[Workshop Mode] Overhammer - Custom Heroes

Sure, add the code and I will look at it.

This new moba Overwatch spin-off looks amazing! I think I might be addicted

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amazing amount of effort, this game deserves lots if attention

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I love it but something is akward. I found two bugs. One, d.va interact sometimes put me in the real mech, which breaks the ability. Two, hanzo primary attack isn’t launching lots of arrows as it’s supposed to, After using the shift, it even stops shooting. So idk but lots and lots of good work ! Also, nerf brigitte, she one shots reaper lol. To answer you I would say remove the hud. But mostly go on with your work because I LUV IT !!!

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Also btw torbjorn heals 50 every 2 seconds instea d of normally 1

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Uh now the ult makes a fake mech lol

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Reading this on console : /

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Would it help if i changed all the keys in the post to button descriptions?

Shift -> Ability 1
E -> Ability 2
F -> Interact
Q -> Ultimate

Maybe use the ability names like “shadow step” or smh like that, I’m also planning on creating a discord, do you allow me to ? Also team 2 name doesn’t change sometimes do you know what it’s due to ?

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I understood from the previous reply that it’s frustrating to translate default PC key binds to console buttons while using a console, so I replaced all the keys to neutral button descriptions. I don’t think ability naming would help in that situation.

People have made a few discords already:
discord.gg/hFf6BXS

, but I don’t want to use my free time watching them actively. Feel free to create one if you want to.

(Tested in PC)
Team names update on the top yellow hud only at game start.
If you are editing a team name or lobby name while the round start timer goes to zero, it resets what you have edited. I don’t know why blizzard has made it so.

thank you creater very cool :sunglasses:

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I always thought baby D.Va’s emote would work perfectly for something like that. And the fact that it’s guaranteed to be the same for every player means you can even time it to match up with her animation. (Though is it just me or is the delay a little bit too long here?)

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I could make her do it on the moment she breaks the heart with her hands.
But I think that would make her too strong, especially when she can currently use it on the whole team. Any cc or knock stops the lethality of this ability, so the window to do that should be kept long.

And the 40 sec cooldown is there cause the ability is strong.

Also it has that small bit of humane comedic value for me, when the delay gives an impression that the gears are churning for a bit on the victims head comprehending that their idol D.va doesn’t actually like them.

You could always compensate by adding an equivalent delay before the emote starts, during which the player can’t move.

As for that last point, I really didn’t get that impression from it, so I wouldn’t be surprised if that comedic value is likely to be missed by other players as well. I think it has much more of an impact if it’s at that instant—really ties it to the action visually to make it obvious that’s what caused them to die. Just my 2¢.

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So I have tried to use both codes but they are giving me an error. Why is that?

Nevermind. It doesn’t work for ptr, but works for live

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Is it possible that you could help me with some crashing issues my game is having? The amount of actions it is constantly outputting is nowhere near this level and I only have like 3 loops ever going at a time, no less than 2x a second, and the amount of effects are minimal. I just want to know how to prevent script overload and know what causes it, because it’s extremely annoying having my game crash with such a low script output. Maybe you could take a look at the code to see what is wrong? Idk, I just need help, the explanations may be good enough so far.

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I took the double blocked quotes from here. (I’m a lazy writer).

Blocked the text to ease reading.

“Chasing a variable with destination “another variable that is chasing something” can easily lead to problems (server crashes), especially if a camera is set to the position of the first variable (since the camera is also “chasing” that variable with Blend Speed != 0) and if the chasing is done for many players at once ( Ongoing – Each Player rule).”

Do not use Chase variable to destination action.
Create a loop rule that ticks the variable to destination every 0.1 seconds or so.

Avoid using conditions, which check for constantly changing float values.

[You can create a HUD entity for a game value (Game time) to check, if it is a float (x.xxx), and it changes in a very rapid rate.]

(Ex. Compare ( Game time > 600 ) condition is bad. Create a personal game time loop that ticks at a lower rate.)


“An Ongoing – Each Player rule that loops with a relatively low waiting time and has a lot of actions (problems started at around 10-15 for me) will cause micro-stutter and eventually make the server crash when there are 12 players or AI bots.”

If you use Ongoing – Each Player event, but with a certain hero, change it from All to the Hero, so it wont be condition run when the hero is not played by the player.
(Most of my rules work, thanks to this.)


Order your rule conditions top to bottom from the least to the most often changing to lessen the strain on condition checking.
(Secondary ordering: From most of the time false to the least often false.)

Ex. Is button held is updated less often (Your thumb press rate) than Distance between (Player1 , Player2) (Every 0.016 milliseconds).


If you can place conditions as skip if actions in a smart way, they may help against server crashes.


“Creating a lot of effects within a short amount of time will sometimes lead to problems, especially if there’s a lot of other actions in loops taking place already (effects don’t show up at all or with the wrong graphics and the server will crash shortly after that). In some cases, the problem can be solved by placing a short Wait action (like 0.1 seconds) right before and after a Create Effect action.”


Remove all Created entities when you don’t need them, do not trust that the game cleans them for you when you go over the maximum amount. (was it 64?).

Also Stop all Start Holding, Start accelerating, Start … actions when you do not need them, dont leave them hanging.

(I had a loop that created over 3000 Start Holding Button entities, eventually crashed the game.)


Arrays don’t seem perform well in the workshop. I have stopped using them, and try to use the variable letters only if it’s possible.


Loops that don’t have a clear ending condition will alert the server and create a crash.

(Create an artificial ending condition if you really have to have a loop like that. Like x = true, but never make it true. But don’t do that if you can make it work some other way.)

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Thank you for the fairly quick reply (relative to the amount of time it would generally take someone to reply), as well as actually replying and typing up a fairly large list of solutions. I’ll get back to you if I still have issues after this. I appreciate it.

We want sigmaaaaaaaa