spade
Spiral
Stop
Trashcan
Warning
X
Reevaluation - Specifies which of this action’s inputs will be continously reevaluated, the icon will keep asking for and using new values from reevaluated inputs.
Visible to and position
Position
Visible to
None
Icon Color - The color of the icon to be created. IF a particular team is chosen, the icon will either be red or blue, depending on whether the team is hostile to the viewer.
Show when offscreen - Should this icon still appear even when it is behind you? Can use most Boolean based Value Syntax to specify.
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CREATE IN-WORLD TEXT
Creates in-world text visible to specific players at specific position in the world. This text will persist until destroyed. To obtain a reference to this text, use the last text ID value. This action will fail if too many text elements have been created.
Definitions:
Visible to - One or more players who will see the HUD text. Can use most Value Syntax to select one or multiple players.
Header - The header text to be displayed (can be blank). Can use most String based Value Syntax to populate.
Position - The text’s position. If this value is a player, then the text will appear above the player’s head. Otherwise, the value is interpreted as a position in the world. Can use most Player or Vector based Value Syntax.
Scale - The text’s scale. Can use most Number based Value Syntax.
Clipping - Specifies whether the text can be seen through walls or is instead clipped.
Clip Against Surfaces - The text may be partially or completely obscured by walls, floors, ceilings, players, or other solid objects.
Do not clip - The text will always be fully visible. Even if it is behind a wall or solid object.
Reevaluation - Specifies which of this action’s inputs will be continuously reevaluated, the text will keep asking for and using new values from reevaluated inputs.
Visible to, Position, and String
Visible to and String
None
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DAMAGE
Applies instantaneous damage to one or more players, possibly killing the players.
Definitions:
Player - The player or players who will receive damage. Can use most Player based Value Syntax to select one or multiple players.
Damager - The player who will receive credit for the damage. A damager of null indicates no player will receive credit. Can use most Player based Value Syntax for this value.
Amount - The amount of damage to apply. This amount may be modified by buffs, debuffs, or armor. Can use most Number based Value Syntax.
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DECLARE MATCH DRAW
Instantly ends the match in a draw. This action has no effect in free-for-all modes.
There are no definitions to this action.
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DECLARE PLAYER VICTORY
Instantly ends the match with the specific player as the winner. This action only has an effect in free-for-all modes.
Definitions:
Player - The winning player. Can use most Player based Value Syntax for this value.
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DECLARE ROUND VICTORY
Declare a team as the current round winner. This only works in the control and elimination game modes.
Definitions:
Team - Round winning team. Can use most Team based Value Syntax for this value.
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DECLARE TEAM VICTORY
Instantly ends the match with the specified team as the winner. This action has no effect in free-for-all modes.
Definitions:
Team - The winning team. Can use most Team based Value Syntax for this value.
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DESTROY ALL DUMMY BOTS
Removes all dummy bots from the match.
There are no definitions to this action.
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DESTROY ALL EFFECTS
Destroys all effect entities created by create effect.
There are no definitions to this action.
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DESTROY ALL ICONS
Destroys all icon entities created by create icon.
There are no definitions to this action.
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DESTROY ALL IN-WORLD TEXT
Destroys all in-world text created by the create in-world effect.
There are no definitions to this action.
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DESTROY DUMMY BOT
Removes the specified dummy bot from the match.
Definitions:
Team - The team to remove the dummy bot from. The “ALL” option only works in Free-For-All game modes, while the “TEAM” options only work in team-based game modes.
Slot - The slot to remove the dummy bot from.
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DESTROY EFFECT
Destroys an effect entity that was created by create effect.
Definitions:
Entity - Specifies which effect entity to destroy. This entity may be the last created entity or a variable into which last created entity was earlier stored.
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DESTROY HUD TEXT
Destroys hud text that was created by create hud text.
Definitions:
Text ID - Specifies which hud text to destroy. This ID may be last text ID or a variable into which last text ID was earlier stored.
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DESTROY ICON
Destroys an icon entity that was created by create icon.
Definitions:
Text ID - Specifies which icon to destroy. This ID may be last text ID or a variable into which last create entity was earlier stored.
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DISABLE BUILT-IN GAME MODE ANNOUNCER
Disables game mode announcements from the announcer until reenabled or the match ends.
There are no definitions to this action.
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DISABLE BUILT-IN GAME MODE COMPLETION
Disables completion of the match from the game mode itself, only allowing the match to be completed by scripting commands.
There are no definitions to this action.
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DISABLE BUILT-IN GAME MODE MUSIC
Disables all game-mode music until reenabled or the match ends.
There are no definitions to this action.
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DISABLE BUILT-IN GAME MODE RESPAWNING
Disables automatic respawning for one or more players, only allowing respawning by scripting commands.
Definitions:
Player - The player or players whose respawning is affected. Can use most Player based Value Syntax for this value.
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DISABLE BUILT-IN GAME MODE SCORING
Disables changes to player and team scores from the game mode itself, only allowing scores to be changed by scripting commands.
There are no definitions to this action.
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DISABLE DEATH SPECTATE ALL PLAYERS
Undoes the effect of the enable death spectate all players action for one or more players.
Definitions:
Player - The player or players whose default death spectate behavior is restored. Can use most Player based Value Syntax for this value.
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DISABLE DEATH SPECTATE TARGET HUD
Undoes the effect of the enable death spectate target hud action for one or more players.
Definitions:
Player - The player or players who will revert to seeing their own HUD while death spectating. Can use most Player based Value Syntax for this value.
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DISALLOW BUTTON
Disables a logical button for one or more players such that pressing it has no effect.
Definitions:
Player - The player executing this rule, as specified by the event. May be the same as the attacker or victim. Can use most Player based Value Syntax for this value.
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ENABLE BUILT-IN GAME MODE ANNOUNCER
Undoes the effect of the disable built-in game mode announcer action.
There are no definitions to this action.
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ENABLE BUILT-IN GAME MODE COMPLETION
Undoes the effect of the disable built-in game mode completion action.
There are no definitions to this action.
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ENABLE BUILT-IN GAME MODE MUSIC
Undoes the effect of the disable built-in game mode music action.
There are no definitions to this action.
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ENABLE BUILT-IN GAME MODE RESPAWNING
Undoes the effect of the disable built-in game mode respawning for one or more players.
Definitions:
Player - The player or players whose respawning is affected. Can use most Player based Value Syntax for this value.
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ENABLE BUILT-IN GAME MODE SCORING
Undoes the effect of the disable built-in game mode scoring action.
There are no definitions to this action.
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ENABLE DEATH SPECTATE ALL PLAYERS
Allows one or more players to spectate all players when dead, as opposed to only allies.
Definitions:
Player - The player or players who will be allowed to spectate all players. Can use most Player based Value Syntax for this value.
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ENABLE DEATH SPECTATE TARGET HUD
Allows one or more players to see their target’s HUD when dead instead of their own while death spectating.
Definitions:
Player - The player or players who will begin seeing their spectate’s target’s hud while death spectating. Can use most Player based Value Syntax for this value.
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GO TO ASSEMBLE HEROES
Go to the assemble heroes phase of the game mode. Only works if a game is in progress.
There are no definitions to this action.
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HEAL
Provides an instantaneous heal to one or more players. This heal will not resurrect dead players.
Definitions:
Player - The player or players whose health will be restored. Can use most Player based Value Syntax for this value.
Healer - The player who will receive credit for the healing. A healer of null indicates no player will receive credit. Can use most Player based Value Syntax for this value.
Amount - The amount of healing to apply. This amount may be modified by buffs or debuffs, healing is capped by each player’s max health. Can use most Number based Value Syntax for this value.
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KILL
Instantly kills one or more players.
Definitions:
Player - The player or players who will be killed. Can use most Player based Value Syntax for this value.
Killer - The player who will receive credit for the kill. A killer of null indicates no player will receive credit. Can use most Player based Value Syntax for this value.
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LOOP
Restarts the action list from the beginning. To prevent an infinite loop, a wait action must execute between the start of the action list and this action.
There are no definitions to this action.
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LOOP IF
Restarts the action list from the beginning if this action’s condition evaluates to true. If it does not, execution continues with the next action. To prevent an infinite loop, a wait action must execute between the start of the action list and this action.
Definitions:
Condition - Specifies whether the loop will occur. Can use most Conditional based Value Syntax for this value.
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LOOP IF CONDITION IF FALSE
Restarts the action list from the beginning if at least one condition in the condition list is false. If all conditions are true, execution continues with the next action. To prevent an infinite loop, a wait action must execute between the start of the action list and this action.
There are no definitions to this action.
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LOOP IF CONDITION IF TRUE
Restarts the action list from the beginning if all conditions in the condition list is true. If any are false, execution continues with the next action. To prevent an infinite loop, a wait action must execute between the start of the action list and this action.
There are no definitions to this action.
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MODIFY GLOBAL VARIABLE
Modifies the value of a global variable, which is a variable that belongs to the game itself.
Definitions:
Variable - Variable specified by a single alphabetic letter (A through Z).
Operation - The way in which the variable’s value will be changed. Options include standard arithmetic operations as well as array operations for appending and removing values.
Value - The value used for the modification. For arithmetic operations, this is the second of two operands, with the other being the variable’s existing value. For array operations, this is the value to append or remove. Various Value Syntax can be used.
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MODIFY GLOBAL VARIABLE AT INDEX
Modifies the value of a global variable at an index, which is a variable that belongs to the game itself.
Definitions:
Variable - Variable specified by a single alphabetic letter (A through Z).
Index - The index of the array to modify. If the index is beyond the end of the array, the array is extended with new elements given a value of 0.
Operation - The way in which the variable’s value will be changed. Options include standard arithmetic operations as well as array operations for appending and removing values.
Value - The value used for the modification. For arithmetic operations, this is the second of two operands, with the other being the variable’s existing value. For array operations, this is the value to append or remove. Various Value Syntax can be used.
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MODIFY PLAYER SCORE
Modifies the score (kill count) of one or more players. This action only has an effect in free-for-all modes.
Definitions:
Player - The player whose score will change. Can use most Player based Value Syntax for this value.
Score - The amount the score will increase or decrease. If positive, the score will increase. If negative, the score will decrease. Can use most Number based Value Syntax for this value.
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MODIFY PLAYER VARIABLE
Modifies the value of a player variable, which is a variable that belongs to a specific player.
Definitions:
Player - The player whose variable will be modified. If multiple players are provided, each of their variables will be set. Can use most Player based Value Syntax for this value.
Variable - Variable specified by a single alphabetic letter (A through Z).
Operation - The way in which the variable’s value will be changed. Options include standard arithmetic operations as well as array operations for appending and removing values.
Value - The value used for the modification. For arithmetic operations, this is the second of two operands, with the other being the variable’s existing value. For array operations, this is the value to append or remove. Various Value Syntax can be used.
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MODIFY PLAYER VARIABLE AT INDEX
Modifies the value of a player variable at an index, which is a variable that belongs to a specific player.
Definitions:
Player - The player whose variable will be modified. If multiple players are provided, each of their variables will be set. Can use most Player based Value Syntax for this value.
Variable - Variable specified by a single alphabetic letter (A through Z).
Index - The index of the array to modify. If the index is beyond the end of the array, the array is extended with new elements given a value of 0.
Operation - The way in which the variable’s value will be changed. Options include standard arithmetic operations as well as array operations for appending and removing values.
Value - The value used for the modification. For arithmetic operations, this is the second of two operands, with the other being the variable’s existing value. For array operations, this is the value to append or remove. Various Value Syntax can be used.
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MODIFY TEAM SCORE
Modifies the score of one or both teams. This action has not effect in free-for-all modes or modes without a team score.
Definitions:
Team - The team whose score will be changed. Can use most Player based Value Syntax for this value.
Score - The amount the score will increase or decrease. If positive, the score will increase. If negative, the score will decrease. Can use most Number based Value Syntax for this value.
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PAUSE MATCH TIME
Pauses the match time, players, objective logic, and game mode advancement criteria are unaffected by the pause.
There are no definitions to this action.
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PLAY EFFECT
Plays an effect at a position in the world. The lifetime of this effect is short, so it does not need to be updated or destroyed.
Definitions:
Visible to - One or more players who will be able to see the effect. Can use most Value Syntax to select one or multiple players.
Type - The type of the effect to be created.
Good Explosion
Bad Explosion
Ring Explosion
Good Pickup Effect
Bad Pickup Effect
Debuff Impact Sound
Buff Impact Sound
Ring Explosion Sound
Buff Explosion Sound
Explosion Sound
Color - The color of the effect to be created. IF a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer.
Position - The effect’s position. If this value is a player, then the effect will move along with the player, otherwise, the value is interpreted as a position in the world. Can use most Player or Vector based Value Syntax.
Radius - The effect’s radius in meters. Can use most Number based Value Syntax.
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PRELOAD HERO
Preemptively loads the specified hero or heroes into memory using the skins of the specified player or players, available memory permitting. Useful whenever rapid hero changing is possible and the next hero is known.
Definitions:
Player - The player or players who will begin preloading a hero or heroes. Only one preload hero action will be active at a time for a given player. Can use most Player based Value Syntax for this value.
Hero - The hero or heroes to begin preloading for the specified player or players. When multiple heroes are specified in an array, the Heroes towards the beginning of the array are prioritized. Can use most Hero based Value Syntax for this value.
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PRESS BUTTON
Forces one or more players to press a button virtually for a single frame.
Definitions:
Player - The player or players for whom virtual button input will be forced. Can use most Player based Value Syntax for this value.
Button - The button to be pressed.
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RESET PLAYER HERO AVAILABILITY
Restores the list of heroes available to one or more players to the list specified by the game settings. If a player’s current hero becomes unavailable, the player is forced to choose a different hero and respawn at an appropriate spawn location.
Definitions:
Player - The player or players whose hero list is being reset. Can use most Player based Value Syntax for this value.
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RESPAWN
Respawns one or more players at an appropriate spawn location with full health, even if they were already alive.
Definitions:
Player - The player or players to respawn. Can use most Player based Value Syntax for this value.
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RESURRECT
Instantly resurrects one or more players at the location they died with no transition.
Definitions:
Player - The player or players who will be resurrected. Can use most Player based Value Syntax for this value.
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SET ABILITY 1 ENABLED
Enables or disables ability 1 for one or more players.
Definitions:
Player - The player or players whose access to ability 1 is affected. Can use most Player based Value Syntax for this value.
Enabled - Specifies whether the player or players are able to use ability 1. Expects a Boolean Value such as True, False, or Compare. Can use most Boolean based Value Syntax.
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SET ABILITY 2 ENABLED
Enables or disables ability 2 for one or more players.
Definitions:
Player - The player or players whose access to ability 2 is affected. Expects a Boolean Value such as True, False, or Compare. Can use most Player based Value Syntax for this value.
Enabled - Specifies whether the player or players are able to use ability 2. Can use most Boolean based Value Syntax.
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SET AIM SPEED
Sets the aim speed of one or more players to a percentage of their normal aim speed.
Definitions:
Player - The player or players whose aim will be set. Can use most Player based Value Syntax for this value.
Turn Speed Percent - The percentage of normal aim speed to which the player or players will set their aim speed. Can use most Number based Value Syntax.
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SET DAMAGE DEALT
Sets the damage dealt to one or more players of a percentage of their raw damage dealt. NOTE: Negative values do not heal enemies. Damage values of 0 or lower will not trigger script events.
Definitions:
Player - The player or players whose damage dealt will be set. Can use most Player based Value Syntax for this value.
Damage Dealt Percent - The percentage of raw damage dealt to which the player or players will set their damage dealt. Can use most Number based Value Syntax.
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SET DAMAGE RECEIVED
Sets the damage received of one or more players to a percentage of their raw damage received. NOTE: Negative values do not heal enemies. Damage values of 0 or lower will not trigger script events.
Definitions:
Player - The player or players whose damage received will be set. Can use most Player based Value Syntax for this value.
Damage Received Percent - The percentage of raw damage received to which the player or players will set their damage received. Can use most Number based Value Syntax.
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SET FACING
Sets the facing of one or more players to the specified direction.
Definitions:
Player - The player or players whose facing will be set. Can use most Player based Value Syntax for this value.
Direction - The unit direction in which the player or players will face. This value is normalized internally. Can use most Vector based Value Syntax.
*Relative - Specifies direction is relative to world coordinates or the local coordinates of the player or players.
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SET GLOBAL VARIABLE
Stores a value into a global variable, which a variable that belongs to the game itself.
Definitions:
Variable - Specifies which Global Variable to store the value into. Specified by a single alphabetic letter (A through Z).
Value - The value that will be stored. Nearly any Value syntax can be used, however it is most common with Number based syntax.
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SET GLOBAL VARIABLE INDEX
Finds or creates an array on a global variable, which is a variable that belongs to the game itself, then stores a value in the array at the specified index.
Definitions:
Variable - Specifies which global variable’s value is the array to modify, if the variable’s value is not an array, then its value becomes an empty array. Specified by a single alphabetic letter (A through Z).
Index - The index of the array to modify. If the index is beyond the end of the array, the array is extended with the new elements given a value of zero. Can use most Number based Value Syntax with this value.
Value - The value that will be stored into the array. Nearly any Value syntax can be used, however it is most common with Number based syntax.
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SET GRAVITY
Sets the movement gravity for one or more players to a percentage of regular movement gravity.
Definitions:
Player - The player or players whose movement gravity will be set. Can use most Player based Value Syntax with this value.
Gravity Percent - The percentage of regular movement gravity to which the player or players will set their personal movement gravity. Can use most Number based Value Sytax with this value. 100% is the normal gravity level of the game. Less than that will decrease gravity (allowing higher jumps), higher amounts will result in higher gravity (causing shorter jumps).
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SET HEALING DEALT
Sets the healing dealt to one or more players of a percentage of their raw damage dealt. NOTE: Negative values do not damage enemies. Healing values of 0 or lower will not trigger script events.
Definitions:
Player - The player or players whose healing dealt will be set. Can use most Player based Value Syntax for this value.
Healing Dealt Percent - The percentage of raw healing dealt to which the player or players will set their healing dealt. Can use most Number based Value Syntax.
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SET HEALING RECEIVED
Sets the healing received of one or more players to a percentage of their raw healing received. NOTE: Negative values do not damage enemies. Healing values of 0 or lower will not trigger script events.
Definitions:
Player - The player or players whose healing received will be set. Can use most Player based Value Syntax for this value.
Healing Received Percent - The percentage of raw healing received to which the player or players will set their healing received. Can use most Number based Value Syntax.
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SET INVISIBLE
Causes one or more players to become invisible to either all other players or just enemies.
Definitions:
Player - The player or players who will become invisible. Can use most Player based Value Syntax for this value.
Invisible to - Specifies for whom the player or players will be invisible. Can be set to All, Enemies, or None.
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SET MATCH TIME
Sets the current match time (which is visible at the top of the screen). This can be used to shorten or extend the duration of a match or to change the duration of assemble heroes or setup.
Definitions:
Time - The match time in seconds. Can use most Number based Value Syntax for this value.
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SET MAX HEALTH
Sets the max health of one or more players as a percentage of their raw max health. This action will ensure that a player’s current health will not exceed the new max health.
Definitions:
Player - The player or players whose max health will be set. Can use most Player based Value Syntax for this value.
Health Percent - The percentage of raw max health to which the player or players will set their max health. Can use most Number based Value Syntax for this value.
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SET MOVE SPEED
Sets the move speed of one or more players to a percentage of their raw move speed.
Definitions:
Player - The player or players whose move speed will be set. Can use most Player based Value Syntax for this value.
Health Percent - The percentage of raw move speed to which the player or players will set their move speed. Can use most Number based Value Syntax for this value.
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SET OBJECTIVE DESCRIPTION
Sets the text at the top center of the screen that normally describes the objective to a message visible to specific players.
Definitions:
Visible to - One or more players who will see the message. Can use most Number based Player Syntax for this value.
Header - The message to be displayed. Can use most String based Value Syntax for this value.
Reevaluation - Specifies which of this action’s inputs will be continously reevaluated. The message will keep asking for and using new values from reevaluated inputs. Can choose “Visible to and String” or “String”
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SET PLAYER ALLOWED HEROES
Sets the list of heroes available to one or more players. If a player’s current hero becomes unavailable, the player is forced to choose a different hero and respawn at an appropriate spawn location.
Definitions:
Player - The player or players whose hero list is being set. Can use most Player based Value Syntax for this value.
Hero - The hero or heroes that will be available. If no heroes are provided, the action has no effect. Can use most Hero based Value Syntax for this value including compatible Arrays.
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SET PLAYER SCORE
Sets the score (kill count) of one or more players. This action only has an effect in free-for-all modes.
Definitions:
Player - The player or players whose score will be set. Can use most Player based Value Syntax for this value.
Score - The score that will be set. Can use most Number based Value Syntax for this value.
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SET PLAYER VARIABLE
Stores a value into a player variable, which is a variable that belongs to a specific player.
Definitions:
Player - The player or players whose variable will be set. If multiple players are provided, each of their variables will be set. Can use most Player based Value Syntax for this value.
Variable - Specifies which Player Variable to store the value into. Specified by a single alphabetic letter (A through Z).
Value - The value that will be stored. Nearly any Value syntax can be used, however it is most common with Number based syntax.
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SET PLAYER VARIABLE AT INDEX
Finds or creates an array on a player variable, which is a variable that belongs to a specific player, then stores a value in the array at the specified index.
Definitions:
Player - The player or players whose variable will be set. If multiple players are provided, each of their variables will be set. Can use most Player based Value Syntax for this value.
Variable - Specifies which player variable’s value is the array to modify, if the variable’s value is not an array, then its value becomes an empty array. Specified by a single alphabetic letter (A through Z).
Index - The index of the array to modify. If the index is beyond the end of the array, the array is extended with the new elements given a value of zero. Can use most Number based Value Syntax with this value.
Value - The value that will be stored into the array. Nearly any Value syntax can be used, however it is most common with Number based syntax.
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SET PRIMARY FIRE ENABLED
Enables or disables primary fire for one or more players.
Definitions:
Player - The player or players whose access to primary fire is affected. Can use most Player based Value Syntax for this value.
Enabled - Specifies whether the player or players are able to use primary fire. Expects a Boolean Value such as True, False, or Compare. Can use most Boolean based Value Syntax.
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SET PROJECTILE GRAVITY
Sets the projectile gravity for one or more players to a percentage of regular projectile gravity.
Definitions:
Player - The player or players whose projectile gravity will be set. Can use most Player based Value Syntax for this value.
Projectile Gravity Percent - The percentage of the regular projectile gravity to which the player or players will set their personal projectile gravity. Can use most Number based Value Syntax for this value.
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SET PROJECTILE SPEED
Sets the projectile speed for one or more players to a percentage of regular projectile speed.
Definitions:
Player - The player or players whose projectile speed will be set. Can use most Player based Value Syntax for this value.
Projectile Speed Percent - The percentage of the regular projectile speed to which the player or players will set their personal projectile speed. Can use most Number based Value Syntax for this value.
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SET RESPAWN MAX TIME
Sets the duration between death and respawn for one or more players that are already dead when this action is executed, the change takes effect on their next death.
Definitions:
Player - The player or players whose respawn max time will is being defined. Can use most Player based Value Syntax for this value.
Time - The duration between death and respawn in seconds. Can use most Number based Value Syntax for this value.
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SET SECONDARY FIRE ENABLED
Enables or disables secondary fire for one or more players.
Definitions:
Player - The player or players whose access to secondary fire is affected. Can use most Player based Value Syntax for this value.
Enabled - Specifies whether the player or players are able to use secondary fire. Expects a Boolean Value such as True, False, or Compare. Can use most Boolean based Value Syntax.
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SET SLOW MOTION
Sets the simulation rate for the entire game, including all players, projectiles, effects, and game mode logic.
Definitions:
Speed Percent - The simulation rate as a percentage of normal speed. Only rates up to 100% are allowed. Can use most Number based Value Syntax for this value.
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SET STATUS
Applies a status to one or more players. This status will remain in effect for the specified duration or until it is cleared by the clear status action.
Definitions:
Player - The player or players to whom the status will be applied. Can use most Player based Value Syntax for this value.
Assister - Specifies a player to be awarded assist credit should the affected player or players be killed while the status is in effect. An assister of null indicates no player will receive credit. Can use most Player based Value Syntax for this value.
Status - The Status to be applied from the player or players. These behave similarly to statuses applied from hero abilities. Values include Hacked, Burning, Knocked Down, Asleep, Frozen, Unkillable, Invincible, Phased Out, Rooted, or Stunned.
Duration - The duration of the status effect in seconds. To have a status that lasts until a clear status action is executed, proivide an arbitrarily long duration such as 9999. Can use most Number based Value Syntax.
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SET TEAM SCORE
Sets the score for one or both teams. This action has no effect in free-for-all modes or modes without a team score.
Definitions:
Team - The team or teams whose score will be set. Can use most Team based Value Syntax for this value.
Score - The score that will be set. Can use most Number based Value Syntax for this value.
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SET ULTIMATE ABILITY ENABLED
Enables or disables the ultimate ability of one or more players.
Definitions:
Player - The player or players whose access to their ultimate ability is affected. Can use most Player based Value Syntax for this value.
Enabled - Specifies whether the player or players are able to use their ultimate ability. Expects a Boolean Value such as True, False, or Compare. Can use most Boolean based Value Syntax.
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SET ULTIMATE CHARGE
Sets the ultimate charge or one or more players as a percentage of maximum charge.
Definitions:
Player - The player or players whose ultimate charge will be set. Can use most Player based Value Syntax for this value.
Charge Percent - The percentage of maximum charge. Can use most Number based Value Syntax.
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SKIP
Skips execution of a certain number of actions in the action list.
Definitions:
Number of actions - The number of action to skip, not including this action. Can use most Number based Value Syntax.
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SKIP IF
Skips execution of a certain number of actions in the action list if this action’s condition evaluates to true. If it does not, execution continues with the next action.
Definitions:
Condition - Specifies whether the loop will occur. Can use most Conditional based Value Syntax for this value.
Number of actions - The number of action to skip, not including this action. Can use most Number based Value Syntax.
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SMALL MESSAGE
Displays a small message beneath the reticle that is visible to specific players.
Definitions:
Visible to - One or more players who will see the message. Can use most Player based Value Syntax.
Header - The message to be displayed. Can use most String based Value Syntax to specify.
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START ACCELERATING
Starts accelerating one or more players in a specified location.
Definitions:
Player - The player or players that will begin accelerating. Can use most Player based Value Syntax.
Direction - The unit direction in which the acceleration will be applied. This value is normalized internally. Can use most Vector based Value Syntax to specify.
Rate - The rate of acceleration in meters per second squared. This value may need to be quite high in order to overcome gravity and/or surface friction. Can use most Number based Value Syntax.
Max Speed - The speed at which acceleration will stop for the player or players. It may not be possible to reach this speed due to gravity and/or surface friction. Can use most Number based Value Syntax.
Relative - Specifies whether direction is relavtive to the world coordinates or the local coordinates of the player or players.
Reevaluation - Specifies which of this actions inputs will be continously reevaluated. This action will keep asking for and using new values from reevaluated inputs. You can choose from “Direction, Rate, and Max Speed” or “None”.
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START CAMERA
Places your camera at a location, facing a direction.
Definitions:
Player - The player executing this rule. As specified by the event, may be the same as the attacker or the victim. Can use most Player based Value Syntax.
Eye Position - The position of the camrea, reevaluates continously. Can use most Vector based Value Syntax to specify.
Look at position - Where the camera looks at, reevaluates continously. Can use most Vector based Value Syntax to specify.
Blend Speed - How fast to blend the camera movement as positions change. 0 means do not blend at all and just change positions instantly. Can use most Number based Value Syntax.
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START DAMAGE MODIFICATION
Starts modifying how much damage one or more receivers will receive from one or more damagers. A reference to this damage modification can be obtained from the last damage modification ID value. This action will fail if too many damage modifications have been started.
Definitions:
Receivers - The player or players whose incoming damage will be modified. Can use most Player based Value Syntax.
Damagers - The player or players whose outgoing damage will be modified (when attacking the receivers). Can use most Player based Value Syntax.
Damage Percent - The percentage of damage that will apply to receivers when attacked by damagers. Can use most Number based Value Syntax to specify.
Reevaluation - Specifies which of this action’s inputs will be continously reevaluated. This action will keep asking for and using new values from reevaluated inputs. Can choose from “Receivers, Damagers, and Damage Percent”, “Receivers and Damagers”, or “None”.
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START DAMAGE OVER TIME
Starts an instance of damage over time, this DOT will persist for the specified duration or until stopped by script. To obtain a reference to this DOT, use the last damage over time to value.
Definitions:
Receivers - One or more players who will receive the damage over time. Can use most Player based Value Syntax.
Damager - The player who will receive credit for the damage. A damager of null indicates no player will receive credit. Can use most Player based Value Syntax.
Duration - The duration of the damage over time in seconds. To have a DOT that lasts until stopped by script, provide an arbitrarily long duration such as 9999. Can use most Number based Value Syntax to specify.
Damage Per Second - The damage per second for the damage over time. Can use most Number based Value Syntax to specify.
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START FACING
Starts turning one or more players to face the specified direction.
Definitions:
Player - The player or players who will start turning. Can use most Player based Value Syntax.
Direction - The unit direction in which the player or players will eventually face. Can use most Vector based Value Syntax.
Turn Rate - The turn rate in degrees per second. Can use most Number based Value Syntax to specify.
Relative - Specifies whether direction is relative to the world coordinates or the local coordinates of the player or players.
Reevaluation - Specifies which of this actions inputs will be continously reevaluated. This action will keep asking for and using new values from reevaluated inputs. You can choose from “Direction and Turn Rate” or “None”.
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START FORCING PLAYER TO BE HERO
Starts forcing one or more players to be a specified hero and, if necessary, respawns them immediately in their current locaiton. This will be the only hero available to the player or players until, the stop forcing player to be hero action is executed.
Definitions:
Player - The player or players who will be forced to be a specified hero. Can use most Player based Value Syntax.
Hero - The hero that the player or players will be forced to be. Can use most Hero based Value Syntax.
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START FORCING SPAWN ROOM
Forces a team to spawn in a particular spawn room, regardless of the spawn room normally used by the game mode. This action only has an effect in Assault, Hybrid, and Payload Maps.
Definitions:
Team - The team whose spawn room will be forced. Can use most Team based Value Syntax.
Room - The number of the spawn room to be forced. 0 is the first spawn room, 1 is the second, and 2 is the third. If this specified spawn room does not exist. Players will use the normal spawn room. Can use most Number based Value Syntax.
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START FORCING THROTTLE
Defines minimum and maximum movement input values for one or more players. Possibly forcing or preventing movement.
Definitions:
Player - The player or players whose movement whill be forced or limited. Can use most Player based Value Syntax.
Min Forward - Sets the minimum run forward amount. 0 allows the player or players to stop while 1 forces full forward movement. Can use most Number based Value Syntax.
Max Forward - Sets the maximum run forward amount. 0 allows the player or players to stop while 1 forces full forward movement. Can use most Number based Value Syntax.
Min Backward - Sets the minimum run backward amount. 0 allows the player or players to stop while 1 forces full forward movement. Can use most Number based Value Syntax.
Max Backward - Sets the maximum run backward amount. 0 allows the player or players to stop while 1 forces full forward movement. Can use most Number based Value Syntax.
Min Sideways - Sets the minimum run sideways amount. 0 allows the player or players to stop while 1 forces full forward movement. Can use most Number based Value Syntax.
Max Forward - Sets the maximum run sideways amount. 0 allows the player or players to stop while 1 forces full forward movement. Can use most Number based Value Syntax.
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START HEAL OVER TIME
Starts an instance of damage over time, this HOT will persist for the specified duration or until stopped by script. To obtain a reference to this HOT, use the last damage over time to value.
Definitions:
Player - One or more players who will receive the heal over time. Can use most Player based Value Syntax.
Healer - The player who will receive credit for the heal. A damager of null indicates no player will receive credit. Can use most Player based Value Syntax.
Duration - The duration of the heal over time in seconds. To have a HOT that lasts until stopped by script, provide an arbitrarily long duration such as 9999. Can use most Number based Value Syntax to specify.
Damage Per Second - The heal per second for the heal over time. Can use most Number based Value Syntax to specify.
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START HOLDING BUTTON
Forces one or more players to hold a button virtually until stopped by the stop holding button action.
Definitions:
Player - The player or players who are holding a button virtually. Can use most Player based Value Syntax.
Button - The logical button that is being held virtually.
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START THROTTLE IN DIRECTION
Sets or adds to the throttle (directional input control) of a player or players such that they begin moving in a particular direction. Any previous throttle in direction is cancelled.
Definitions:
Player - The player or players whose throttle will be set or added to.
Direction - The unit direction in which the throttle will be set or added to. This value is normalized internally.
Magnitude - The amount of throttle (or change to throttle). A value of 1 denotes full throttle.
Relative - Specifies whether direction is relative to world coordinates or the local coordinates of the player or players.
Behavior - Specifies whether preexisting throttle is replaced or added to.
Reevaluation - Specifies which of this action’s inputs will be continously reevaluated. This action will keep asking for and using new values from reevaluated inputs.
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START TRANSFORMING THROTTLE
Starts transforming (scaling and rotating) the throttle (directional input control) of a player or players. Cancels any existing START TRANSFORMING THROTTLE behavior.
Definitions:
Player - The player or players whose throttle will be transformed.
X Axis Scalar - The player or players will have their throttle X Axis (Left to Right) multiplied by this value before the throttle is rotated to its new relative direction. This value is evaluated continously (meaning it updates every frame).
Y Axis Scalar - The player or players will have their throttle Y Axis (Front to Back) multiplied by this value before the throttle is rotated to its new relative direction. This value is evaluated continously (meaning it updates every frame).
Relative Direction - After the axis scalars are applied, the player or players will have their throttle transformed so that it is relative to this unit direction vector. For Example, to make the throttle camera relative, provide the direction that the camera is facing. This value is evaluated continously (meaning it updates every frame) and normalized internally.
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STOP ACCELERATING
Stops the acceleration started by the start accelerating action for one or more players.
Definitions:
Player - The player or players who will stop accelerating. Can use most Player based Value Syntax.
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STOP ALL DAMAGE MODIFICATIONS
Stops the all damage modifications that were started using the start damage modification action.
There are no definitions to this action.
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STOP ALL DAMAGE OVER TIME
Stops all damage over time started by the start damage over time or one or more players.
Definitions:
Player - The player or players whose scripted damage over time will stop. Can use most Player based Value Syntax.
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STOP ALL HEAL OVER TIME
Stops all heal over time started by the start heal over time or one or more players.
Definitions:
Player - The player or players whose scripted heal over time will stop. Can use most Player based Value Syntax.
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STOP CAMERA
Stops all forced camera positions started by the start camera or one or more players.
Definitions:
Player - The player or players whose forced camera positions will stop. Can use most Player based Value Syntax.
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STOP CHASING GLOBAL VARIABLE
Stops an in-progress chase of a global variable, leaving it at its current value.
Definitions:
Variable - Specifies which global variable to stop modifying. Specified by a single alphabetic letter (A through Z).
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STOP CHASING PLAYER VARIABLE
Stops an in-progress chase of a player variable, leaving it at its current value.
Definitions:
Player - The player whose variable will stop changing. If multiple players are provided, each of their variables will stop changing. Can use most Player based Value Syntax.
Variable - Specifies which player variable to stop modifying. Specified by a single alphabetic letter (A through Z).
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STOP DAMAGE MODIFICATION
Stops a damage modification that was started by the start damage modification action
Definitions:
Damage modification ID - Specifies which damage modification instance to stop, this ID may be the last damage modification ID or a variable into which last damage modification ID was earlier stored. Can use most Number based Value Syntax.
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STOP DAMAGE OVER TIME
Stops an instance of damage over time that was started by the start damage over time action
Definitions:
Damage Over Time ID - Specifies which damage over time instance to stop, this ID may be the last damage over time ID or a variable into which last damage over time ID was earlier stored. Can use most Number based Value Syntax.
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STOP FACING
Stops the turning started by the start facing action for or one or more players.
Definitions:
Player - The player or players who will stop turning. Can use most Player based Value Syntax.
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STOP FORCING PLAYER TO BE HERO
Stops forcing one or more players to be a specified hero. This will not respawn the player or players, but it will restore their availablity the next time they go to select a hero.
Definitions:
Player - The player or players who will no longer be forced to be a specific hero. Can use most Player based Value Syntax.
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STOP FORCING SPAWN ROOM
Undoes the effect of start forcing spawn room action for the specified team.
Definitions:
Team - The team that will resume using their normal spawn room. Can use most Team based Value Syntax.
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STOP FORCING THROTTLE
Undoes the effect of start forcing throttle action for one or more players
Definitions:
Player - The player or players whose movement inout will be restored. Can use most Player based Value Syntax.
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STOP HEAL OVER TIME
Stops an instance of heal over time that was started by the start heal over time action
Definitions:
Heal Over Time ID - Specifies which heal over time instance to stop, this ID may be the last heal over time ID or a variable into which last heal over time ID was earlier stored. Can use most Number based Value Syntax.
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STOP HOLDING BUTTON
Undoes the effect of the start holding button action for one or more players.
Definitions:
Player - The player or players who are no longer holding a button virtually. Can use most Player based Value Syntax.
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STOP THROTTLE IN DIRECTION
Cancels the behavior caused by START THROTTLE IN DIRECTION.
Definitions:
Player - The player or players whose default throttle control will be restored.
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STOP TRANSFORMING THROTTLE
Stops the throttle transform started by START TRANSFORMING THROTTLE for one or more players.
Definitions:
Player - The player or players whose throttle will stop being transformed.
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TELEPORT
Teleports one or more players to the specified location.
Definitions:
Player - The player or players to teleport. Can use most Player based Value Syntax.
Position - The position to which the player or players will teleport. If a player is providedm the position of the player is used. Can use most Vector based Value Syntax.
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UNPAUSE MATCH TIME
Unpauses the match time.
There are no definitions to this action.
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WAIT
Pauses the execution of the action list, unless the wait is interrupted. The remainder of the actions will execute after the pause.
Definitions:
Time - The duration of the pause. A minimum value of 0.016 seconds is required. Can use most Number based Value Syntax. But if you want to wait exactly the duration you specified, it must be multiple of 0.016 (due to the 62.5 ticks/sec of the game).
Wait Behavior - Specifies if and how the wait can be interrupted. If the condition list is ignored, the wait will not be interrupted, otherwise, the condition list will determine if and when the action list will abort or restart.
Values are defined in both Conditions and Action definitions. For conditions you are typically comparing one value to another to see if they meet the condition. For actions, you are assigning values to variables or making comparisons to decide if the action executes.
ABSOLUTE VALUE
The absolute value is a measure of how far the number is from zero. If you think of a number line, with zero in the center, all you’re really doing is asking how far away you are from this zero point. For example the Absolute Value of 4 is 4 and the absolute value of -6 is 6.
Definitions:
Value - You can specify any Value Syntax to define the Absolute Value.
ADD
The sum of two numbers or vectors. This value will add the two specified values.
Definitions:
Value - You can specify any Value Syntax to define either addend.
ALL DEAD PLAYERS
An array containing all dead players on a team in a match. A player is defined as being dead when they are eliminated but have not yet respawned back into the game.
Definitions:
Team - You can specify any Team Syntax to define the array.
ALL HEROES
An array of all heroes in Overwatch. Not to be confused with the All Players array
There are no definitions to this value.
ALL LIVING PLAYERS
An array containing all living players on a team in a match. A player is defined as being alive when they are spawned into the game but have not yet been eliminated since spawning.
Definitions:
Team - You can specify any Team Syntax to define the array.
ALL PLAYERS
An array containing all players on a team in a match.
Definitions:
Team - You can specify any Team Syntax to define the array.
ALL PLAYERS NOT ON OBJECTIVE
An array containing all players occupying neither a payload nor a control point (either on a team or in a match).
Definitions:
Team - You can specify any Team Syntax to define the array.
ALL PLAYERS ON OBJECTIVE
An array containing all players occupying either a payload or a control point (either on a team or in a match).
Definitions:
Team - You can specify any Team Syntax to define the array.
ALLOWED HEROES
The array of heroes from which the specified player is currently allowed to select.
Definitions:
Player - You can specify any Player Syntax to define the array.
ALTITUDE OF
The player’s current height in meters above a surface. Results in a 0 whenever the place is on a surface.
Definitions:
Player - You can specify any Player Syntax to define the array.
AND
Whether both of the two inputs are true or equivalent to true.
Definitions:
Value - You can specify any Value Syntax to define both of the required values.
ANGLE DIFFERENCE
The difference between two angles, after the angles are wrapped within +/- 180 of each other, the result is positive if the second angle is greater than the first angle, otherwise the result is zero or negative.
Definitions:
Angle - You can specify any Angle Syntax to define both of the required values.
Examples:
(Angle1, Angle2) = result
(5, 100) = 95;
(5, -100) = -105;
(5, 190) = -175; Note: 190 converted to -170
(5, -190) = 165; Note: -190 converted to 170
( 5, 5) = 0;
(-5, -5) = 0;
APPEND TO ARRAY
A copy of an array with one or more values appended to the end.
Definitions:
Array - You must specify the Array Syntax you are adding the value to.
Value - You must specify the Value Syntax that you are adding to the array.
ARRAY CONTAINS
Whether the specified array contains the specified value.
Definitions:
Array - You must specify the Array Syntax you are comparing the value to.
Value - You must specify the Value Syntax that you are comparing to the array.
ARRAY SLICE
A copy of the specified array containing only values from a specified index range.
Definitions:
Array - You must specify the Array Syntax you are comparing the value to.
Start Index - The first index of the range. Can use most Value Syntax to specify with.
Count - The number of elements in the resulting array. The resulting array will contain fewer elements if the specified range exceeds the bounds of the array. Can use any Number-based Value Syntax to specify with.
ATTACKER
The player that dealt damage for the event currently being processed by this rule. May be the same as the victim or the event player.
There are no definitions to this value.
BACKWARD
Shorthand for the direction vector(0, 0, -1) which points backwards.
There are no definitions to this value.
CLOSEST PLAYER TO
The player closest to a position, optionally restricted by team.
Definitions:
Center - The position to which to measure proximity. Can use most Value Syntax related to reporting a position in the map.
Team - You can specify any Team Syntax to restrict which players is reported when defining this value.
COMPARE
Whether the comparison of the two inputs is true.
Definitions:
Value - The left hand side of the comparison. This may be any value type if the operation is == or =!, otherwise real numbers are expected. Can use most Value Syntax for the comparison.
Condition - One of the standard conditions to use for comparison. See the Condition section for details.
Value - The right hand side of the comparison. This may be any value type if the operation is == or =!, otherwise real numbers are expected. Can use most Value Syntax for the comparison.
CONTROL MODE SCORING PERCENTAGE
The score percentage for the specified team in the control mode.
Definitions:
Team - You can specify any Team Syntax to define which team reported when defining this value.
CONTROL MODE SCORING TEAM
The team that is currently accumulating score percentage in control mode Results in all if neither team is accumulating score.
There are no definitions to this value.
COSINE FROM DEGREES
The cosine of a specified angle in degrees. The cosine of the angle is equal to the length of the adjacent side divided by the length of the hypotenuse.
Definitions:
Angle - You can specify any Angle Syntax to define this value.
COSINE FROM RADIANS
The cosine of a specified angle in radians. The cosine of the angle is equal to the length of the adjacent side divided by the length of the hypotenuse. A radian is a unit of angle, equal to an angle at the center of a circle whose arc is equal in length to the radius.
Definitions:
Angle - You can specify any Angle Syntax to define this value.
COUNT OF
The number of elements in the specified array.
Definitions:
Array - You must specify the Array Syntax you are counting the elements to.
CROSS PRODUCT
The cross product of the specified values.
Definitions:
Value - You must specify the first Value Syntax to compare to the second.
Value - You must specify the first Value Syntax to compare to the second.
CURRENT ARRAY ELEMENT
The current array element being considered. Only meaningful during the evaluation of values such as filtered array and sorted array.
There are no definitions to this value.
DIRECTION FROM ANGLES
The unit-length direction vector corresponding to the specified angles.
Definitions:
Horizontal Angle - The horizontal angle in degrees used to construct the resulting vector. Most angle based Value Syntax can be used here.
Vertical Angle - The vertical angle in degrees used to construct the resulting vector. Most angle based Value Syntax can be used here.
DIRECTION TOWARDS
The unit-length direction vector from position to another.
Definitions:
Start Pos - The position from which the resulting direction vector will point. Most positional based Value Syntax can be used here.
End Pos - The position to which the resulting direction vector will point. Most positional based Value Syntax can be used here.
DISTANCE BETWEEN
The distance between two positions in meters.
Definitions:
Start Pos - One of the two positions used in the distance measurement. Most positional based Value Syntax can be used here.
End Pos - One of the two positions used in the distance measurement. Most positional based Value Syntax can be used here.
DIVIDE
The ratio of two numbers or vectors. A vector divided by a number will yield a scaled vector. Division by zero results in zero.
Definitions:
Value - The left-hand operand, may be any value that results in a number or a vector. Any Value Syntax may be used here.
Value - The right-hand operand, may be any value that results in a number or a vector. Any Value Syntax may be used here.
DOT PRODUCT
The dot product of the specified values. The dot product tells you what amount of one vector goes in the direction of another.
Definitions:
Value - One of the two vector operands of the dot product. Any positional based Syntax may be used here.
Value - One of the two vector operands of the dot product. Any positional based Syntax may be used here.
DOWN
Shorthand for the direction vector(0, -1, 0) which points down.
There are no definitions to this value.
EMPTY ARRAY
An array with no elements.
There are no definitions to this value.
ENTITY EXISTS
Whether the specified player, icon entity, or effect entity still exists. Useful for determining if a player has left the match or an entity has been destroyed.
Definitions:
Entity - The player, icon entity, or effect entity whose existance to check.
EVENT PLAYER
The player executing the rule, as specified by the event, may be the same as the attacker or victim.
There are no definitions to this value.
FACING DIRECTION OF
The unit-length directional vector of a player’s current facing relative to the world. This value includes both horizontal and vertical facing.
Definitions:
Player - The player whose facing direction to acquire. Can use most player based Value Syntax to retrieve this value.
FALSE
The Boolean value of false.
There are no definitions to this value.
FARTHEST PLAYER FROM
The player farthest to a position, optionally restricted by team.
Definitions:
Center - The position to which to measure proximity. Can use most Value Syntax related to reporting a position in the map.
Team - You can specify any Team Syntax to restrict which players is reported when defining this value.
FILTERED ARRAY
A copy of the specified array with any values that do not match the specified condition removed.
Definitions:
Array - The array whose copy will be filtered. Can use most Array Syntax to specify.
Condition - The condition that is evaluated for each element of the copied array. If the condition is true, the element is kept in the copied array. Use the current array element value to reference the element of the array currently being considered.
FIRST OF
The value at the started of the specified array. Results in a 0 if the specified array is empty.
Definitions:
Array - The array from which the value is acquired. Can use most Array Syntax to specify.
FLAG POSITION
The position of a specific team’s flag in Capture the Flag.
Definitions:
Team - The team whose flag position to acquire.
FORWARD
Shorthand for the direction vector(0, 0, 1) which points forward.
There are no definitions to this value.
GLOBAL VARIABLE
The current value of a global variable, which is a variable which belongs to the custom game itself.
Definitions:
Variable - Variable specified by a single alphabetic letter (A through Z).
HAS SPAWNED
Whether an entity has spawned in the world. Results in false for players who have not chosen a hero yet.
Definitions:
Entity - The player, icon entity, or effect entity whose presence in world to check.
HAS STATUS
Whether the specified player has the specified status, either from the set status action or from a non-scripted game mechanic.
Definitions:
Player - The player whose status to check.
Status - The status to check for. Values include Hacked, Burning, Knocked Down, Asleep, Frozen, Unkillable, Invincible, Phased Out, Rooted, or Stunned.
HEALTH
The current health of a player including armor and shields.
Definitions:
Player - The player whose health to acquire.
HEALTH PERCENT
The current health of a player as a percentage including armor and shields.
Definitions:
Player - The player whose health percentage to acquire.
HERO
A hero constant. Specifies one of the available heroes by name in the game.
Converts a hero parameter into a string that shows up as an icon.
Definitions:
Value - The hero that will be converted as an icon.
HERO OF
The Current Hero of a Player.
Definitions:
Player - The player whose hero to acquire. Can use most player based Value Syntax to retrieve this value.
HORIZONTAL ANGLE FROM DIRECTION
The horizontal angle in degrees corresponding to the specified direction vector.
Definitions:
Direction - The direction vector from which to acquire a horizontal angle in degrees. The vector is unitized before calculation begins. Can use most Vector based Value Syntax to retrieve this value.
HORIZONTAL ANGLE TOWARDS
The horizontal angle in degrees from a player’s current forward direction to the specified position. The result is positive if the position is on the player’s left, otherwise the result is zero or negative.
Definitions:
Player - The player whose current facing angle begins. Can use most player based Value Syntax to retrieve this value.
Position - The position in the world in where the angle ends.
HORIZONTAL FACING ANGLE OF
The directional angle in degrees of a player’s current facing relative to the world. This value increases as the player rotates to the left (wrapping around at +/- 180).
Definitions:
Player - The player whose facing direction to acquire. Can use most player based Value Syntax to retrieve this value.
HORIZONTAL SPEED OF
The current horizontal speed of a player in meters per second. This measurement excludes all vertical motion.
Definitions:
Player - The player whose facing direction to acquire. Can use most player based Value Syntax to retrieve this value.
INDEX OF ARRAY VALUE
The index of a value within an array or -1 if no such value can be found.
Definitions:
Array - The array in which to search for the specified value. Can use most Array based Value Syntax to retrieve this value.
Value - The value for which to search. Can use most Number based Value Syntax to retrive this value.
IS ALIVE
Determines whether a player is alive. Returns a Boolean value.
Definitions:
Player - The player whose life to check. Can use most player based Value Syntax to retrive this value.
IS ASSEMBLING HEROES
Whether the match is currently in its assemble heroes phase.
There are no definitions to this value.
IS BETWEEN ROUNDS
Whether the match is between rounds.
There are no definitions to this value.
IS BUTTON HELD
Whether a player is holding a specific button.
Definitions:
Player - The player whose button to check. Can use most player based Value Syntax to retrieve this value.
Button - The button to check. Designed by any action inputs by ability but not directional inputs. (i.e. Primary Fire, Secondary Fire, Ultimate Ability, Jump, Crouch, etc.)
IS COMMUNICATING
Whether a player is using a specific communication type (such as emote, using a voice line, etc.).
Definitions:
Player - The player whose communication status to check. Can use most player based Value Syntax to retrieve this value.
Type - The type of communication to consider. The duration of emotes is exact, the duration of voice lines is assumed to be 4 seconds, and all other durations are assumed to be 2 seconds. Any of the four emote slots, four voice lines slots, or any standard communication (Need healing, Ultimate Status, etc.) can be designated.
IS COMMUNICATING ANY
Whether a player is using any communication type (such as emoting, using a voice line, etc.)
Definitions:
Player - The player whose communication status to check. Can use most player based Value Syntax to retrieve this value.
IS COMMUNICATING ANY EMOTE
Whether a player is using a emote.
Definitions:
Player - The player whose emoting status to check. Can use most player based Value Syntax to retrieve this value.
IS COMMUNICATING ANY VOICE LINE
Whether a player is using a voice line. (The duration of a voice line is assumed to be 4 seconds.)
Definitions:
Player - The player whose voice line status to check. Can use most player based Value Syntax to retrieve this value.
IS CONTROL MODE POINT LOCKED
Whether the point is locked in control mode.
There are no definitions to this value.
IS CROUCHING
Whether a player is crouching.
Definitions:
Player - The player whose crouching status to check. Can use most player based Value Syntax to retrieve this value.
IS CTF MODE IN SUDDEN DEATH
Whether the current game of capture the flag is in sudden death.
There are no definitions to this value.
IS DEAD
Whether a player is dead.
Definitions:
Player - The player whose death to check. Can use most player based Value Syntax to retrieve this value.
IS FIRING PRIMARY
Whether the specified player’s primary weapon attack is being used.
Definitions:
Player - The player whose primary weapon attack to check. Can use most player based Value Syntax to retrieve this value.
IS FIRING SECONDARY
Whether the specified player’s secondary weapon attack is being used.
Definitions:
Player - The player whose secondary weapon attack to check. Can use most player based Value Syntax to retrieve this value.
IS FLAG AT BASE
Whether a specific team’s flag is at its base in capture the flag.
Definitions:
Team - The player whose flag to check. Can use most team based Value Syntax to retrive this value.
IS GAME IN PROGRESS
Whether the main phase of the match is in progress (during which time combat and scoring are allowed).
There are no definitions to this value.
IS HERO BEING PLAYED
Whether a specific hero is being played (either on a team or in the match).
Definitions:
Hero - The hero to check for play. Can use most team based Value Syntax to retrive this value. Any applicable Hero based Value Syntax can be used.
Team - The team or teams on which to check for the hero being played. Can use most team based Value Syntax to retrieve this value.
IS IN AIR
Whether a player is airborne.
Definitions:
Player - The player whose airborne status to check. Can use most player based Value Syntax to retrieve this value.
IS IN LINE OF SIGHT
Whether two positions have line of sight with each other.
Definitions:
Start Pos - The start position for the line of sight check. Most positional based Value Syntax can be used here.
End Pos - The end position for the line of sight check. Most positional based Value Syntax can be used here.
Barriers - Defines how barriers affect line of sight, when considering whether a barrier belongs to an enemy, the allegiance of the player provided to start pos (if any) is used. Can be set to “Barriers do not block LOS”, Enemy barriers block LOS", and “All barriers block LOS”.
IS IN SETUP
Whether the match is currently in its setup phase.
There are no definitions to this value.
IS IN SPAWN ROOM
Whether a specific player is in the spawn room (and is thus being healed and able to change heroes).
Definitions:
Player - The player whose spawn room status to check. Can use most player based Value Syntax to retrieve this value.
IS IN VIEW ANGLE
Whether a location is within view of a player.
Definitions:
Player - The player whose view to use for the check. Can use most player based Value Syntax to retrieve this value.
Location - The location to test if it’s within view. Most positional based Value Syntax can be used here.
View Angle - The view angle to compare against in degrees. Can use most angle based Value Syntax to retrieve this value.
IS MATCH COMPLETE
Whether the match has finished.
There are no definitions to this value.
IS MOVING
Whether a specific player is moving (as defined by having a non-zero constant speed).
Definitions:
Player - The player whose moving status status to check. Can use most player based Value Syntax to retrieve this value.
IS OBJECTIVE COMPLETE
Whether the specified objective has been completed Results in false if the game mode is not assault, escort, or assault/escort (hybrid).
Definitions:
Number - The index of the objective to consider, starting at 0 and counting up. Each control point, payload checkpoint, and payload destination has its own index. Can use most number based Value Syntax to retrieve this value. Value must be in the form of an integer (whole number).
IS ON GROUND
Whether a player is on the ground (or other walkable surface).
Definitions:
Player - The player whose ground status to check. Can use most player based Value Syntax to retrieve this value.
IS ON OBJECTIVE
Whether a specific player is currently occupying a payload or capture point.
Definitions:
Player - The player whose objective status to check. Can use most player based Value Syntax to retrieve this value.
IS ON WALL
Whether a player is on a wall (climbing or riding).
Definitions:
Player - The player whose wall status to check. Can use most player based Value Syntax to retrieve this value.
IS PORTRAIT ON FIRE
Whether a specific player’s portrait is on fire.
Definitions:
Player - The player whose portrait to check. Can use most player based Value Syntax to retrieve this value.
IS STANDING
Whether a player is standing (defined as both not moving and not in the air).
Definitions:
Player - The player whose standing status to check. Can use most player based Value Syntax to retrieve this value.
IS TEAM ON DEFENSE
Whether the specified team is currently on defense in a standard match.
Definitions:
Team - The team whose role to check. Can use most Team Based Value Syntax to retrieve this value.
IS TEAM ON OFFENSE
Whether the specified team is currently on offense in a standard match.
Definitions:
Team - The team whose role to check. Can use most Team Based Value Syntax to retrieve this value.
IS TRUE FOR ALL
Whether the specified condition evaluates to true for every value in the specified array.
Definitions:
Array - The array whose values will be considered. Can use most Array Based Value Syntax to retrieve this value.
Condition - The condition that is evaluated for each element of the specified array, Use the current array element value to reference the element of the array currently being considered. Can use most Comparative based Value Syntax to retrieve this value.
IS TRUE FOR ANY
Whether the specified condition evaluates to true for any value in the specified array.
Definitions:
Array - The array whose values will be considered. Can use most Array Based Value Syntax to retrieve this value.
Condition - The condition that is evaluated for each element of the specified array, Use the current array element value to reference the element of the array currently being considered. Can use most Comparative based Value Syntax to retrieve this value.
IS USING ABILITY 1
Whether the specified player is using ability 1.
Definitions:
Player - The player whose ability 1 usage to check. Can use most player based Value Syntax to retrieve this value.
IS USING ABILITY 2
Whether the specified player is using ability 2.
Definitions:
Player - The player whose ability 2 usage to check. Can use most player based Value Syntax to retrieve this value.
IS USING ULTIMATE
Whether the specified player is using an ultimate ability.
Definitions:
Player - The player whose ultimate ability usage to check. Can use most player based Value Syntax to retrieve this value.
IS WAITING FOR PLAYERS
Whether the match is waiting for players to join before starting.
There are no definitions to this value.
LAST CREATED ENTITY
A reference to the last effect or icon entity created by the event player (or created at the global level).
There are no definitions to this value.
LAST DAMAGE OVER TIME ID
An ID representing the most recent damage over time action that was executed by the event player (or executed at the global level).
There are no definitions to this value.
LAST HEAL OVER TIME ID
An ID representing the most recent heal over time action that was executed by the event player (or executed at the global level).
There are no definitions to this value.
LAST OF
The value at the end of the specified array. Results in a 0 if the specified array is empty.
Definitions:
Array - The array from which the value is created. Can use most Array based Value Syntax to provide this data.
LAST TEXT ID
A reference to the last piece of text created by the event player (or created at the global level) via the create HUD text or create in-world text action.
There are no definitions to this value.
LEFT
Shorthand for the directional vector(1, 0, 0), which points to the left.
There are no definitions to this value.
LOCAL VECTOR OF
The vector in local coordinates corresponding to the provided vector in world coordinates.
Definitions:
World Vector - The vector in world coordinates that will be converted to local coordinates. Can use most Vector based Value Syntax to provide this data.
Relative player - The player to whom the resulting vector will be relative. Can use most Player based Value Syntax to provide this data.
Transformation - Specifies whether the vector should receive a rotation and a translation (usually applied to positions) or only a rotation (usually applied to directions and velocities). You can choose from Rotation or Rotation and Translation. Rotation is that the resulting vector will be rotated to the new frame of reference. Use this option when the provided vector is in a direction or velocity. Rotation and translation is that the resulting vector will be rotated and translated to the new frame of reference. Use this option when the provided vector is a position.
MATCH ROUND
The current round of the match, counting up from 1. This will return a numerical value
There are no definitions to this value.
MATCH TIME
The amount of time in seconds remaining in the current game mode phase. This will return a numerical value.
There are no definitions to this value.
MAX
The greater of the two numbers. This will return a numerical value of two number values compared.
Definitions:
Value - The left-hand operand. May be any value that results in a number. Can use any Number based Value syntax to compare with.
Value - The right-hand operand. May be any value that results in a number. Can use any Number based Value syntax to compare with.
MAX HEALTH
The max health of a player, including armor and shields.
Definitions:
Player - The player whose max health to compare. Can use any Player based Value syntax to provide with.
MIN
The lesser of the two numbers. This will return a numerical value of two number values compared.
Definitions:
Value - The left-hand operand. May be any value that results in a number. Can use any Number based Value syntax to compare with.
Value - The right-hand operand. May be any value that results in a number. Can use any Number based Value syntax to compare with.
MODULO
The remainder of the left-hand operand divided by the right-hand operand. Any number modulo zero will result in zero. This will return a numerical value of two number values compared. For example 7 divided by 2 will result in 1 for the Modulo.
Definitions:
Value - The left-hand operand. May be any value that results in a number. Can use any Number based Value syntax.
Value - The right-hand operand. May be any value that results in a number. Can use any Number based Value syntax.
MULTIPLY
The product of two numbers or vectors. A vector multiplied by a number will yield a scaled vector.
Definitions:
Value - The left-hand operand. May be any value that results in a number or a vector. Can use any Number based or Vector based Value syntax to multiply with.
Value - The left-hand operand. May be any value that results in a number or a vector. Can use any Number based or Vector based Value syntax to multiply with.
NEAREST WALKABLE POSITION
The position closest to the specified position that can be stood on and is accessible from a spawn point.
Definitions:
Position - The position from which to search for the nearest walkable position. Can use any Vector based Value syntax to divide with.
NORMALIZE
The unit-length normalization of a vector.
Definitions:
Vector - The vector to normalize. Can use any Vector based Value syntax to divide with.
NOT
Whether the input is false (or the equivalent to false)
Definitions:
Value - When this input is false (or equivalent to false), then the not value is true. Otherwise, the not value is false. Can use most Boolean-based Value Syntax to provide this value.
NULL
The absence of a player, used when no player is desired for a particular input, equivalent to the real number 0 for the purposes of comparison and debugging.
There are no definitions to this value.
NUMBER
A real number constant.
Definitions:
Number - A real number constant. Can use most Number based Value Syntax to provide this value.
NUMBER OF DEAD PLAYERS
The number of dead players on a team or in the match.
Definitions:
Team - The team or teams on which to count players. Can use most Team based Value Syntax to provide this value.
NUMBER OF DEATHS
The number of deaths a specific player has earned. This value only accumulates while a game is in progress.
Definitions:
Player - The player whose death count to acquire. Can use most Player based Value Syntax to provide this value.
NUMBER OF ELIMINATIONS
The number of eliminations a specific player has earned. This value only accumulates while a game is in progress.
Definitions:
Player - The player whose elimination count to acquire. Can use most Player based Value Syntax to provide this value.
NUMBER OF FINAL BLOWS
The number of final blows a specific player has earned. This value only accumulates while a game is in progress.
Definitions:
Player - The player whose final blow count to acquire. Can use most Player based Value Syntax to provide this value.
NUMBER OF HEROES
The number of players playing a specific hero on a team or in the match.
Definitions:
Hero - The hero to check for play. Can use most Hero based Value Syntax to provide this value.
Team - The team or teams on which to check for the hero being played. Can use most Team based Value Syntax to provide this value.
NUMBER OF LIVING PLAYERS
The number of living players on a team or in the match.
Definitions:
Team - The team or teams on which to count players. Can use most Team based Value Syntax to provide this value.
NUMBER OF PLAYERS
The number of players on a team or in the match.
Definitions:
Team - The team or teams on which to count players. Can use most Team based Value Syntax to provide this value.
NUMBER OF PLAYERS ON OBJECTIVE
The number of players occupying a payload or a control point (either on a team or in the match).
Definitions:
Team - The team or teams on which to count players. Can use most Team based Value Syntax to provide this value.
OBJECTIVE INDEX
The control point, payload checkpoint, or payload destination currently active (either 0, 1, or 2). Valid in Assault, Assault/Escort (Hybrid), Escort, and Control.
There are no definitions to this value.
OBJECTIVE POSITION
The position in the world of the specified objective (either a control point, a payload checkpoint, or a payload destination) Valid in Assault, Assault/Escort (Hybrid), Escort, and Control.
Definitions:
Number - The index of the objective to consider, starting at 0 and counting up. Each control point, payload checkpoint, and payload destination as its own index. Can use most Number based Value Syntax to provide this value, but must output in a integer of 0, 1, or 2.
OPPOSITE TEAM OF
The team opposite the specified team.
Definitions:
Team - The team whose opposite to acquire. If all, the result will be all. Can use most Team based Value Syntax to provide this value.
OR
Whether either of the two inputs are true (or equivalent to true).
Definitions:
Value - One of the two inputs considered. If either one is true (or equivalent to true), then the OR value is true. Can use most Boolean based Value Syntax to provide this value.
Value - One of the two inputs considered. If either one is true (or equivalent to true), then the OR value is true. Can use most Boolean based Value Syntax to provide this value.
PAYLOAD POSITION
The position in the world of the active payload.
There are no definitions to this value.
PAYLOAD PROGRESS PERCENTAGE
The current progress towards the destination for the active payload (expressed as a percentage).
There are no definitions to this value.
PLAYER CARRYING FLAG
The player carrying a particular team’s flag in capture the flag. Results in null if no player is carrying the flag.
Definitions:
Team - The team whose whose flag to check. Can use most Team based Value Syntax to provide this value.
PLAYER CLOSEST TO RETICLE
The player closest to the reticle of the specified player, optionally restricted by team.
Definitions:
Player - The player from whose reticle to search for the closest player. Can use most Player based Value Syntax to provide this value.
Team - The team or teams on which to search for the closest player. Can use most Team based Value Syntax to provide this value.
PLAYER VARIABLE
The current value of a player variable, which is a variable that belongs to a specific player.
Definitions:
Player - The player whose variable to acquire. Can use most Player based Value Syntax to provide this value.
Variable - Variable specified by a single alphabetic letter (A through Z).
PLAYERS IN SLOT
The player or array of players who occupy a specific slot in the game.
Definitions:
Slot - The slot number from each to acquire a player or players. In team games, each team has slots 0 through 5. In free-for-all games, slots are numbered 0 through 11. Can use most Number based Value Syntax to provide this value.
Team - The team or teams from which to acquire a player or players. Can use most Team based Value Syntax to provide this value.
PLAYERS IN VIEW ANGLE
The players who are within a specific view angle of a specific player’s reticle, optionally restricted by team.
Definitions:
Player - The player whose view to use for the check. Can use most Player based Value Syntax to provide this value.
Team - The team or teams on which to consider players. Can use most Team based Value Syntax to provide this value.
View Angle - The view angle to compare against in degrees. Can use most Angle based Value Syntax to provide this value.
PLAYERS ON HERO
The array of players playing a specific hero on a team or in the match.
Definitions:
Hero - The hero to check for play. Can use most Hero based Value Syntax to provide this value.
Team - The team or teams on which to check for the hero being played. Can use most Team based Value Syntax to provide this value.
PLAYERS WITHIN RADIUS
An array containing all players within a certain distance of a position, optionally restricted by team and line of sight.
Definitions:
Center - The center position from which to measure distance. Can use most Vector based Value Syntax to provide this value.
Radius - The radius in meters inside which players must be in order to be included in the resulting array. Can use most Number based Value Syntax to provide this value.
Team - The team or teams to which a player must belong to be included in the resulting array. Can use most Team based Value Syntax to provide this value.
LOS Check - Specifies whether and how a player must pass a line-of-sight check to be included in the resulting array. You can choose from Off, Surfaces, Surfaces and Enemy Barriers, and Surfaces and All Barriers. Off will result in the line of sight is never blocked, allowing results through walls. Surfaces will result in line of sight is blocked by ceilings, walls, floors, platforms, and any fixed object that blocks projectiles. Surfaces and Enemy Barriers will result in line of sight is blocked by ceilings, walls, floors, platforms, any fixed object that blocks projectiles, and barriers created by the enemy team. Surfaces and All Barriers will result in line of sight is blocked by ceilings, walls, floors, platforms, any fixed object that blocks projectiles, and all barriers.
POINT CAPTURE PERCENTAGE
The current progress towards capture for the active control point (expressed as a percentage).
There are no definitions to this value.
POSITION OF
The current position of a player as a vector.
Definitions:
Player - The player whose position to acquire. Can use most Player based Value Syntax to provide this value.
RAISE TO POWER
The left-hand operand raised to the power of the right-hand operand. For example 2 ^ 3 = 8
Definitions:
Value - The left-hand operand. May be any value that results in a number. Can use most Number based Value Syntax to provide this value.
Value - The right-hand operand. May be any value that results in a number. Can use most Number based Value Syntax to provide this value.
RANDOM INTEGER
A random integer between the specified min and max, inclusive.
Definitions:
MIN - The smallest integer allowed. If a real number is provided to this input, it is rounded to the nearest integer. Can use most Number based Value Syntax to provide this value.
MAX - The largest integer allowed. If a real number is provided to this input, it is rounded to the nearest integer. Can use most Number based Value Syntax to provide this value.
RANDOM REAL
A random real number between the specified min and max.
Definitions:
MIN - The smallest real number allowed. Can use most Number based Value Syntax to provide this value.
MAX - The largest real number allowed. Can use most Number based Value Syntax to provide this value.
RANDOM VALUE IN ARRAY
A random value from the specified array.
Definitions:
Array - The array from which to randomly take a value. If a non-array value is provided, the result is simply the provided value. Can use most Array based Value Syntax to provide this value.
RANDOMIZED ARRAY
A copy of the specified array with the values in a random order
Definitions:
Array - The array whose copy will be randomized. Can use most Array based Value Syntax to provide this value.
RAY CAST HIT NORMAL
The surface normal at the ray cast hit position (or from end pos to start pos if no hit occurs).
Definitions:
Start POS - The start position for the ray cast. If a player is provided. A position 2 meters above the player’s feet is used. Can use most Vector based Value Syntax to provide this value.
End POS - The end position for the ray cast. If a player is provided. A position 2 meters above the player’s feet is used. Can use most Vector based Value Syntax to provide this value.
Players to include - Which players can be hit by this ray cast. Can use most Player based Value Syntax to provide this value.
Players to exclude - Which players cannot be hit by this ray cast. This list takes precedence over players to include. Can use most Player based Value Syntax to provide this value.
Include player owned objects - Whether player owned objects (such as barriers or turrets) should be included in the ray cast. Can use most Boolean based Value Syntax to provide this value.
RAY CAST HIT PLAYER
The player hit by the ray cast (or null if no player is hit).
Definitions:
Start POS - The start position for the ray cast. If a player is provided. A position 2 meters above the player’s feet is used. Can use most Vector based Value Syntax to provide this value.
End POS - The end position for the ray cast. If a player is provided. A position 2 meters above the player’s feet is used. Can use most Vector based Value Syntax to provide this value.
Players to include - Which players can be hit by this ray cast. Can use most Player based Value Syntax to provide this value.
Players to exclude - Which players cannot be hit by this ray cast. This list takes precedence over players to include. Can use most Player based Value Syntax to provide this value.
Include player owned objects - Whether player owned objects (such as barriers or turrets) should be included in the ray cast. Can use most Boolean based Value Syntax to provide this value.
RAY CAST HIT POSITION
The position where the ray cast hits a surface, object, or player (or the end POS if no hit occurs).
Definitions:
Start POS - The start position for the ray cast. If a player is provided. A position 2 meters above the player’s feet is used. Can use most Vector based Value Syntax to provide this value.
End POS - The end position for the ray cast. If a player is provided. A position 2 meters above the player’s feet is used. Can use most Vector based Value Syntax to provide this value.
Players to include - Which players can be hit by this ray cast. Can use most Player based Value Syntax to provide this value.
Players to exclude - Which players cannot be hit by this ray cast. This list takes precedence over players to include. Can use most Player based Value Syntax to provide this value.
Include player owned objects - Whether player owned objects (such as barriers or turrets) should be included in the ray cast. Can use most Boolean based Value Syntax to provide this value.
REMOVE FROM ARRAY
A copy of an array with one or more values removed (if found).
Definitions:
Array - The array from which to remove values. Can use most Array based Value Syntax to provide this value.
Value - The value to remove from the array (if found), if this value itself an array, each matching element is removed. Can use most Array based or Number based Value Syntax to provide this value.
RIGHT
Shorthand for the directional vector (-1, 0, 0), which points to the right.
There are no definitions to this value.
ROUND TO INTEGER
The integer to which the specified value rounds.
Definitions:
Value - The real number to round. Can use most Number based Value Syntax to provide this value.
Rounding Type - Determines the direction in which the value will be rounded. You can round up, down, or to the nearest integer.
SCORE OF
The current score of a player. Results in 0 if the game mode is not free-for-all.
Definitions:
Player - The player whose score to acquire. Can use most Player based Value Syntax to provide this value.
SINE FROM DEGREES
Sine of the specified angle in degrees. The sine is the ratio of the length of the side that is opposite that angle to the length of the longest side of the triangle (the hypotenuse).
Definitions:
Angle - Angle in degrees. Can use most Player based Value Syntax to provide this value.
SINE FROM RADIANS
Sine of the specified angle in radians. The sine is the ratio of the length of the side that is opposite that angle to the length of the longest side of the triangle (the hypotenuse). A radian is a unit of angle, equal to an angle at the center of a circle whose arc is equal in length to the radius.
Definitions:
Angle - Angle in radians. Can use most Player based Value Syntax to provide this value.
SLOT OF
The slot number of the specified player. In team games, each team has slots 0 through 5. In free-for-all games, slots are numbers 0 through 11.
Definitions:
Player - The player whose slot number to acquire. Can use most Player based Value Syntax to provide this value.
SORTED ARRAY
A copy of the specified array with the values sorted according to the value rank that is evaluated for each element.
Definitions:
Array - The array whose copy will be sorted. Can use most Array based Value Syntax to provide this value.
Value Rank - The value that is evaluated for each element of the copied array. The array is sorted by this rank in ascending order. Use the current array element value to reference the element of the array currently being considered. Can use most Number based Value Syntax to provide this value.
SPEED OF
The current speed of a player in meters per second.
Definitions:
Player - The player whose speed to acquire. Can use most Player based Value Syntax to provide this value.
SPEED OF IN DIRECTION
The current speed of a player in a specific direction in meters per second.
Definitions:
Player - The player whose speed to acquire. Can use most Player based Value Syntax to provide this value.
Direction - The direction of travel in which to measure the player’s speed. Can use most Vector based Value Syntax to provide this value.
SQUARE ROOT
The square root of the specified value. For example the square root of 9 is 3.
Definitions:
Value - The real number value whose square root will be computed. Negative values result in zero. Can use most Number based Value Syntax to provide this value.
STRING
Text formed from a selection of strings and specified values.
Definitions:
String - How the string will be structured using a series of text and phrases.
{0} - The first value in the string.
{1} - The second value in the string.
{2} - The third value in the string.
SUBTRACT
The difference between two numbers or vectors.
Definitions:
Value - The left-hand operand. May be any value that results in a number or a vector. Can use most Number based Value Syntax to provide this value.
Value - The right-hand operand. May be any value that results in a number or a vector. Can use most Number based Value Syntax to provide this value.
TEAM
A team constant. The all option represents both teams in a team or all players in a free-for-all game.
Definitions:
Team - Specifies which team the value outputs to. This can be set to All, Team 1, or Team 2.
TEAM OF
The team of a player. If the game mode is free-for-all, the team is considered to be all.
Definitions:
Player - The player whose team to acquire. Can use most Player based Value Syntax to provide this value.
TEAM SCORE
The current score for the specified team. Results in a 0 in free-for-all game modes.
Definitions:
Team - The team whose score to acquire. Can use most Team based Value Syntax to provide this value.
THROTTLE OF
The directional input of a player, represented by a vector with a horizontal input on the X component (positive to the left) and vertical input on the Z component (positive upward).
Definitions:
Player - The player whose directional input to acquire. Can use most Player based Value Syntax to provide this value.
TOTAL TIME PLAYED
The total time in seconds that have elapsed since the game instance was created (including setup time and transitions).
There are no definitions to this value.
TRUE
The Boolean value of true.
There are no definitions to this value.
ULTIMATE CHARGE PERCENT
The current ultimate ability charge percentage of a player.
Definitions:
Player - The player whose ultimate charge percentage to acquire. Can use most Player based Value Syntax to provide this value.
UP
Shorthand for the directional vector(0, 1, 0). Which points upward.
There are no definitions to this value.
VALUE IN ARRAY
The value found at a specific element of an array. Results in a 0 if the element does not exist.
Definitions:
Array - The array whose element to acquire. Can use most Array based Value Syntax to provide this value.
Index - The index whose element to acquire. Can use most Number based Value Syntax to provide this value.
VECTOR
A vector composed of three real numbers (X, Y, Z) where X is left, Y is Up, and Z is forward. Vectors are used for position, direction, and velocity.
Definitions:
X - The X value of the Vector. Can use most Number based Value Syntax to provide this value.
Y - The Y value of the vector. Can use most Number based Value Syntax to provide this value.
Z - The Z value of the Vector. Can use most Number based Value Syntax to provide this value.
Live Capture Button:
If you are using this value to populate for another value in a condition or action, you can click the live capture button to collect the current position your hero or spectator ghost in the game environment.
VECTOR TOWARDS
The displacement vector from one position to another.
Definitions:
Start Pos - The start position for the line of sight check. Most positional based Value Syntax can be used here.
End Pos - The end position for the line of sight check. Most positional based Value Syntax can be used here.
VELOCITY OF
The current velocity of a player as a vector. If the player is on a surface, the Y component of this velocity will be 0m even when traveling up or down a slope.
Definitions:
Player - The player whose velocity to acquire. Can use most Player based Value Syntax to provide this value.
VERTICAL ANGLE FROM DIRECTION
The vertical angle in degrees corresponding to the specified direction vector.
Definitions:
Direction - The direction vector from which to acquire a vertical angle in degrees. The vector is unitized before calculations begins. Can use most Vector based Value Syntax to provide this value.
VERTICAL ANGLE TOWARDS
The vertical angle in degrees from a player’s current forward direction to the specified position. The result is positive if the position is below the player. Otherwise, the result is zero or negative.
Definitions:
Position - The player whose current facing the angle begins. Can use most Player based Value Syntax to provide this value.
Position - The direction vector from which to acquire a vertical angle in degrees. The vector is unitized before calculations begins. Can use most Vector based Value Syntax to provide this value.
VERTICAL FACING ANGLE OF
The vertical angle in degrees, of a player’s current facing relative to the world. This value increases as the player looks down.
Definitions:
Player - The player whose vertical facing angle to acquire. Can use most Player based Value Syntax to provide this value.
VERTICAL SPEED OF
The current vertical speed of a player in meters per second. This measurement excludes all horizontal motion, including motion while traveling up and down slopes.
Definitions:
Player - The player whose vertical speed to acquire. Can use most Player based Value Syntax to provide this value.
VICTIM
The player that received damage for the event currently being processed by this rule. May be the same as the attacker or the event player.
There are no definitions to this value.
WORLD VECTOR OF
The vector in the world coordinates corresponding to the provided vector in local coordinates.
Definitions:
Local vector - The vector in local coordinates that will be converted to world coordinates. Can use most Vector based Value Syntax to provide this value.
Relative Player - The player to whom the local vector is relative. Can use most Player based Value Syntax to provide this value.
Local vector - Specifies whether the vector should receive a rotation and a translation (usually applied to positions) or only a rotation (usually applied to directions and velocities). Can select rotation or rotation and translation.
X COMPONENT OF
The X Component of the specified Vector, usually representing a leftward amount.
Definitions:
Value - The vector from which to acquire the X component. Can use most Vector based Value Syntax to provide this value.
Y COMPONENT OF
The Y Component of the specified Vector, usually representing a upward amount.
Definitions:
Value - The vector from which to acquire the Y component. Can use most Vector based Value Syntax to provide this value.
Z COMPONENT OF
The Z Component of the specified Vector, usually representing a forward amount.
Definitions:
Value - The vector from which to acquire the Z component. Can use most Vector based Value Syntax to provide this value.
Yeah I was hoping the devs had something like this so the average person who doesn’t know coding(like me) could learn to use the workshop. Guess it’s something the community will need to make.
Love Wyomingmyst. Also of note: hovering over something with mouse will bring up description. This thread will help me learn the system though, as I can’t play overwatch mid-day.
Even with reading the descriptions I don’t have a clue how to do anything. I thought this workshop was going to be something more akin to the editors from Starcraft 1&2 and Warcraft 3. It reminds me of the “trigger” editing which I was barely able to stumble my way through a few times since I don’t know coding. In WC3 I was able to do a lot with object editing which is how I envisioned the game editor/workshop for Overwatch working. But this reminds me a lot of the triggers which was a pain in the butt.
I guess the “object” editing portion of the workshop has yet to come. I know some people would say the current custom game settings are the “object” editing. But they’re not even close to level of customization from the WC3 editor. We can’t tweak specific values we just have sliders.
Guess I’ll have to wait for someone to make some tutorials.
If you are trust level 3 user (click here for details), yes, if not, you may need to leave a reply and I can add it when I maintain the post. If you are trust level 1, you may have access to post links to sites like YouTube or Twitch.
Thanks everyone for bearing with me as I as build the framework of this guide. The overall intended purpose of this guide will be to provide demonstrative examples that use each of the different syntax for actions and values. You will be able to provide links to videos, images, tutorials, or Workshop codes that show the basic demonstration of each syntax.
If you are not comfortable with editing any given page, please do not attempt to do so. Instead, post a reply with the content you would like to share and I will try to add it in when I have the time. There is a lot of work to do though, so please be patient as this project progresses.
Remember that if you have your own full-fledged custom game to share, please do so in a separate topic.
I’m sure sure if this is the right place for it, but could we add a temporary section which displays which commands are disabled at this time?
I realise this has a better place in the bug tracker on the PTR bug report page, but that seems to be reserved for non-workshop bugs, plus the speed at which the workshop bugs are being fixed seems to be too fast to keep track of in the tracker.
Code that, as far as I can tell, is currectly disabled or broken:
you can set a variable (a) to elapse time, subtract (elapse time, variable (a)) this will be your timer. compare for set time. reset by making variable (a) elapsed time .
Morning everyone, I won’t be able to get back to work on building the syntax list until much later tonight. Until then I believe I can dedicate the fourth and final post I reserved to specifically compiling a list of tutorials. That will be the space to share links to tutorials you find.
Health percentage check on <= for a berseking script isnt computing, I don`t know what to do.
Berserk1
Player receives damage
If hp% <= 25
If player var B == false then
player var B == True
Berserk2
each player
If player var B == True then
Create Effect (…)
Define speed 150
Define damage done 150
Define damage taken 125
Define healing received 0
DEATH
on diying
set player var B == false
IT IS ACTIVATING BY ANY DAMAGE AND NOT ONLY ON 25% HP