Posts by DanReed-11233

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Overwatch PTR Patch Notes – May 2, 2019

A new Overwatch patch is in development and now available for testing! To share your feedback or report any issues, please post in the PTR Feedback or PTR Bug Report forums.

Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes may also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only and only reflects changes coming specifically to that platform.

Workshop

  • Added Actions:
    • Go To Assemble Heroes
    • Start Damage Modification
    • Stop Damage Modification
    • Stop All Damage Modifications
  • Added Values:
    • Eye Position
    • Ray Cast Hit Position
    • Ray Cast Hit Normal
    • Ray Cast Hit Player
    • Event Damage
    • Event Was Critical Hit
    • Last Damage Modification ID
  • Added “Remove From Array By Index” to “Modify Global Variable” and “Modify Player Variable”
  • Increased overall script size limit by 4x
  • Stability improvements
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Please check out the most recent patch notes. We’ve increased the limits!

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Make sure you’re using the “Ongoing - Each Player” event and you’re passing in “Event Player” as the player to disable respawning for. If instead you’re using “Ongoing - Global” and “All Players”, the action will only get run once (assuming your condition list is empty) before anyone has actually joined the game, and new people who join won’t have their respawning disabled.

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Providing damage amount is a fairly popular request, so we’ll definitely look into adding it. Thanks for the suggestion!

You can achieve an anti-heal effect by using “Set Healing Received” with a percentage of 0. (The “Fire Dome” preset does this.) Poison you can achieve with “Start/Stop Damage Over Time”, and Discord can be made with “Set Damage Received”.

Most of the numerical limits for Actions are there for a good reason, unfortunately. We know that there is a desire to make them more permissive, and we’ll keep monitoring the situation to see if there’s a way for us to change them without causing issues.

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The best way currently is to perform a line-of-sight check (“Is In Line of Sight”) with a nearby position. If it fails, then there’s probably a wall between your start and end positions. You’ll want to ignore barriers when you do this.

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We’ve had some issues with Last Text ID. I’ve fixed them internally, but I don’t think they’re in the latest patch for you guys just yet. You should get them tomorrow, hopefully.

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I’ve identified the bug and have a fix internally. It will probably show up for you in Friday’s patch. Thanks for the report!

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Actually, I did find a bug with Last Heal/Damage Over Time. I’ve fixed it internally, and the fix will be available for you Friday-ish. Thanks for bringing it to my attention!

Regarding the variable before the game starts, the earliest chance you have to execute something is with the “Ongoing - Global” Event. Just set your variable as the first action. If you do this in the top rule, it’s guaranteed to execute before any other rule.

Regarding projectiles, there’s a lot more that we’d like to do with them, but for now, there isn’t a way to do what you’re asking, unfortunately.

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The healing and damage IDs are specific to the player (or Global entity) that is executing the command, so it needs to be the same player (or Global entity) that stops the DOT or HOT. If this is the case, yet your stop action still isn’t working, share a code of your script and we can investigate.

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The easiest way to ensure one Zenyatta is to not allow Zenyatta in the Settings and then use the “Start Forcing Player To Be Hero” Action on a random player. (To choose a random player, try “Random Value In Array” of “All Players” of “Team 1/2”.)

If you want players to be able to choose Zenyatta, but only one per team, BUT you also don’t want hero limits on the other players, then it’s a bit more complicated. You could try an “Ongoing - Each Player” Event where the Player is limited to “Zenyatta”, with no condition, with a “Set Allowed Heroes” action that sets the allowed players for everyone else. By “everyone else”, I mean Remove From Array(All Players(Team 1/2), Event Player) which means it’s everyone except the Zenyatta who will be setting their allowed heroes. This rule would make it so that as soon as someone picks Zenyatta, then no one else can.

The winning condition is much simpler. Just add an “Ongoing - Each Player” Event where the Team is the attacking team, the Player is Ze...

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Last Text ID is specific to the player (or Global entity) that created the text, so whoever creates the text needs to be the one who grabs Last Text ID. If you’re doing this and still running into trouble, please provide a code to your script so we can investigate.

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Try the “Set Slow Motion” action!

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We’re definitely open to adding more events. With regards to efficiency, we use a system of dependencies internally to know when a condition changes. To use your crouching example, if the player isn’t actively toggling between crouched and uncrouched, then there is zero CPU cost to your condition. Of course, if your condition involves something continuous (like a position changing), then we have no choice but to evaluate that condition repeatedly.

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We have fixed this internally. The fix will go to PTR in either the next update or the one after that.

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You’re right, that appears to be broken! We’re on it.

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Have you tried a condition such as “Vertical Facing Angle Of(Event Player) > 45” (or whatever angle you want)? That will result in true if you’re looking down more than 45 degrees.

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Players who post games with scripted logic are encouraged to fill out a description (on the right side of the Settings screen). You can view this description in the Game Browser by right-clicking a game (or pressing the Start button on console).

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We don’t have anything to get the position under your crosshair, though that’s a great idea.

As for view angle, perhaps “Horizontal Facing Angle Of”, “Vertical Facing Angle Of”, or “Facing Direction Of” might help you. We also have “Is In View Angle” and “Players in View Angle”.

That’s correct, Torbjorn’s hammer counts as primary firing since that’s the button that is used to make it happen. There currently isn’t a way for you to tell which weapon is equipped, though it’s something we could add in the future.