Overwatch Workshop: Learn How to Use Overwatch Creative Mode in 4 Steps

Create your maps and game modes, make changes to heroes and have fun as you like with the

Launched in April 2019, Overwatch Workshop, or Overwatch's “creative mode”, was released through a video presented by Blizzard director Jeff Kaplan, who announced the new tool, where players can create game modes and heroes . The tool is now available for PC and for consoles. The new feature doesn't just consist of editing maps or heroes, it also provides tools that the developers themselves use to work on the game. Thus allowing for a lot of options.

In Overwatch Workshop players can customize and create specific matches, for example, a mode where all players use the same hero and every minute it changes randomly or also a mode where the ground is lava. Blizzard published in its official blog, all the necessary steps to take advantage of the new tool, showing how to access the new mode, create a script, how to finish the project and much more.

At first, Kaplan even explained that after players create their own mode, they can use the “Workshop Inspector” function, a debugging tool that helps the player find faults in the creation and still show why they are happening. For gamers with some experience in game development, it's a great opportunity to practice and put your creativity to work. But for those who are still inexperienced, it will be a new adventure, which may end up going beyond the Overwatch Workshop.

Overwatch workshop
Discover the Overwatch Workshop

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Quick FAQ

How do I enter the Overwatch Workshop?

Click Play>Game Browser>Create>Settings>Workshop.

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How do I add an overwatch workshop code?

To activate a code that has been provided to you, go to the game's browser and click Create. There you will see a Configuration button with an option to Import. Add the code and it should work.

How to play custom games on Overwatch?

Players can create their own custom game with custom settings by Create Game. Log into Overwatch and click on the big word “PLAY” on the home screen. The next menu should look like this: Select “Game Browser” and click “CREATE” in the upper right corner.

How do I add custom games to Overwatch?

Start the “Overwatch” game.
Click "Play" and then "Game Browser".
Click on "Create".
Go to the settings.”
In the “Summary” section, click “Import”. It is the second icon from the left.
Now paste the game code and click “Ok”.

How do you copy an overwatch workshop?

The best way to share your Workshop creation is to copy your script. You can do this by clicking Play after loading Overwatch, finding the game browser, clicking Create, Settings, Share and finally Copy

New features of Overwatch Workshop

Workshop is a simplified game scripting system that expands the available game customization features. Within the Workshop, you will create a Script to add unique Rules and Game Conditions in addition to the established Overwatch game modes you already know. Rules can do many things, such as changing the way a hero's movement and abilities work, modifying how players are damaged or healed, or even displaying text under certain circumstances.

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An example is the “Molten Floor”, where your hero will catch fire if he is on the ground:

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Lava Floor

To access the Workshop, click on Play > Game Browser > Create > Settings > Workshop.

Creating a Script

To create a Script you must:

  • add a rule
  • Select an event
  • Add a condition (optional)
  • add an action

After doing this, you can add as many rules, conditions and actions as possible.

Adding a rule

Rules are highly customizable pieces that make up your Script. Each script must have one or more rules. Each rule has an optional comment and contains:

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  • Event: defines when the rule will be executed. For more information, see Selecting an event.
  • Conditions: an optional list of things that must be true for the rule to apply. For more information, see Adding a Condition.
  • Share: a list of things that happen when the Event and Conditions are met. For more information, see Adding an Action.

To add a rule, click on add rule.

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add a rule

Selecting an Event

Um special event defines when the rule will be executed. When an event happens in the game, an instance of the rule is created. Each instance evaluates conditions and performs actions independently of other instances. Once a rule is created in the editor, an event is automatically added. You must specify what type of event you want.

Select events
Select events

To specify an event type:

  1. Click the drop-down list next to Event.
  2. Select one of the following

Types of Events:

EventOccurrence
Ongoing - GlobalCreate a single instance of this rule when the game starts. This instance remains active throughout the game. Since the instance remains active throughout the game, a condition can sometimes pass or sometimes fail. As soon as a condition is approved for the first time, the actions will be executed. Whenever the Condition list fails and passes again, the Actions will try to run again
Continuous - Each PlayerCreate an instance of this rule for each player when they join the game. This instance remains active until the player leaves or the game ends. Each instance tracks and performs conditions and actions separately. Since the instance remains active while the player is in the game, a condition can pass or fail. As soon as a condition is approved for the first time, the actions will be executed. Whenever the Condition list fails and passes again, the Actions will try to run again
player elimination winsExecute the rule whenever a player wins an elimination. Only one instance of the rule can be active on a specific player at a time. When a player eliminates someone, the conditions are checked. If all conditions pass, the actions will be performed. If any fail, actions are not performed.
player dealt the final blowExecute the rule whenever a player lands a finishing blow. Only one instance of the rule can be active on a specific player at a time. When a player lands the finishing blow on an opponent, the Conditions are checked. If all conditions pass, the actions will be performed. If any fail, actions are not performed.
damage done by playerExecute the rule whenever a player deals damage. Only one instance of the rule can be active on a specific player at a time. When a player deals damage to an opponent, the Conditions are checked. If all conditions pass, the actions will be performed. If any fail, actions are not performed.
The player suffered damageExecute the rule whenever a player takes damage. Only one instance of the rule can be active on a specific player at a time. When a player takes damage from an opponent, the conditions are checked. If all conditions pass, the actions will be performed. If any fail, actions are not performed.
player diedExecute the rule whenever a player is killed. Only one instance of the rule can be active on a specific player at a time. When a player is killed, the conditions are checked. If all conditions pass, the actions will be performed. If any fail, actions are not performed.

3. If necessary, specify the team or player that should be impacted by this event. The options are:

Team Commands

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OptionOccurrence
AllThe event applies to all teams, including players in free-for-all modes
Team 1 (or name of current team)The event only applies to members of this team.
Team 2 (or name of current team)The event only applies to members of this team.

Player Commands

OptionOccurrence
AllThe event applies to all players
Slot 0 to 5The event only applies to players in the specified slot. In a team-based game, two players can occupy a spot (one for each team).
Slot 6 to 11The event only applies to players in the specified slot. This only applies to free game modes.
Specific HeroThe event will only apply to players who were born as that hero.

Adding a condition

After adding a rule and an event, you have the option to add one or more conditions. Conditions are a list of things that must be true before the rule can perform its action list. If the Condition belongs to a Rule with an Event type of “Continuous – Global” or “Continuous – Every Player”, it is continually checked to see if it is true.

If it belongs to a Rule with any other type, it is checked every time the specified Event occurs. If a rule has no conditions, the action list will try to run as soon as the event occurs. Each Condition is composed of two Values, which use an Operator to compare and check whether or not they are True. See Values ​​for more information.

To add a condition:

  • Click Add next to Conditions.
  • Fill in the value fields.

Note: When a value itself has an entry (such as the “Hero From” value, which needs to know the player from whom to acquire the hero), the entry for that value will appear indented below it.

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Select an operator. The operators are:

==Equal to
! =It's not the same
>Is bigger than
<It's smaller than
>=is greater than or equal to
<=is less than or equal to
Conditions
Conditions

add an action

An action is something that changes the game. They are performed in order from top to bottom. For the list of actions to start execution:

  • The event associated with the rule must have occurred;
  • All conditions in the rule must be true (or there are no conditions);

If the Event type is “Continuous – Global” or “Continuous – Every Player”, the Actions list will run when all Conditions pass for the first time. Whenever the Condition list fails and passes again, the Actions will try to run again.

With the exception of the Wait Action, all actions are executed and completed immediately. Each action is made up of zero or more entries, which describe how the game is modified. Each input receives a value, which is information or an instruction on how to get information. For more information, see Values ​​.

To add an action:

  • Click Add next to Actions.
  • Select an action, which describes how the game will be modified.
  • Select a value from the drop-down menu for each new entry that appears.

Please note: Some actions will create a continuous object or behavior. These actions may have an entry called “Revaluation”. This input determines whether the other inputs for this action are fixed (leaving the continuous object or behavior unchanged) or dynamic (changing the continuous object or behavior as the value assigned to the input changes).

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Action

Types of action

While there are many potential actions, there are some you should be aware of:

loop is an Action that causes the Actions list to run from the beginning. There are four types of loop action:

  • Walk: Always restart action list
  • Loop If: Resets the action list if the action's condition input evaluates to a value other than 0 or false
  • Loop if condition is true: restarts action list if all rule conditions are passing
  • Loop if condition is false: restart the action list if any of the rule conditions are failing

A loop action is only allowed if the execution of a wait action is guaranteed before the start of the action list.

Wait it is an action that causes time to pass before a subsequent action can be performed. Minimum waiting time is 0,25 seconds.

There are three behavior options for the Wait Action:

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  • Ignore Condition: If selected, the execution of Actions cannot be interrupted by Conditions or other Events.
    • If the event type is “Continuous – Global” or “Continuous – Every player”, the transition conditions between failing and passing will not cause anything to happen.
    • If the event is of any other type and an event of that type occurs with the same Event Player, the event will be completely ignored.
  • Abort when false: If selected, the action list stops running if conditions start to fail.
  • Reset when true: if selected, the action execution will reset to the first action if one of the following happens:
    • Event type is “Continuous – Global” or “Continuous – Every Player” and the Fail Conditions transition to approval.
    • The Event is of any other type, an event takes place with the same Player as the Event and all Conditions are approved.

Additional information

String

String Value generates a string. It has the following entries:

  • String: the text to be displayed. If the text contains a number in braces, it will be replaced by the Value provided for the corresponding Input.
  • {0}: the value that will be converted to text before replacing the {0} in the string. This value can be of any type.
  • {1}: The value that will be converted to text before replacing the {1} in the string. This value can be of any type.
  • {2}: The value that will be converted to text before replacing the {2} in the string. This value can be of any type.

Examples

  • String ("Hello", Null, Null, Null): Produces the string "Hello"
  • String (“{0} vs {1}”, Hero (Ana), Hero (Pharah), Null): Produces the string "Ana vs Pharah"

Strings can be combined to form more complex strings.

Examples

  • String (“{0} vs {1}”, Hero (Ana), String (“{0} and {1}”, Hero (Pharah), Hero (Genji), Null), Null): Produces the string “Ana vs Pharah and Genji ”

Strings cannot be used ​​in Conditions or stored in Variables ​​due to complications with players using different languages ​​in the same Custom Game.

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Corporate

Um value it is information – or an instruction on how to obtain information – supplied to the input of a condition, an action, or other value. Values ​​can be combined with each other. There are many, many Values, so we won't define them all here. However, they are defined in the Workshop Editor. Here are some you're likely to see:

VALUEACTION
NúmeroProvides a real number in a range specified by the input.
VectorProvides a three-dimensional value within a range specified by the input. This is used for positions and directions.
TeamIndicates a specific team, such as Team 1, Team 2, or All Teams
HeroIndicates a specific hero
NullIndicates the absence of a Player or Entity
TruthProvides the value of True
FalseProvides the value of False
compareGives true or false, depending on whether the comparison you describe was true or not
Event playerProvides the player executing the rule instance, or null if there is no such player
AttackerIndicates attacker for the rule instance or null if there is no attacker
VictimIndicates Victim to Rule Instance or Null if there is no Victim
Current Array ElementProvides the current value being considered when used together with the If True For Any, If True For All, Filtered Array, or Sorted Array value

A value can be stored in a matrix , which is a collection of multiple values.

  • Various actions and values ​​can create or modify an array.
    • For example, the “All Players” value provides a Matrix of each player currently in the game.
    • You can also build your own arrays using the “Append To Array” operation of the “Modify Global Variable” or “Modify Player Variable” Action.
  • If an input expects an array, but given some other type of value, the value is copied into a single-element array for the benefit of the input. Likewise, if an Input expects some other type of value, but receives an array, the first Value in the array is used (or 0 if the array is empty).

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Variables

A supportive Variable it is a place where a value can be stored and retrieved later. With the exception of Strings, any value can be stored in a variable. All ​​variables start with a value numerical of 0.

There are two types of variables in a script:

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  • Global variable: there are 26 global variables, called A through Z. Each variable contains a separate value or array of values.
  • Player variable: each player has 26 variables, named A through Z. Each variable contains a separate value or array of values.

There are three operations that can be performed on a variable:

  • Configuration: “Set global variable” and “Set player variable” will set the variable to a new value, replacing the previous value.
  • Modifying: " Modify Global Variable” and “Modify Player Variable” modify the Value in a Variable using a particular arithmetic operation (such as Add, Multiply, etc.) or Matrix operation (Append, Remove).
  • Pursuit: " Chase Global Variable Over Time", "Chase Player Variable Over Time", "Chase Global Variable Over Rate" and "Chase Player Variable Over Rate" gradually change the variable over time or over time. a specified rate.
    • The target for the chase can be a number or a vector (or any value that results in a number or vector).
      • If the target is a number, the variable value needs to be a number before the chase starts for the chase to work correctly.
      • If the target is a vector, the variable's value needs to be a vector before the chase starts for the chase to work correctly.
      • If the revaluation is enabled for the destination, the Chase will update as needed to fetch a changed destination, even if the destination has been reached before. For more information on revaluation.
    • You can cancel a Chase using the “Stop Chasing Global Variable” action and the “Stop Chasing Player Variable” action.
      • When a chase is canceled, the variable retains its current value, which can be somewhere between what it was when the chase started and the target.
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You can set values ​​that affect a single hero

TIPS AND TRICKS

  • It's easier to access Workshop Inspector if you set a keyboard shortcut for it. To do this, click on Esc > Options > Controls Scroll down until you see Open Workshop Inspector and link a shortcut.
  • The Shop Inspector will not only tell you what happened, but also what didn't happen (and why)!
  • Don't forget about preset games! There may be certain settings already provided that you can use instead of creating a new solution manually.
  • If an Event is not firing as expected, your Event Player may already be playing the Actions list. Take a look at the wait actions in your rule, especially if one is set to ignore conditions.
  • To choose a specific location on the map, use the “Vector” value and click on the camera icon.
  • The “Has been generated” value is useful if you want the logic to only run after a player has a hero in the game.
  • If you want your rules to run only after the heroes setup and build phases of the game, use the “Game is in progress” value.
  • Assigning a value to a variable and looking at it in Workshop Inspector is often the easiest way to understand what the value is returning during the game.
  • You can store the last effect or icon created in a player variable using the “Last Created Entity” value. This allows you to reference the entity later for destruction.
  • Combining filtered matrices with values ​​like “All players in objective” or “Players in radius” allows you to easily filter out players who meet certain criteria (dead, alive, status effect, etc.).
  • If you need branch behavior, you can use the “Ignore if” action to skip any number of actions if a certain condition is true. If you do this, the ignored actions may need to include an “Abort” action to prevent both branches from running.
  • You can filter through the dropdown lists by typing.
  • If its Value expects an Array as a parameter, but doesn't receive one, it will cast input into an Array of size one.
    • The same goes for the reverse. If your Value expects a single piece of data, but receives an Array, it will use the element at position 0 of that Array.
  • Dividing your work into multiple actions or conditions will help you more easily discover what's wrong.
  • If you're not sure what an action, value or input does, you can hover over it on the PC or choose “Show Details” in the console to see an explanation.
  • Always fill in the comments section to remember what your rule is doing!
  • Test often!

Save the World in Overwatch

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Overwatch

In the distant future, a global calamity led to the revolt of robots against humans and a team of heroes brought together by the United Nations, known as Overwatch, was brought together to stop them.

Before seen as heroes by humanity, now they are treated with suspicion and for that reason, they disappeared from the view of the whole public. But with a new war in sight, Gorilla Winston decided to bring the group together again and prevent a new Global Crisis from happening.

Overwatch is a Hero Shooter-style FPS, where teams of six players battle on maps in competitive matches to dominate an objective, escort it or eliminate the opposing team. The game was released by Blizzard in 2016 for PC, PlayStation 4, Xbox One and Nintendo Switch. Already Overwatch 2 was announced in 2019 and follows no release forecast.

Did you enjoy learning about the Overwatch workshop? Got any questions? Tell us there in the comments and take the opportunity to read more about the Blizzard is about Overwatch on our website.

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Paulo Fabris is a journalist, writer, RPG player, gamer, cosplayer, nerd and fan of anime since the time of TV Manchete.