For the CREATE_HUD_TEXT, is there any way to remove the border and background? I enjoy having a mix and match of larger and smaller font size for format the HUD.
Too bad there’s no relative positioning settings such as:
LEFT_OF( hud_id )
RIGHT_OF( hud_id )
This is because you want to have the world ‘VS’ in the absolute top center of the screen, with the long team name being left and right of it.
So is there a way to create / change a shield?
As an example make a brig or rein shield 360 degrees or an ability similar to Monkey’s shield.
(And no, the game Stylosa made was just a joke and purely visual.)
More work done on getting the Action Syntax database built also cleaned up a bunch of spelling errors. Hope to have the base framework of this guide complete tomorrow.
Is there any possibility in the future that we get an event attribute for player swapping team, and when players leave the game? Those two events are impractical for the modder to script into their custom games, as it hinders the amount of things modders can add to their workshop games due to the restriction how how large our script can be.
When we create HUD for team members to share info, a problem shows up when the host swaps players from one team to another team from the lobby while the game is taking place.
I don’t think it is practical for us to request an event handler for actions to happen in the before, currently, and after state for event attribute due to the amount of work it will require to implement it.
Using ‘PLAYER CARRYING FLAG’ outputs ‘Entity 318’ (or another number) instead of a player’s name (not sure if this is a bug). The position of this should be equal to a player’s position. Using ‘ALL PLAYERS ON OBJECTIVE’ or ‘IS ON OBJECTIVE’ would be the same.
It’s very useful if you already know coding too. The workshop really is a thing of it’s own. It’s nice there’s already so much community documentation, because knowing blizzard, official documentation could take years…
Is there a functional difference between the status conditions of “stunned” and “knocked down”, or is it purely an aesthetic difference? As far as I can tell they both technically do the same things (prevent moving, prevent aiming, and prevent using abilities), and the only difference is the visual falling animation. Is one more debilitating, or does the inconvenience of one vs the other only depend on the respective duration of each abilty?
Knocked Down will cause an animation which drops the event player to the ground. Reinhardt’s Earth Shatter does this. Other stuns simply cancels any current animation and freeze the target hero in place for the stun duration.
Is there a way to increase a variable by a command for debugging purposes?
“set player/global variable”, “set next map”, “score add 1”, ……
Or a command to kill someone/something?
(Yes, I could make me increase a variable every time I press interact, but then everyone could do it or I’d have to restart the game each time I need to test a different variable/action)
I am aware that people are no longer used to use commands. Everything needs to have a GUI now…. but let’s be honest: This mode is for users which are more experienced! We know what commands are. We don’t need to be fed like a baby.
Hi WyomingMyst, sorry for contacting you directly this way. Is there any way to set up solid objects, like invisible walls, or (exampli gratia) to make the dome (from the fire dome mode) impossible to cross?
I’ve tried to use impulse to knock back the player just a little bit, so to make it unnoticeable (and utterly failed), and stuff like that (which also failed), so I was wondering if there’s a more “direct” way of setting this.
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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.
This event attribute has no specific definitions.
ONGOING - EACH PLAYER
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.
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. 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.