VALUE SYNTAX
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.
Definitions:
- Hero - A hero constant. (i.e. Tracer, Reaper, Mercy, Reinhardt. etc.)
HERO ICON STRING
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.