{
"digest": "7c8ecea37301feb76a26456b9f8839fc6d482959cea4d5f6595c390fc588f400",
"entries": {
"actions": {
"__abortIfConditionIsFalse__": {
"description": {
"en-US": "Stops execution of the action list if at least one condition in the condition list is false. If all conditions are true, execution continues with the next action."
}
},
"__abortIfConditionIsTrue__": {
"description": {
"en-US": "Stops execution of the action list if all conditions in the condition list are true. If any are false, execution continues with the next action."
}
},
"__forPlayerVariable__": {
"description": {
"en-US": "Denotes the beginning of a series of actions that will execute in a loop, modifying the control variable on each loop. The corresponding end action denotes the end of the loop. If the control variable reaches or passes the range stop value, then the loop exits, and execution jumps to the next action after the end action."
},
"params": [
{
"en-US": "The player whose variable is being modified in this loop. If multiple players are specified, the first player is used."
},
{
"en-US": "The variable being modified in this loop. It is set to the range start value when the loop begins, and the loop continues until the control variable reaches or passes the range stop value."
},
{
"en-US": "The control variable is set to this value when the loop begins."
},
{
"en-US": "If the control variable reaches or passes this value, then the loop will exit, and execution jumps to the next action after the end action. Whether this value is considered passed or not is based on whether the step value is negative or positive. If the control variable has already reached or passed this value when the loop begins, then the loop exits."
},
{
"en-US": "This value is added to the control variable when the end action is reached. If this modification causes the control variable to reach or pass the range stop value, then the loop exits, and execution jumps to the next action after the end action. Otherwise, the loop continues, and execution jumps to the next action after the for action."
}
]
},
"__loopIfConditionIsFalse__": {
"description": {
"en-US": "Restarts the action list from the beginning if at least one condition in the condition list is false. If all conditions are true, execution continues with the next action."
}
},
"abort": {
"description": {
"en-US": "Stops execution of the action list."
}
},
"abortIf": {
"description": {
"en-US": "Stops execution of the action list if this action's condition evaluates to true. If it does not, execution continues with the next action."
},
"params": [
{
"en-US": "Specifies whether the execution is stopped."
}
]
},
"addHealthPool": {
"description": {
"en-US": "Adds a temporary health pool to a player or players. This health pool can be referenced using the Last Created Health Pool value. Up to 16 health pools of a given health type (health, armor, or shields) may exist on a player (including base pools and pools generated by abilities)."
},
"params": [
{
"en-US": "The player or players whose movement collision is affected."
},
{
"en-US": "Specifies the type of health (Armor or shields) contained in the Health Pool."
},
{
"en-US": "The size of the health pool"
},
{
"en-US": "Whether health in this pool can be healed once it is lost. If this is value is false, then the health pool will shrink and disappear as it is damaged."
},
{
"en-US": "If set to true and Recoverable is also true, then Max Health will be reevaluated every frame. Else, Max Health is only evaluated once when this action executes."
}
]
},
"addToScore": {
"description": {
"en-US": "Modifies the score (kill count) of one or more players. This action only has an effect in free-for-all modes."
},
"params": [
{
"en-US": "The player or players whose score will change."
},
{
"en-US": "The amount the score will increase or decrease. If positive, the score will increase. If negative, the score will decrease."
}
]
},
"addToTeamScore": {
"description": {
"en-US": "Modifies the score of one or both teams. This action has no effect in free-for-all modes or modes without a team score."
},
"params": [
{
"en-US": "The team or teams whose score will be changed."
},
{
"en-US": "The amount the score will increase or decrease. If positive, the score will increase. If negative, the score will decrease."
}
]
},
"allowButton": {
"description": {
"en-US": "Undoes the effect of the disallow button action for one or more players."
},
"params": [
{
"en-US": "The player or players whose button is being reenabled."
},
{
"en-US": "The logical button that is being reenabled."
}
]
},
"applyImpulse": {
"description": {
"en-US": "Applies an instantaneous change in velocity to the movement of one or more players."
},
"params": [
{
"en-US": "The player or players whose velocity will be changed."
},
{
"en-US": "The unit direction in which the impulse will be applied. This value is normalized internally."
},
{
"en-US": "The magnitude of the change to the velocities of the player or players."
},
{
"en-US": "Specifies whether direction is relative to world coordinates or the local coordinates of the player or players."
},
{
"en-US": "Specifies whether existing velocity that is counter to direction should first be cancelled out before applying the impulse."
}
]
},
"attachTo": {
"description": {
"en-US": "Attaches the player (the 'child') to another player (the 'parent'). Once attached, the child will be unable to move freely until detached or teleported away. Multiple children may be attached to the same parent, but not vice versa."
},
"params": [
{
"en-US": "The player that will attach to the parent. This player will be unable to move freely until detached or teleported away."
},
{
"en-US": "The player to whom the child will attach. This player's movement will be unaffected and will determine the child's position."
},
{
"en-US": "The coordinates of the child relative to the parent. For example, Vector(1, 2, 0) would be above and to the left of the parent's head."
}
]
},
"bigMessage": {
"description": {
"en-US": "Displays a large message above the reticle that is visible to specific players."
},
"params": [
{
"en-US": "One or more players who will see the message."
},
{
"en-US": "The message to be displayed."
}
]
},
"break": {
"description": {
"en-US": "Skips to the end of the innermost loop."
}
},
"cancelPrimaryAction": {
"description": {
"en-US": "Cancels the active abilities for one or more players. Equivalent to a short stun."
},
"params": [
{
"en-US": "The player or players to cancel active abilities for."
}
]
},
"chaseAtRate": {
"description": {
"en-US": "Gradually modifies the value of a global variable at a specific rate. (A global variable is a variable that belongs to the game itself.)"
},
"params": [
{
"en-US": "Specifies which global variable to modify gradually."
},
{
"en-US": "The value that the global variable will eventually reach. The type of this value may be either a number or a vector, though the variable's existing value must be of the same type before the chase begins."
},
{
"en-US": "The amount of change that will happen to the variable's value each second."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs."
}
]
},
"chaseOverTime": {
"description": {
"en-US": "Gradually modifies the value of a global variable over time. (A global variable is a variable that belongs to the game itself.)"
},
"params": [
{
"en-US": "Specifies which global variable to modify gradually."
},
{
"en-US": "The value that the global variable will eventually reach. The type of this value may be either a number or a vector, though the variable's existing value must be of the same type before the chase begins."
},
{
"en-US": "The amount of time, in seconds, over which the variable's value will approach the destination."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs."
}
]
},
"chasePlayerVariableAtRate": {
"description": {
"en-US": "Gradually modifies the value of a player variable at a specific rate. (A player variable is a variable that belongs to a specific player.)"
},
"params": [
{
"en-US": "The player whose variable will gradually change. If multiple players are provided, each of their variables will change independently."
},
{
"en-US": "Specifies which of the player's variables to modify gradually."
},
{
"en-US": "The value that the player variable will eventually reach. The type of this value may be either a number or a vector, though the variable's existing value must be of the same type before the chase begins."
},
{
"en-US": "The amount of change that will happen to the variable's value each second."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs."
}
]
},
"chasePlayerVariableOverTime": {
"description": {
"en-US": "Gradually modifies the value of a player variable over time. (A player variable is a variable that belongs to a specific player.)"
},
"params": [
{
"en-US": "The player whose variable will gradually change. If multiple players are provided, each of their variables will change independently."
},
{
"en-US": "Specifies which of the player's variables to modify gradually."
},
{
"en-US": "The value that the player variable will eventually reach. The type of this value may be either a number or a vector, though the variable's existing value must be of the same type before the chase begins."
},
{
"en-US": "The amount of time, in seconds, over which the variable's value will approach the destination."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs."
}
]
},
"clearStatusEffect": {
"description": {
"en-US": "Clears a status that was applied from a set status action from one or more players."
},
"params": [
{
"en-US": "The player or players from whom the status will be removed."
},
{
"en-US": "The status to be removed from the player or players."
}
]
},
"communicate": {
"description": {
"en-US": "Causes one or more players to use an emote, voice line, or other equipped communication."
},
"params": [
{
"en-US": "The player or players to perform the communication."
},
{
"en-US": "The type of communication."
}
]
},
"continue": {
"description": {
"en-US": "Goes back to the start of the innermost loop."
}
},
"createBeamEffect": {
"description": {
"en-US": "Creates an in-world beam effect entity. This effect entity will persist until destroyed. To obtain a reference to this entity, use the last created entity value. This action will fail if too many entities have been created."
},
"params": [
{
"en-US": "One or more players who will be able to see the effect."
},
{
"en-US": "The type of effect to be created."
},
{
"en-US": "The effect's start position. If this value is a player, then the effect will move along with the player. Otherwise, the value is interpreted as a position in the world."
},
{
"en-US": "The effect's end position. If this value is a player, then the effect will move along with the player. Otherwise, the value is interpreted as a position in the world."
},
{
"en-US": "The color of the beam to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer. Does not apply to sound effects. Only the \"good\" and \"bad\" beam effects can have color applied."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The effect will keep asking for and using new values from reevaluated inputs."
}
]
},
"createDummyBot": {
"description": {
"en-US": "Adds a new bot to the specified slot on the specified team so long as the slot is available. This bot will only move, fire, or use abilities if executing workshop actions."
},
"params": [
{
"en-US": "The hero that the bot will be. If more than one hero is provided, one will be chosen at random."
},
{
"en-US": "The team on which to create the bot. The \"all\" option only works in free-for-all game modes, while the \"team\" options only work in team-based game modes."
},
{
"en-US": "The player slot which will receive the bot (-1 for first available slot). Up to 6 bots may be added to each team, or 12 bots to the free-for-all team, regardless of lobby settings."
},
{
"en-US": "The initial position where the bot will appear."
},
{
"en-US": "The initial direction that the bot will face."
}
]
},
"createEffect": {
"description": {
"en-US": "Creates an in-world effect entity. This effect entity will persist until destroyed. To obtain a reference to this entity, use the last created entity value. This action will fail if too many entities have been created."
},
"params": [
{
"en-US": "One or more players who will be able to see the effect."
},
{
"en-US": "The type of effect to be created."
},
{
"en-US": "The color of the effect to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer. Does not apply to sound effects. Does not support Custom Color."
},
{
"en-US": "The effect's position. If this value is a player, then the effect will move along with the player. Otherwise, the value is interpreted as a position in the world."
},
{
"en-US": "The radius of this effect."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated."
}
]
},
"createHomingProjectile": {
"description": {
"en-US": "Creates a projectile entity that either heals or damages players and player-owned entities. The projectile follows the provided target with variable strength. This action will fail if too many entities have been created."
},
"params": [
{
"en-US": "The type of projectile to be created. New options can be added to this list by enabling the Projectiles workshop extension."
},
{
"en-US": "The player who owns this projectile and will receive credit for kills. If null, the projectile will be owned by nobody. The projectile will not affect its owner."
},
{
"en-US": "The start position of the projectile. If null, the player's eye position will be used."
},
{
"en-US": "The direction for the projectile to travel. If null, the player's facing direction will be used."
},
{
"en-US": "Whether the projectile's start position and direction are relative to the player or to the world."
},
{
"en-US": "Whether the projectile will heal or damage targets it collides with."
},
{
"en-US": "Which team the projectile will collide with. The projectile will never affect its owner regardless of team."
},
{
"en-US": "The amount of damage or healing the projectile will apply to targets it collides with. If explosion radius is set to an amount greater than 0, this is how much damage the explosion will do at its center."
},
{
"en-US": "If explosion radius is set to 0 this is how much to scale the damage amount for critical hits. If the explosion radius is greater than 0 this is how much damage the projectile will do at the edge of the explosion."
},
{
"en-US": "The radius of the explosion created by this projectile. If 0, this projectile doesn't create an explosion."
},
{
"en-US": "The effect to use when the projectile explodes. If explosion radius is 0 this effect will not be created."
},
{
"en-US": "The sound effect to use when the projectile explodes. If explosion radius is 0 this effect will not be created."
},
{
"en-US": "A 0 to 1 range for how oversized the projectile should be, 0 being the default size, 1 being the maximum allowed size. The maximum allowed size is different for each projectile type."
},
{
"en-US": "The speed in meters per second that the projectile will travel along its direction. (0.1 to 1000)"
},
{
"en-US": "How long in seconds before the projectile expires."
},
{
"en-US": "The strength of the impulse to apply to a target when hit by this projectile. If explosion radius greater than 0, this impulse will applied to all targets affected by the explosion."
},
{
"en-US": "The homing target for the projectile. If null, the projectile will travel in a straight line."
},
{
"en-US": "A 0 to 1 value representing how strongly the projectile will follow its target and how easily it will lose its target. At 0, the projectile won't follow its target at all, at 1, it will follow its target aggressively and never lose it."
}
]
},
"createHudText": {
"description": {
"en-US": "Creates hud text visible to specific players at a specific location on the screen. This text will persist until destroyed. To obtain a reference to this text, use the Last Text ID value. This action will fail if too many text elements have been created."
},
"params": [
{
"en-US": "One or more players who will see the hud text."
},
{
"en-US": "The text to be displayed (can be blank)"
},
{
"en-US": "The subheader text to be displayed (can be blank)"
},
{
"en-US": "The body text to be displayed (can be blank)"
},
{
"en-US": "The location on the screen where the text will appear."
},
{
"en-US": "The sort order of the text relative to other text in the same location. A higher sort order will come after a lower sort order."
},
{
"en-US": "The color of the header."
},
{
"en-US": "The color of the subheader."
},
{
"en-US": "The color of the text."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated."
},
{
"en-US": "Whether spectators can see the text or not."
}
]
},
"createIcon": {
"description": {
"en-US": "Creates an in-world icon entity. This icon entity will persist until destroyed. To obtain a reference to this entity, use the Last Created Entity value. This action will fail if too many entities have been created."
},
"params": [
{
"en-US": "One or more players who will be able to see the icon."
},
{
"en-US": "The icon's position. If this value is a player, then the icon will appear above the player's head. Otherwise, the value is interpreted as a position in the world."
},
{
"en-US": "The icon to be created."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The icon will keep asking for and using new values from reevaluated inputs."
},
{
"en-US": "The color of the icon to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer."
},
{
"en-US": "Should this icon appear even when it is behind you?"
}
]
},
"createInWorldText": {
"description": {
"en-US": "Creates in-world text visible to specific players at a specific position in the world. This text will persist until destroyed. To obtain a reference to this text, use the getLastTextId() value. This action will fail if too many text elements have been created."
},
"params": [
{
"en-US": "One or more players who will see the in-world text."
},
{
"en-US": "The text to be displayed."
},
{
"en-US": "The text's position. If this value is a player, then the text will appear above the player's head. Otherwise, the value is interpreted as a position in the world."
},
{
"en-US": "The text's scale."
},
{
"en-US": "Specifies whether the text can be seen through walls or is instead clipped."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The text will keep asking for and using new values from reevaluated inputs."
},
{
"en-US": "Specifies the color of the in-world text to use."
},
{
"en-US": "Whether spectators can see the text or not."
}
]
},
"createProgressBarInWorldText": {
"description": {
"en-US": "Creates a progress bar in-world text visible to the specific players at a specific position in the world. This text will persist until destroyed. To obtain a reference to this text, use the getLastTextId() Value. This action will fail if too many text elements have been created."
},
"params": [
{
"en-US": "One or more players who will see the progress bar HUD text."
},
{
"en-US": "The value of the progress bar to be displayed as a percentage from 0 to 100."
},
{
"en-US": "The text to be displayed (can be blank)"
},
{
"en-US": "The text's position. If this value is a player, then the text will appear above the player's head. Otherwise, the value is interpreted as a position in the world."
},
{
"en-US": "The text's scale."
},
{
"en-US": "Specifies whether the text can be seen through walls or is instead clipped."
},
{
"en-US": "The color of the progress bar text to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer."
},
{
"en-US": "The color of the text to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The text will keep asking for and using new values from reevaluated inputs."
},
{
"en-US": "Whether spectators can see the text or not."
}
]
},
"createProjectile": {
"description": {
"en-US": "Creates a projectile entity that either heals or damages players and player-owned entities. This action will fail if too many entities have been created."
},
"params": [
{
"en-US": "The type of projectile to be created. New options can be added to this list by enabling the Projectiles workshop extension."
},
{
"en-US": "The player who owns this projectile and will receive credit for kills. If null, the projectile will be owned by nobody. The projectile will not affect its owner."
},
{
"en-US": "The start position of the projectile. If null, the player's eye position will be used."
},
{
"en-US": "The direction for the projectile to travel. If null, the player's facing direction will be used."
},
{
"en-US": "Whether the projectile's start position and direction are relative to the player or to the world."
},
{
"en-US": "Whether the projectile will heal or damage targets it collides with."
},
{
"en-US": "Which team the projectile will collide with. The projectile will never affect its owner regardless of team."
},
{
"en-US": "The amount of damage or healing the projectile will apply to targets it collides with. If explosion radius is set to an amount greater than 0, this is how much damage the explosion will do at its center."
},
{
"en-US": "If explosion radius is set to 0 this is how much to scale the damage amount for critical hits. If the explosion radius is greater than 0 this is how much damage the projectile will do at the edge of the explosion."
},
{
"en-US": "The radius of the explosion created by this projectile. If 0, this projectile doesn't create an explosion."
},
{
"en-US": "The effect to use when the projectile explodes. If explosion radius is 0 this effect will not be created."
},
{
"en-US": "The sound effect to use when the projectile explodes. If explosion radius is 0 this effect will not be created."
},
{
"en-US": "A 0 to 1 range for how oversized the projectile should be, 0 being the default size, 1 being the maximum allowed size. The maximum allowed size is different for each projectile type."
},
{
"en-US": "The speed in meters per second that the projectile will travel along its direction. (0.1 to 1000)"
},
{
"en-US": "How long in seconds before the projectile expires."
},
{
"en-US": "The strength of the impulse to apply to a target when hit by this projectile. If explosion radius greater than 0, this impulse will applied to all targets affected by the explosion."
},
{
"en-US": "How many times the projectile will ricochet off the environment before expiring."
},
{
"en-US": "The amount of gravity affecting the projectile, creating an arc. If negative, the projectile will arc upwards."
}
]
},
"createProjectileEffect": {
"description": {
"en-US": "Creates an in-world projectile effect entity. This effect entity will persist until destroyed. To obtain a reference to this entity, use the last created entity value. This action will fail if too many entities have been created."
},
"params": [
{
"en-US": "One or more players who will be able to see the effect."
},
{
"en-US": "The type of projectile to be created. New options can be added to this list by enabling the Projectiles Workshop Extension."
},
{
"en-US": "One or more players who the projectile will appear friendly to."
},
{
"en-US": "The position of the effect."
},
{
"en-US": "The facing direction of the effect."
},
{
"en-US": "A 0 to 1 range for how oversized the projectile should be, 0 being the default size, 1 being the maximum allowed size. The maximum allowed size is different for each projectile type."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The effect will keep asking for and using new values from reevaluated inputs."
}
]
},
"damage": {
"description": {
"en-US": "Applies instantaneous damage to one or more players, possibly killing the players."
},
"params": [
{
"en-US": "The player or players who will receive damage."
},
{
"en-US": "The player who will receive credit for the damage. A damager of null indicates no player will receive credit."
},
{
"en-US": "The amount of damage to apply. This amount may be modified by buffs, debuffs, or armor."
}
]
},
"declareDraw": {
"description": {
"en-US": "Instantly ends the match in a draw. This action has no effect in free-for-all modes."
}
},
"declarePlayerVictory": {
"description": {
"en-US": "Instantly ends the match with the specific player as the winner. This action only has an effect in free-for-all modes."
},
"params": [
{
"en-US": "The winning player."
}
]
},
"declareRoundDraw": {
"description": {
"en-US": "Declare a draw for the current round. This only works in the elimination game mode."
}
},
"declareRoundVictory": {
"description": {
"en-US": "Declare a team as the current round winner. This only works in the control and elimination game modes."
},
"params": [
{
"en-US": "Round winning team"
}
]
},
"declareTeamVictory": {
"description": {
"en-US": "Instantly ends the match with the specified team as the winner. This action has no effect in free-for-all modes."
},
"params": [
{
"en-US": "The winning team."
}
]
},
"destroyAllDummies": {
"description": {
"en-US": "Removes all dummy bots from the match."
}
},
"destroyAllEffects": {
"description": {
"en-US": "Destroys all effect entities created by create effect or Create Beam Effect."
}
},
"destroyAllHudText": {
"description": {
"en-US": "Destroys all hud texts that were created by the create hud text action."
}
},
"destroyAllIcons": {
"description": {
"en-US": "Destroys all icon entities created by create icon."
}
},
"destroyAllInWorldText": {
"description": {
"en-US": "Destroys all in-world text created by create in-world text."
}
},
"destroyAllProgressBarHudText": {
"description": {
"en-US": "Destroys all Progress Bar HUD text that were created by the Create Progress Bar HUD Text Action."
}
},
"destroyAllProgressBarInWorldText": {
"description": {
"en-US": "Destroys all progress bar in-world texts that were created by the createProgressBarInWorldText() Action."
}
},
"destroyDummy": {
"description": {
"en-US": "Removes the specified dummy bot from the match."
},
"params": [
{
"en-US": "The team to remove the dummy bot from. The \"all\" option only works in free-for-all game modes, while the \"team\" options only work in team-based game modes."
},
{
"en-US": "The slot to remove the dummy bot from."
}
]
},
"destroyEffect": {
"description": {
"en-US": "Destroys an effect entity that was created by create effect or Create Beam Effect."
},
"params": [
{
"en-US": "Specifies which effect entity to destroy. This entity may be last created entity or a variable into which last created entity was earlier stored."
}
]
},
"destroyHudText": {
"description": {
"en-US": "Destroys hud text that was created by create hud text."
},
"params": [
{
"en-US": "Specifies which hud text to destroy. This id may be last text id or a variable into which last text id was earlier stored."
}
]
},
"destroyIcon": {
"description": {
"en-US": "Destroys an icon entity that was created by create icon."
},
"params": [
{
"en-US": "Specifies which icon entity to destroy. This entity may be last created entity or a variable into which last created entity was earlier stored."
}
]
},
"destroyInWorldText": {
"description": {
"en-US": "Destroys in-world text that was created by create in-world text."
},
"params": [
{
"en-US": "Specifies which in-world text to destroy. This id may be last text id or a variable into which last text id was earlier stored."
}
]
},
"destroyProgressBarHud": {
"description": {
"en-US": "Destroys the progress bar HUD text that was created by progressBarHud()."
},
"params": [
{
"en-US": "Specifies which progress bar HUD text to destroy. This ID may be Last Text ID or a Variable into which Last Text ID was earlier stored."
}
]
},
"destroyProgressBarInWorldText": {
"description": {
"en-US": "Destroys the progress bar in-world text that was created by createProgressBarInWorldText()."
},
"params": [
{
"en-US": "Specifies which progress bar in-world text to destroy. This ID may be Last Text ID or a variable into which the Last Text ID was earlier stored."
}
]
},
"detach": {
"description": {
"en-US": "Undoes the attachment caused by the 'attachTo' action for one or more players. These players will resume normal movement from their current position."
},
"params": [
{
"en-US": "The player or players that will become detached from their parent."
}
]
},
"disableBuiltinGameModeAnnouncer": {
"description": {
"en-US": "Disables game mode announcements from the announcer until reenabled or the match ends."
}
},
"disableBuiltinGameModeCompletion": {
"description": {
"en-US": "Disables completion of the match from the game mode itself, only allowing the match to be completed by scripting commands."
}
},
"disableBuiltinGameModeMusic": {
"description": {
"en-US": "Disables all game mode music until reenabled or the match ends."
}
},
"disableBuiltinGameModeScoring": {
"description": {
"en-US": "Disables changes to player and team scores from the game mode itself, only allowing scores to be changed by scripting commands."
}
},
"disableDeathSpectateAllPlayers": {
"description": {
"en-US": "Undoes the effect of the enable death spectate all players action for one or more players."
},
"params": [
{
"en-US": "The player or players whose default death spectate behavior is restored."
}
]
},
"disableDeathSpectateTargetHud": {
"description": {
"en-US": "Undoes the effect of the enable death spectate target hud action for one or more players."
},
"params": [
{
"en-US": "The player or players who will revert to seeing their own hud while death spectating."
}
]
},
"disableGameModeHud": {
"description": {
"en-US": "Disables the game mode HUD for one or more players until reenabled."
},
"params": [
{
"en-US": "The player or players who will have their game mode HUD disabled."
}
]
},
"disableGameModeInworldUI": {
"description": {
"en-US": "Disables the game mode In-World UI for one or more players until reenabled."
},
"params": [
{
"en-US": "The player or players who will have their game mode in-world UI disabled."
}
]
},
"disableHeroHud": {
"description": {
"en-US": "Disables the Hero HUD for one or more players until reenabled."
},
"params": [
{
"en-US": "The player or players who will have their hero HUD disabled."
}
]
},
"disableInspector": {
"description": {
"en-US": "Causes the workshop inspector to stop recording new entries. This has the benefit of reducing your script's server load, particularly when modifying arrays."
}
},
"disableKillFeed": {
"description": {
"en-US": "Disables the kill feed for one or more players until reenabled."
},
"params": [
{
"en-US": "The player or players who will have their kill feed disabled."
}
]
},
"disableMessages": {
"description": {
"en-US": "Disables messages for one or more players until reenabled."
},
"params": [
{
"en-US": "The player or players who will have their messages disabled."
}
]
},
"disableMovementCollisionWithEnvironment": {
"description": {
"en-US": "Causes a player or players to stop colliding with the environment (walls, ceilings, certain objects, etc.)"
},
"params": [
{
"en-US": "The player or players whose movement collision is affected."
},
{
"en-US": "If true, collision with the floors is also disabled."
}
]
},
"disableMovementCollisionWithPlayers": {
"description": {
"en-US": "Causes a player or players to stop colliding with other Players."
},
"params": [
{
"en-US": "The player or players whose movement collision is affected."
}
]
},
"disableNameplatesFor": {
"description": {
"en-US": "Disables the nameplate on one or more viewed players from the perspective of one or more viewing players."
},
"params": [
{
"en-US": "The player or players who will have their nameplates disabled."
},
{
"en-US": "The viewing player or players for whom the viewed player's nameplate will be disabled."
}
]
},
"disableRespawn": {
"description": {
"en-US": "Disables automatic respawning for one or more players, only allowing respawning by scripting commands."
},
"params": [
{
"en-US": "The player or players whose respawning is affected."
}
]
},
"disableScoreboard": {
"description": {
"en-US": "Disables the scoreboard for one or more players until reenabled."
},
"params": [
{
"en-US": "The player or players who will have their scoreboard disabled."
}
]
},
"disableTextChat": {
"description": {
"en-US": "Disables Text Chat for one or more Players until reenabled"
},
"params": [
{
"en-US": "The player or players who will have their text chat disabled."
}
]
},
"disableVoiceChat": {
"description": {
"en-US": "Disables voice chat for one or more players until reenabled"
},
"params": [
{
"en-US": "The player or players who will have their text chat disabled."
},
{
"en-US": "Whether or not team voice chat will be disabled."
},
{
"en-US": "Whether or not match voice chat will be disabled."
},
{
"en-US": "Whether or not group voice chat will be disabled."
}
]
},
"disallowButton": {
"description": {
"en-US": "Disables a logical button for one or more players such that pressing it has no effect."
},
"params": [
{
"en-US": "The player or players whose button is being disabled."
},
{
"en-US": "The logical button that is being disabled."
}
]
},
"enableAnnouncer": {
"description": {
"en-US": "Undoes the effect of the disable built-in game mode announcer action."
}
},
"enableBuiltinGameModeMusic": {
"description": {
"en-US": "Undoes the effect of the disable built-in game mode music action."
}
},
"enableDeathSpectateAllPlayers": {
"description": {
"en-US": "Allows one or more players to spectate all players when dead, as opposed to only allies."
},
"params": [
{
"en-US": "The player or players who will be allowed to spectate all players."
}
]
},
"enableDeathSpectateTargetHud": {
"description": {
"en-US": "Causes one or more players to see their spectate target's hud instead of their own while death spectating."
},
"params": [
{
"en-US": "The player or players who will begin seeing their spectate target's hud while death spectating."
}
]
},
"enableGameModeHud": {
"description": {
"en-US": "Undoes the effect of the Disable Game Mode HUD Action for one or more players."
},
"params": [
{
"en-US": "The player or players who will have their game mode HUD enabled."
}
]
},
"enableGameModeInworldUI": {
"description": {
"en-US": "Undoes the effect of the Disable Game Mode In-World UI Action for one or more players."
},
"params": [
{
"en-US": "The player or players who will have their game mode in-world UI enabled."
}
]
},
"enableGamemodeCompletion": {
"description": {
"en-US": "Undoes the effect of the disable built-in game mode completion action."
}
},
"enableHeroHud": {
"description": {
"en-US": "Undoes the effect of the Disable Hero HUD Action for one or more players."
},
"params": [
{
"en-US": "The player or players who will have their hero HUD enabled."
}
]
},
"enableInspectorRecording": {
"description": {
"en-US": "Causes the workshop inspector to resume recording new entries (in case it had been disabled earlier). Enabling recording at specific times may make it easier to debug problematic areas in your logic."
}
},
"enableKillFeed": {
"description": {
"en-US": "Undoes the effect of the Disable Kill Feed Action for one or more players."
},
"params": [
{
"en-US": "The player or players who will have their kill feed enabled."
}
]
},
"enableMessages": {
"description": {
"en-US": "Undoes the effect of the Disable Messages Action for one or more players."
},
"params": [
{
"en-US": "The player or players who will have their messages enabled."
}
]
},
"enableMovementCollisionWithEnvironment": {
"description": {
"en-US": "Undoes the effect of the Disable Movement Collision With Environment action for one or more players."
},
"params": [
{
"en-US": "The player or players whose movement collision is affected."
}
]
},
"enableMovementCollisionWithPlayers": {
"description": {
"en-US": "Undoes the effect of the Disable Movement Collision With Players action for one or more players."
},
"params": [
{
"en-US": "The player or players whose movement collision is affected."
}
]
},
"enableNameplatesFor": {
"description": {
"en-US": "Undoes the effect of Disable Nameplates for one or more viewed players from the perspective of one or more viewing players."
},
"params": [
{
"en-US": "The player or players who will have their nameplates enabled."
},
{
"en-US": "The viewing player or players for whom the viewed player's nameplate will be enabled."
}
]
},
"enableRespawn": {
"description": {
"en-US": "Undoes the effect of the disable built-in game mode respawning action for one or more players."
},
"params": [
{
"en-US": "The player or players whose respawning is affected."
}
]
},
"enableScoreboard": {
"description": {
"en-US": "Undoes the effect of the Disable Scoreboard Action for one or more players."
},
"params": [
{
"en-US": "The player or players who will have their scoreboard enabled."
}
]
},
"enableScoring": {
"description": {
"en-US": "Undoes the effect of the disable built-in game mode scoring action."
}
},
"enableTextChat": {
"description": {
"en-US": "Undoes the effect of the Disable Text Chat Action for one or more players."
},
"params": [
{
"en-US": "The Player or Players who will have their Text Chat enabled."
}
]
},
"enableVoiceChat": {
"description": {
"en-US": "Undoes the effect of the Disable Voice Chat Action for one or more players."
},
"params": [
{
"en-US": "The Player or Players who will have their Voice Chat enabled."
}
]
},
"forceButtonPress": {
"description": {
"en-US": "Forces one or more players to press a button virtually for a single frame."
},
"params": [
{
"en-US": "The player or players for whom the virtual button input will be forced."
},
{
"en-US": "The button to be pressed."
}
]
},
"goToAssembleHeroes": {
"description": {
"en-US": "Returns the match to the assemble heroes phase of the game mode. Only works if the game is in progress."
}
},
"heal": {
"description": {
"en-US": "Provides an instantaneous heal to one or more players. This heal will not resurrect dead players."
},
"params": [
{
"en-US": "The player or players whose health will be restored."
},
{
"en-US": "The player who will receive credit for the healing. A healer of null indicates no player will receive credit."
},
{
"en-US": "The amount of healing to apply. This amount may be modified by buff or debuffs. Healing is capped by each player's max health."
}
]
},
"kill": {
"description": {
"en-US": "Instantly kills one or more players."
},
"params": [
{
"en-US": "The player or players who will be killed."
},
{
"en-US": "The player who will receive credit for the kill. A killer of null indicates no player will receive credit."
}
]
},
"logToInspector": {
"description": {
"en-US": "Causes the workshop inspector to record a log entry."
},
"params": [
{
"en-US": "The string to be logged to the workshop inspector."
}
]
},
"loop": {
"description": {
"en-US": "Restarts the action list from the beginning."
}
},
"loopIf": {
"description": {
"en-US": "Restarts the action list from the beginning if this action's condition evaluates to true. If it does not, execution continues with the next action."
},
"params": [
{
"en-US": "Specifies whether the loop will occur."
}
]
},
"loopIfConditionIsTrue": {
"description": {
"en-US": "Restarts the action list from the beginning if every condition in the condition list is true. If any are false, execution continues with the next action."
}
},
"modifyGlobalVariable": {
"description": {
"en-US": "Modifies the value of a global variable, which is a variable that belongs to the game itself."
},
"params": [
{
"en-US": "The global variable to modify."
},
{
"en-US": "The way in which the variable's value will be changed. Options include standard arithmetic operations as well as array operations for appending and removing values."
},
{
"en-US": "The value used for the modification. For arithmetic operations, this is the second of the two operands, with the other being the variable's existing value. For array operations, this is the value to append or remove."
}
]
},
"modifyGlobalVariableAtIndex": {
"description": {
"en-US": "Modifies the value of a global variable at an index, which is a variable that belongs to the game itself."
},
"params": [
{
"en-US": "The global variable to modify."
},
{
"en-US": "The index of the array to modify. If the index is beyond the end of the array, the array is extended with new elements given a value of zero."
},
{
"en-US": "The way in which the variable's value will be changed. Options include standard arithmetic operations as well as array operations for appending and removing values."
},
{
"en-US": "The value used for the modification. For arithmetic operations, this is the second of the two operands, with the other being the variable's existing value. For array operations, this is the value to append or remove."
}
]
},
"modifyPlayerVariableAtIndex": {
"description": {
"en-US": "Modifies the value of a player variable at an index, which is a variable that belongs to a specific player."
},
"params": [
{
"en-US": "The player whose variable will be modified. If multiple players are provided, each of their variables will be set."
},
{
"en-US": "Specifies which of the player's variables to modify."
},
{
"en-US": "The index of the array to modify. If the index is beyond the end of the array, the array is extended with new elements given a value of zero."
},
{
"en-US": "The way in which the variable's value will be changed. Options include standard arithmetic operations as well as array operations for appending and removing values."
},
{
"en-US": "The value used for the modification. For arithmetic operations, this is the second of the two operands, with the other being the variable's existing value. For array operations, this is the value to append or remove."
}
]
},
"moveToTeam": {
"description": {
"en-US": "Moves one or more players to the specified team and slot. This action can fail if the specified slot is not available. This action doesn't work on dummy bots."
},
"params": [
{
"en-US": "The player or players to move."
},
{
"en-US": "The team on which to move the Player. The \"all\" option only works in free-for-all game modes, while the \"team\" options only work in team-based game modes."
},
{
"en-US": "The player slot which will receive the player (-1 for first available slot)."
}
]
},
"pauseMatchTime": {
"description": {
"en-US": "Pauses the match time. Players, objective logic, and game mode advancement criteria are unaffected by the pause."
}
},
"playEffect": {
"description": {
"en-US": "Plays an effect at a position in the world. The lifetime of this effect is short, so it does not need to be updated or destroyed."
},
"params": [
{
"en-US": "One or more players who will be able to see the effect."
},
{
"en-US": "The type of effect to be created."
},
{
"en-US": "The color of the effect to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer. Does not support Custom Color."
},
{
"en-US": "The effect's position. If this value is a player, then the effect will play at the player's position. Otherwise, the value is interpreted as a position in the world."
},
{
"en-US": "The effect's radius in meters."
}
]
},
"preloadHero": {
"description": {
"en-US": "Preemptively loads the specified hero or heroes into memory using the skins of the specified player or players, available memory permitting."
},
"params": [
{
"en-US": "The player or players who will begin preloading a hero or heroes. Only one preload hero action will be active at a time for a given player."
},
{
"en-US": "The hero or heroes to begin preloading for the specified player or players. When multiple heroes are specified in an array, the heroes towards the beginning of the array are prioritized."
}
]
},
"progressBarHud": {
"description": {
"en-US": "Creates a progress bar HUD text visible to specified players at a specific location on the screen. This text will persist until destroyed. To obtain a reference to this text, use the getLastTextId() value. This action will fail if too many text elements have been created."
},
"params": [
{
"en-US": "One or more players who will see the Progress Bar HUD text."
},
{
"en-US": "The value of the progress bar to be displayed as a percentage from 0 to 100."
},
{
"en-US": "The text to be displayed (can be blank)"
},
{
"en-US": "The location on the screen where the text will appear."
},
{
"en-US": "The sort order of the text relative to other text in the same location. Text with a higher sort order will come after the text with a lower sort order."
},
{
"en-US": "The color of the progress bar to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer."
},
{
"en-US": "The color of the text to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The text will keep asking for and using new values from reevaluated inputs."
},
{
"en-US": "Whether spectators can see the text or not."
}
]
},
"removeAllHealthPoolsFromPlayer": {
"description": {
"en-US": "Removes all health pools that were added to a player or players via the Add Health Pool action."
},
"params": [
{
"en-US": "The player or players whose added health pools will be removed."
}
]
},
"removeFromGame": {
"description": {
"en-US": "Removes one or more players from the custom game. This action doesn't work on dummy bots."
},
"params": [
{
"en-US": "The player or players to remove."
}
]
},
"removeHealthPool": {
"description": {
"en-US": "Removes a health pool that was added via the Add Health Pool action."
},
"params": [
{
"en-US": "Specifies a health pool created by the Add Health Pool action. (Health pool IDs may be obtained using the Last Created Health Pool Value.)"
}
]
},
"resetHeroAvailability": {
"description": {
"en-US": "Restores the list of heroes available to one or more players to the list specified by the game settings. If a player's current hero becomes unavailable, the player is forced to choose a different hero and respawn at an appropriate spawn location."
},
"params": [
{
"en-US": "The player or players whose hero list is being reset."
}
]
},
"respawn": {
"description": {
"en-US": "Respawns one or more players at an appropriate spawn location with full health, even if they were already alive."
},
"params": [
{
"en-US": "The player or players to respawn."
}
]
},
"restartMatch": {
"description": {
"en-US": "Restarts the match. This action only has an effect after the match has existed for 30 seconds."
}
},
"resurrect": {
"description": {
"en-US": "Instantly resurrects one or more players at the location they died with no transition."
},
"params": [
{
"en-US": "The player or players who will be resurrected."
}
]
},
"returnToLobby": {
"description": {
"en-US": "Returns the gamemode back to the custom game lobby."
}
},
"setAbility1Enabled": {
"description": {
"en-US": "Enables or disables ability 1 for one or more players."
},
"params": [
{
"en-US": "The player or players whose access to ability 1 is affected."
},
{
"en-US": "Specifies whether the player or players are able to use ability 1. Expects a boolean value such as true, false, or compare."
}
]
},
"setAbility2Enabled": {
"description": {
"en-US": "Enables or disables ability 2 for one or more players."
},
"params": [
{
"en-US": "The player or players whose access to ability 2 is affected."
},
{
"en-US": "Specifies whether the player or players are able to use ability 2. Expects a boolean value such as true, false, or compare."
}
]
},
"setAbilityCharge": {
"description": {
"en-US": "Set the ability charge count for one or more players. Affects abilities such as Tracer's Blink, Junkrat's Mines, etc."
},
"params": [
{
"en-US": "The player or players whose ability charge count will be modified."
},
{
"en-US": "The logical button associated with the ability to be modified."
},
{
"en-US": "The charge count that will be set."
}
]
},
"setAbilityCooldown": {
"description": {
"en-US": "Set the ability cooldown time for one or more players."
},
"params": [
{
"en-US": "The player or players whose ability cooldown time will be modified."
},
{
"en-US": "The logical button associated with the ability to be modified."
},
{
"en-US": "The cooldown time that will be set in seconds. Max of 1000."
}
]
},
"setAbilityResource": {
"description": {
"en-US": "Set the ability resource percentage for one or more players. Affects abilities such as Dva's Defense Matrix, Pharah's Hover Jets, etc."
},
"params": [
{
"en-US": "The player or players whose ability resource percentage will be modified."
},
{
"en-US": "The logical button associated with the ability to be modified."
},
{
"en-US": "The percentage of resource that will be set with respect to each player's ability resource capacity."
}
]
},
"setAimSpeed": {
"description": {
"en-US": "Sets the aim speed of one or more players to a percentage of their normal aim speed."
},
"params": [
{
"en-US": "The player or players whose aim speed will be set."
},
{
"en-US": "The percentage of normal aim speed to which the player or players will set their aim speed."
}
]
},
"setAllowedHeroes": {
"description": {
"en-US": "Sets the list of heroes available to one or more players. If a player's current hero becomes unavailable, the player is forced to choose a different hero and respawn at an appropriate spawn location."
},
"params": [
{
"en-US": "The player or players whose hero list is being set."
},
{
"en-US": "The hero or heroes that will be available. If no heroes are provided, the action has no effect."
}
]
},
"setAmmo": {
"description": {
"en-US": "Sets the ammo of one or more players."
},
"params": [
{
"en-US": "The player or players whose ammo will be set."
},
{
"en-US": "The index of the clip whose ammo will be set. 0 is the first clip, and 1 is the second (only used for Bastion's Sentry gun and Baptiste's Heal Grenades)."
},
{
"en-US": "The ammo that will be set."
}
]
},
"setCrouchEnabled": {
"description": {
"en-US": "Enables or disables crouch for one or more players."
},
"params": [
{
"en-US": "The player or players whose access to crouch is affected."
},
{
"en-US": "Specifies whether the player or players are able to use crouch. Expects a boolean value such as true, false, or compare."
}
]
},
"setDamageDealt": {
"description": {
"en-US": "Sets the damage dealt of one or more players to a percentage of their raw damage dealt."
},
"params": [
{
"en-US": "The player or players whose damage dealt will be set."
},
{
"en-US": "The percentage of raw damage dealt to which the player or players will set their damage dealt."
}
]
},
"setDamageReceived": {
"description": {
"en-US": "Sets the damage received of one or more players to a percentage of their raw damage received."
},
"params": [
{
"en-US": "The player or players whose damage received will be set."
},
{
"en-US": "The percentage of raw damage received to which the player or players will set their damage received."
}
]
},
"setEnvironmentCreditPlayer": {
"description": {
"en-US": "Sets the player who will receive credit if the specified target player or players die to the environment before landing on the ground."
},
"params": [
{
"en-US": "The target player or players whose death is being considered."
},
{
"en-US": "The Player who will receive credit if the target player or players die to the environment before landing on the ground. An environment credit player of null indicates no player will receive credit."
}
]
},
"setFacing": {
"description": {
"en-US": "Sets the facing of one or more players to the specified direction."
},
"params": [
{
"en-US": "The player or players whose facing will be set."
},
{
"en-US": "The unit direction in which the player or players will face. This value is normalized internally."
},
{
"en-US": "Specifies whether direction is relative to world coordinates or the local coordinates of the player or players."
}
]
},
"setGlobalVariableAtIndex": {
"description": {
"en-US": "Finds or creates an array on a global variable, which is a variable that belongs to the game itself, then stores a value in the array at the specified index."
},
"params": [
{
"en-US": "Specifies which global variable's value is the array to modify. If the variable's value is not an array, then its value becomes an empty array."
},
{
"en-US": "The index of the array to modify. If the index is beyond the end of the array, the array is extended with new elements given a value of zero."
},
{
"en-US": "The value that will be stored into the array."
}
]
},
"setGravity": {
"description": {
"en-US": "Sets the movement gravity for one or more players to a percentage of regular movement gravity."
},
"params": [
{
"en-US": "The player or players whose movement gravity will be set."
},
{
"en-US": "The percentage of regular movement gravity to which the player or players will set their personal movement gravity."
}
]
},
"setHealingDealt": {
"description": {
"en-US": "Sets the healing dealt of one or more players to a percentage of their raw healing dealt."
},
"params": [
{
"en-US": "The player or players whose healing dealt will be set."
},
null
]
},
"setHealingReceived": {
"description": {
"en-US": "Sets the healing received of one or more players to a percentage of their raw healing received."
},
"params": [
{
"en-US": "The player or players whose healing received will be set."
},
{
"en-US": "The percentage of raw healing received to which the player or players will set their healing received."
}
]
},
"setHealth": {
"description": {
"en-US": "Sets the health of a player or players without affecting stats or granting damage/healing credit. This action only has an effect on living players. For dead players, use the Resurrect action instead."
},
"params": [
{
"en-US": "The player or players whose health will be set."
},
{
"en-US": "How much health the player or players will have."
}
]
},
"setInvisibility": {
"description": {
"en-US": "Causes one or more players to become invisible to either all other players or just enemies."
},
"params": [
{
"en-US": "The player or players who will become invisible."
},
{
"en-US": "Specifies for whom the player or players will be invisible."
}
]
},
"setJumpEnabled": {
"description": {
"en-US": "Enables or disables jump for one or more players."
},
"params": [
{
"en-US": "The player or players whose access to jump is affected."
},
{
"en-US": "Specifies whether the player or players are able to use jump. Expects a boolean value such as true, false, or compare."
}
]
},
"setJumpVerticalSpeed": {
"description": {
"en-US": "Sets the jump vertical speed of one or more players to a percentage of their raw jump vertical speed."
},
"params": [
{
"en-US": "The player or players whose jump vertical speed will be set."
},
{
"en-US": "The percentage of raw jump vertical speed to which the player or players will set their jump vertical speed."
}
]
},
"setKnockbackDealt": {
"description": {
"en-US": "Sets the knockback dealt of one or more players to a percentage of their raw knockback dealt."
},
"params": [
{
"en-US": "The player or players whose knockback dealt will be set."
},
{
"en-US": "The percentage of raw knockback dealt to which the player or players will set their knockback dealt."
}
]
},
"setKnockbackReceived": {
"description": {
"en-US": "Sets the knockback received of one or more players to a percentage of their raw knockback received."
},
"params": [
{
"en-US": "The player or players whose knockback received will be set."
},
{
"en-US": "The percentage of raw knockback received to which the player or players will set their knockback received."
}
]
},
"setMatchTime": {
"description": {
"en-US": "Sets the current match time (which is visible at the top of the screen). This can be used to shorten or extend the duration of a match or to change the duration of assemble heroes or setup."
},
"params": [
{
"en-US": "The match time in seconds."
}
]
},
"setMaxAmmo": {
"description": {
"en-US": "Sets the max ammo of one or more players."
},
"params": [
{
"en-US": "The player or players whose max ammo will be set."
},
{
"en-US": "The index of the clip whose max ammo will be set. 0 is the first clip, and 1 is the second (only used for Bastion's Sentry gun and Baptiste's Heal Grenades)."
},
{
"en-US": "The max ammo that will be set."
}
]
},
"setMaxHealth": {
"description": {
"en-US": "Sets the max health of one or more players as a percentage of their max health. This action will ensure that a player's current health will not exceed the new max health."
},
"params": [
{
"en-US": "The player or players whose max health will be set."
},
{
"en-US": "The percentage of raw max health to which the player or players will set their max health."
}
]
},
"setMeleeEnabled": {
"description": {
"en-US": "Enables or disables melee for one or more players."
},
"params": [
{
"en-US": "The player or players whose access to melee is affected."
},
{
"en-US": "Specifies whether the player or players are able to use melee. Expects a boolean value such as true, false, or compare."
}
]
},
"setMoveSpeed": {
"description": {
"en-US": "Sets the move speed of one or more players to a percentage of their raw move speed."
},
"params": [
{
"en-US": "The player or players whose move speed will be set."
},
{
"en-US": "The percentage of raw move speed to which the player or players will set their move speed."
}
]
},
"setObjectiveDescription": {
"description": {
"en-US": "Sets the text at the top center of the screen that normally describes the objective to a message visible to specific players."
},
"params": [
{
"en-US": "One or more players who will see the message."
},
{
"en-US": "The message to be displayed."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The message will keep asking for and using new values from reevaluated inputs."
}
]
},
"setPlayerVariableAtIndex": {
"description": {
"en-US": "Finds or creates an array on a player variable, which is a variable that belongs to a specific player, then stores a value in the array at the specified index."
},
"params": [
{
"en-US": "The player whose variable will be modified. If multiple players are provided, each of their variables will be set."
},
{
"en-US": "Specifies which player variable's value is the array to modify. If the variable's value is not an array, then its value becomes an empty array."
},
{
"en-US": "The index of the array to modify. If the index is beyond the end of the array, the array is extended with new elements given a value of zero."
},
{
"en-US": "The value that will be stored into the array."
}
]
},
"setPrimaryFireEnabled": {
"description": {
"en-US": "Enables or disables primary fire for one or more players."
},
"params": [
{
"en-US": "The player or players whose access to primary fire is affected."
},
{
"en-US": "Specifies whether the player or players are able to use primary fire. Expects a boolean value such as true, false, or compare."
}
]
},
"setProjectileGravity": {
"description": {
"en-US": "Sets the projectile gravity for one or more players to a percentage of regular projectile gravity."
},
"params": [
{
"en-US": "The player or players whose projectile gravity will be set."
},
{
"en-US": "The percentage of regular projectile gravity to which the player or players will set their personal projectile gravity."
}
]
},
"setProjectileSpeed": {
"description": {
"en-US": "Sets the projectile speed for one or more players to a percentage of projectile speed."
},
"params": [
{
"en-US": "The player or players whose projectile speed will be set."
},
{
"en-US": "The percentage of regular projectile speed to which the player or players will set their personal projectile speed."
}
]
},
"setReloadEnabled": {
"description": {
"en-US": "Enables or disables Reload for one or more players."
},
"params": [
{
"en-US": "The player or players whose access to reload is affected."
},
{
"en-US": "Specifies whether the player or players are able to use reload. Expects a boolean value such as True, False, or Compare."
}
]
},
"setRespawnTime": {
"description": {
"en-US": "Sets the duration between death and respawn for one or more players. For players that are already dead when this action is executed, the change takes effect on their next death."
},
"params": [
{
"en-US": "The player or players whose respawn max time is being defined."
},
{
"en-US": "The duration between death and respawn in seconds."
}
]
},
"setScore": {
"description": {
"en-US": "Sets the score (kill count) of one or more players. This action only has an effect in free-for-all modes."
},
"params": [
{
"en-US": "The player or players whose score will be set."
},
{
"en-US": "The score that will be set."
}
]
},
"setSecondaryFireEnabled": {
"description": {
"en-US": "Enables or disables secondary fire for one or more players."
},
"params": [
{
"en-US": "The player or players whose access to secondary fire is affected."
},
{
"en-US": "Specifies whether the player or players are able to use secondary fire. Expects a boolean value such as true, false, or compare."
}
]
},
"setSlowMotion": {
"description": {
"en-US": "Sets the simulation rate for the entire game, including all players, projectiles, effects, and game mode logic."
},
"params": [
{
"en-US": "The simulation rate as a percentage of normal speed. Only rates up to 100% are allowed."
}
]
},
"setStatusEffect": {
"description": {
"en-US": "Applies a status to one or more players. This status will remain in effect for the specified duration or until it is cleared by the clear status action."
},
"params": [
{
"en-US": "The player or players to whom the status will be applied."
},
{
"en-US": "Specifies a player to be awarded assist credit should the affected player or players be killed while the status is in effect. An assister of null indicates no player will receive credit."
},
{
"en-US": "The status to be applied to the player or players. These behave similarly to statuses applied from hero abilities."
},
{
"en-US": "The duration of the status in seconds. To have a status that lasts until a clear status action is executed, provide an arbitrarily long duration such as 99999."
}
]
},
"setTeamScore": {
"description": {
"en-US": "Sets the score for one or both teams. This action has no effect in free-for-all modes or modes without a team score."
},
"params": [
{
"en-US": "The team or teams whose score will be set."
},
{
"en-US": "The score that will be set."
}
]
},
"setUltCharge": {
"description": {
"en-US": "Sets the ultimate charge for one or more players as a percentage of maximum charge."
},
"params": [
{
"en-US": "The player or players whose ultimate charge will be set."
},
{
"en-US": "The percentage of maximum charge."
}
]
},
"setUltEnabled": {
"description": {
"en-US": "Enables or disables the ultimate ability of one or more players."
},
"params": [
{
"en-US": "The player or players whose access to their ultimate ability is affected."
},
{
"en-US": "Specifies whether the player or players are able to use their ultimate ability. Expects a boolean value such as true, false, or compare."
}
]
},
"setWeapon": {
"description": {
"en-US": "Sets the weapon of one or more players."
},
"params": [
{
"en-US": "The player or players whose weapon will be set."
},
{
"en-US": "The number of the weapon to be equipped. 1 is the first weapon, and 2 is the second. If the specified weapon does not exist, players will use the default weapon."
}
]
},
"skip": {
"description": {
"en-US": "Skips execution of a certain number of actions in the action list."
},
"params": [
{
"en-US": "The number of actions to skip, not including this action."
}
]
},
"skipIf": {
"description": {
"en-US": "Skips execution of a certain number of actions in the action list if this action's condition evaluates to true. If it does not, execution continues with the next action."
},
"params": [
{
"en-US": "Specifies whether the skip occurs."
},
{
"en-US": "The number of actions to skip, not including this action."
}
]
},
"smallMessage": {
"description": {
"en-US": "Displays a small message beneath the reticle that is visible to specific players."
},
"params": [
{
"en-US": "One or more players who will see the message."
},
{
"en-US": "The message to be displayed."
}
]
},
"startAcceleration": {
"description": {
"en-US": "Starts accelerating one or more players in a specified direction."
},
"params": [
{
"en-US": "The player or players that will begin accelerating."
},
{
"en-US": "The unit direction in which the acceleration will be applied. This value is normalized internally."
},
{
"en-US": "The rate of acceleration in meters per second squared. This value may need to be quite high in order to overcome gravity and/or surface friction."
},
{
"en-US": "The speed at which acceleration will stop for the player or players. It may not be possible to reach this speed due to gravity and/or surface friction."
},
{
"en-US": "Specifies whether direction is relative to world coordinates or the local coordinates of the player or players."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs."
}
]
},
"startCamera": {
"description": {
"en-US": "Places your camera at a location, facing a direction."
},
"params": [
{
"en-US": "The player or players whose cameras will be placed at the location."
},
{
"en-US": "The position of the camera. Reevaluates continuously."
},
{
"en-US": "Where the camera looks at. Reevaluates continuously."
},
{
"en-US": "How fast to blend the camera movement as positions change. 0 means do not blend at all, and just change positions instantly."
}
]
},
"startDamageModification": {
"description": {
"en-US": "Starts modifying how much damage one or more receivers will receive from one or more damagers. A reference to this damage modification can be obtained from the last damage modification id value. This action will fail if too many damage modifications have been started."
},
"params": [
{
"en-US": "The player or players whose incoming damage will be modified (when attacked by the damagers)."
},
{
"en-US": "The player or players whose outgoing damage will be modified (when attacking the receivers)."
},
{
"en-US": "The percentage of damage that will apply to receivers when attacked by damagers."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs."
}
]
},
"startDamageOverTime": {
"description": {
"en-US": "Starts an instance of damage over time. This dot will persist for the specified duration or until stopped by script. To obtain a reference to this dot, use the last damage over time id value."
},
"params": [
{
"en-US": "One or more players who will receive the damage over time."
},
{
"en-US": "The player who will receive credit for the damage. A damager of null indicates no player will receive credit."
},
{
"en-US": "The duration of the damage over time in seconds. To have a dot that lasts until stopped by script, provide an arbitrarily long duration such as 99999."
},
{
"en-US": "The damage per second for the damage over time."
}
]
},
"startFacing": {
"description": {
"en-US": "Starts turning one or more players to face the specified direction."
},
"params": [
{
"en-US": "The player or players who will start turning."
},
{
"en-US": "The unit direction in which the player or players will eventually face. This value is normalized internally."
},
{
"en-US": "The turn rate in degrees per second."
},
{
"en-US": "Specifies whether direction is relative to world coordinates or the local coordinates of the player or players."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs."
}
]
},
"startForcingButton": {
"description": {
"en-US": "Forces one or more players to hold a button virtually until stopped by the stop holding button action."
},
"params": [
{
"en-US": "The player or players who are holding a button virtually."
},
{
"en-US": "The logical button that is being held virtually."
}
]
},
"startForcingHero": {
"description": {
"en-US": "Starts forcing one or more players to be a specific hero and, if necessary, respawns them immediately in their current location. This will be the only hero available to the player or players until the stop forcing player to be hero action is executed."
},
"params": [
{
"en-US": "The player or players who will be forced to be a specific hero."
},
{
"en-US": "The hero that the player or players will be forced to be."
}
]
},
"startForcingName": {
"description": {
"en-US": "Starts forcing the name for the specified player or players (only works with AI and dummy bots)."
},
"params": [
{
"en-US": "The player or players whose name will be forced."
},
{
"en-US": "The name to be forced."
}
]
},
"startForcingOutlineFor": {
"description": {
"en-US": "Starts forcing the visibility and color of the outlines of the specified viewed player or players from the perspective of one or more viewing players."
},
"params": [
{
"en-US": "The player or players who will have their outlines modified."
},
{
"en-US": "The viewing player or players for whom the viewed player's outlines will be modified."
},
{
"en-US": "Whether or not the specified player outlines should be visible."
},
{
"en-US": "The color of the specified player outlines, if they are visible."
},
{
"en-US": "The visibility type of the specified player outlines, if they are visible."
}
]
},
"startForcingPosition": {
"description": {
"en-US": "Starts forcing a player to be in a given position. If reevaluation is enabled, then the position is evaluated every frame, allowing the player to be moved around over time."
},
"params": [
{
"en-US": "The player whose position will be forced. (The reevaluation option does not apply to this value.)"
},
{
"en-US": "The position the player will occupy. If reevaluation is enabled, this value can be used to move the player around over time."
},
{
"en-US": "If this value is true, then the position will be reevaluated and applied to the player every frame. If this value is false, then the position is only evaluated once when the action begins."
}
]
},
"startForcingSpawn": {
"description": {
"en-US": "Forces a team to spawn in a particular spawn room, regardless of the spawn room normally used by the game mode. This action only has an effect in assault, hybrid, and payload maps."
},
"params": [
{
"en-US": "The team whose spawn room will be forced."
},
{
"en-US": "The number of the spawn room to be forced. 0 is the first spawn room, 1 the second, and 2 is the third. If the specified spawn room does not exist, players will use the normal spawn room."
}
]
},
"startForcingThrottle": {
"description": {
"en-US": "Defines minimum and maximum movement input values for one or more players, possibly forcing or preventing movement."
},
"params": [
{
"en-US": "The player or players whose movement will be forced or limited."
},
{
"en-US": "Sets the minimum run forward amount. 0 allows the player or players to stop while 1 forces full forward movement."
},
{
"en-US": "Sets the maximum run forward amount. 0 prevents the player or players from moving forward while 1 allows full forward movement."
},
{
"en-US": "Sets the minimum run backward amount. 0 allows the player or players to stop while 1 forces full backward movement."
},
{
"en-US": "Sets the maximum run backward amount. 0 prevents the player or players from moving backward while 1 allows full backward movement."
},
{
"en-US": "Sets the minimum run sideways amount. 0 allows the player or players to stop while 1 forces full sideways movement."
},
{
"en-US": "Sets the maximum run sideways amount. 0 prevents the player or players from moving SIDEWAYS while 1 allows full sideways movement."
}
]
},
"startGameMode": {
"description": {
"en-US": "Starts the gamemode. This action doesn't have an effect if the game is already in progress."
}
},
"startGrantingAssistFor": {
"description": {
"en-US": "Starts granting assist credit toward to one or more assisters when one or more targets are eliminated. A reference to this assist modification can be obtained from the getLastAssistId() value. This action will fail if too many assists have been started."
},
"params": [
{
"en-US": "The target Player or Players who will receive assist credit."
},
{
"en-US": "The Player or Players whose eliminations will grant assist credit to the Assisters. If the Target or Targets are allied to the Assister, this will be a defensive assist. Otherwise, this will be an offensive assist."
},
{
"en-US": "Specifies which of this Action's Inputs will be continuously reevaluated. This Action will keep asking for and using new Values from reevaluated Inputs."
}
]
},
"startHealingModification": {
"description": {
"en-US": "Starts modifying how much healing one or more receivers will receive from one or more healers. A reference to this healing modification can be obtained from the last healing modification id value. This action will fail if too many healing modifications have been started."
},
"params": [
{
"en-US": "The player or players whose incoming healing will be modified (when healed by the healers)."
},
{
"en-US": "The player or players whose outgoing healing will be modified (when healing the receivers)."
},
{
"en-US": "The percentage of healing that will apply to receivers when healed by healers."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs."
}
]
},
"startHealingOverTime": {
"description": {
"en-US": "Starts an instance of heal over time. This healing will persist for the specified duration or until stopped by script. To obtain a reference to this healing, use the last heal over time id value."
},
"params": [
{
"en-US": "One or more players who will receive the heal over time."
},
{
"en-US": "The player who will receive credit for the healing. A healer of null indicates no player will receive credit."
},
{
"en-US": "The duration of the heal over time in seconds. To have a healing that lasts until stopped by script, provide an arbitrarily long duration such as 99999."
},
{
"en-US": "The healing per second for the heal over time."
}
]
},
"startModifyingVoicelinePitch": {
"description": {
"en-US": "Modifies the way hero voice lines sound for a player or players."
},
"params": [
{
"en-US": "The player or players whose voice line sound will be modified."
},
{
"en-US": "The amount that the pitch of the voice will be raised (up to 1.5) or lowered (down to 0.5)."
},
{
"en-US": "If true, Pitch Scalar is evaluated and updated every frame. If false, Pitch Scalar is evaluated once when the action executes."
}
]
},
"startRule": {
"description": {
"en-US": "Begins simultaneous execution of a subroutine rule (which is a rule with a Subroutine event type). Execution of the original rule continues uninterrupted. The subroutine will have access to the same contextual values (such as Event Player) as the original rule."
},
"params": [
{
"en-US": "Specifies which subroutine to start. If a rule with a subroutine event type specifies the same subroutine, then it will execute. Otherwise, this action is ignored."
},
{
"en-US": "Determines what should happen if the rule specified by the subroutine is already executing on the same player or global entity."
}
]
},
"startScalingBarriers": {
"description": {
"en-US": "Starts modifying the size of barriers for a player or players."
},
"params": [
{
"en-US": "The player or players whose barriers will have their size modified."
},
{
"en-US": "The multiplier applied to the size of the barriers (0.5 halves the size, 2.0 doubles the size, etc.)."
},
{
"en-US": "If this value is true, then scale will be reevaluated and applied to the player or players every frame. If this value is false, then the scale is only evaluated once when the action begins."
}
]
},
"startScalingSize": {
"description": {
"en-US": "Starts modifying the size of a player or players (including model, movement collision, hit detection, and certain abilities). Note that large players placed into complex environments will severely impact server load, so consider also applying the Disable Movement Collision With Environment action."
},
"params": [
{
"en-US": "The player or players whose size will be modified."
},
{
"en-US": "The multiplier applied to the size of the player or players (0.5 halves the size, 2.0 doubles the size, etc.)."
},
{
"en-US": "If this value is true, then scale will be reevaluated and applied to the player or players every frame. If this value is false, then the scale is only evaluated once when the action begins."
}
]
},
"startThrottleInDirection": {
"description": {
"en-US": "Sets or adds to the throttle (directional input control) of a player or players such that they begin moving in a particular direction. Any previous throttle in direction is cancelled."
},
"params": [
{
"en-US": "The player or players whose throttle will be set or added to."
},
{
"en-US": "The unit direction in which the throttle will be set or added to. This value is normalized internally."
},
{
"en-US": "The amount of throttle (or change to throttle). A value of 1 denotes full throttle."
},
{
"en-US": "Specifies whether direction is relative to world coordinates or the local coordinates of the player or players."
},
{
"en-US": "Specifies whether preexisting throttle is replaced or added to."
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs."
}
]
},
"startTransformingThrottle": {
"description": {
"en-US": "Starts transforming (scaling and rotating) the throttle (directional input control) of a player or players. Cancels any existing start transforming throttle behavior."
},
"params": [
{
"en-US": "The player or players whose throttle will be transformed."
},
{
"en-US": "The player or players will have their throttle X axis (left to right) multiplied by this value before the throttle is rotated to its new relative direction. This value is evaluated continuously (meaning it updates every frame)."
},
{
"en-US": "The player or players will have their throttle Y axis (front to back) multiplied by this value before the throttle is rotated to its new relative direction. This value is evaluated continuously (meaning it updates every frame)."
},
{
"en-US": "After the axis scalars are applied, the player or players will have their throttle transformed so that it is relative to this unit direction vector. For example, to make the throttle camera relative, provide the direction that the camera is facing. This value is evaluated continuously (meaning it updates every frame) and normalized internally."
}
]
},
"stopAcceleration": {
"description": {
"en-US": "Stops the acceleration started by the start accelerating action for one or more players."
},
"params": [
{
"en-US": "The player or players who will stop accelerating."
}
]
},
"stopAllAssists": {
"description": {
"en-US": "Stops all assists that were started using the Start Assist Action."
}
},
"stopAllDamageModifications": {
"description": {
"en-US": "Stops all damage modifications that were started using the start damage modification action."
}
},
"stopAllDamageOverTime": {
"description": {
"en-US": "Stops all damage over time started by start damage over time for one or more players."
},
"params": [
{
"en-US": "The player or players whose scripted damage over time will stop."
}
]
},
"stopAllHealingModifications": {
"description": {
"en-US": "Stops all healing modifications that were started using the start healing modification action."
}
},
"stopAllHealingOverTime": {
"description": {
"en-US": "Stops all heal over time started by start heal over time for one or more players."
},
"params": [
{
"en-US": "The player or players whose scripted heal over time will stop."
}
]
},
"stopAssist": {
"description": {
"en-US": "Stops an assist that was started by the Start Assist Action."
},
"params": [
{
"en-US": "Specifies which assist instance to stop. This ID may be Last Assist ID or a Variable into which Last Assist ID was earlier stored."
}
]
},
"stopCamera": {
"description": {
"en-US": "Restores the camera to the default view."
},
"params": [
{
"en-US": "The player or players whose cameras will be put back to the default view."
}
]
},
"stopChasingGlobalVariable": {
"description": {
"en-US": "Stops an in-progress chase of a global variable, leaving it at its current value."
},
"params": [
{
"en-US": "Specifies which global variable to stop modifying."
}
]
},
"stopChasingPlayerVariable": {
"description": {
"en-US": "Stops an in-progress chase of a player variable, leaving it at its current value."
},
"params": [
{
"en-US": "The player whose variable will stop changing. If multiple players are provided, each of their variables will stop changing."
},
{
"en-US": "Specifies which of the player's variables to stop modifying."
}
]
},
"stopDamageModification": {
"description": {
"en-US": "Stops a damage modification that was started by the start damage modification action."
},
"params": [
{
"en-US": "Specifies which damage modification instance to stop. This id may be last damage modification id or a variable into which last damage modification id was earlier stored."
}
]
},
"stopDamageOverTime": {
"description": {
"en-US": "Stops an instance of damage over time started by the start damage over time action."
},
"params": [
{
"en-US": "Specifies which damage over time instance to stop. This id may be last damage over time id or a variable into which last damage over time id was earlier stored."
}
]
},
"stopFacing": {
"description": {
"en-US": "Stops the turning started by the start facing action for one or more players."
},
"params": [
{
"en-US": "The player or players who will stop turning."
}
]
},
"stopForcingButton": {
"description": {
"en-US": "Undoes the effect of the start holding button action for one or more players."
},
"params": [
{
"en-US": "The player or players who are no longer holding a button virtually."
},
{
"en-US": "The logical button that is no longer being held virtually."
}
]
},
"stopForcingCurrentHero": {
"description": {
"en-US": "Stops forcing one or more players to be a specific hero. This will not respawn the player or players, but it will restore their hero availability the next time they go to select a hero."
},
"params": [
{
"en-US": "The player or players who will no longer be forced to be a specific hero."
}
]
},
"stopForcingName": {
"description": {
"en-US": "Cancels the behavior of the Start Forcing Dummy Bot Name action for the specified player or players."
},
"params": [
{
"en-US": "The Player or Players whose names will stop being forced"
}
]
},
"stopForcingOutlineFor": {
"description": {
"en-US": "Cancels the behavior of Start Forcing Player Outlines for the specified viewed player or players from the perspective of one or more viewing players."
},
"params": [
{
"en-US": "The player or players who will have their outlines reset."
},
{
"en-US": "The viewing player or players for whom the viewed player's outlines will be reset."
}
]
},
"stopForcingPosition": {
"description": {
"en-US": "Cancels the behavior of the Start Forcing Player Position action for the specified player or players. Regular movement will resume from the last forced position or positions."
},
"params": [
{
"en-US": "The player or players whose positions will stop being forced."
}
]
},
"stopForcingSpawn": {
"description": {
"en-US": "Undoes the effect of the start forcing spawn room action for the specified team."
},
"params": [
{
"en-US": "The team that will resume using their normal spawn room."
}
]
},
"stopForcingThrottle": {
"description": {
"en-US": "Undoes the effect of the start forcing throttle action for one or more players."
},
"params": [
{
"en-US": "The player or players whose movement input will be restored."
}
]
},
"stopHealingModification": {
"description": {
"en-US": "Stops a healing modification that was started by the start healing modification action."
},
"params": [
{
"en-US": "Specifies which healing modification instance to stop. This id may be last healing modification id or a variable into which last healing modification id was earlier stored."
}
]
},
"stopHealingOverTime": {
"description": {
"en-US": "Stops an instance of heal over time started by the start heal over time action."
},
"params": [
{
"en-US": "Specifies which heal over time instance to stop. This id may be last heal over time id or a variable into which last heal over time id was earlier stored."
}
]
},
"stopModifyingVoicelinePitch": {
"description": {
"en-US": "Undoes the effect of the Start Modifying Hero Voice Lines action for one or more players."
},
"params": [
{
"en-US": "The player or players whose hero voice line sounds will stop being modified."
}
]
},
"stopScalingBarriers": {
"description": {
"en-US": "Stops overriding the size of the barriers of a Player or Players."
},
"params": [
{
"en-US": "The player or players whose barriers will stop having their size being overridden."
}
]
},
"stopScalingSize": {
"description": {
"en-US": "Stops overriding the size of a player or players."
},
"params": [
{
"en-US": "The player or players whose size will stop being overridden."
}
]
},
"stopThrottleInDirection": {
"description": {
"en-US": "Cancels the behavior caused by start throttle in direction."
},
"params": [
{
"en-US": "The player or players whose default throttle control will be restored."
}
]
},
"stopTransformingThrottle": {
"description": {
"en-US": "Stops the throttle transform started by start transforming throttle for one or more players."
},
"params": [
{
"en-US": "The player or players whose throttle will stop being transformed."
}
]
},
"teleport": {
"description": {
"en-US": "Teleports one or more players to the specified position."
},
"params": [
{
"en-US": "The player or players to teleport."
},
{
"en-US": "The position to which the player or players will teleport. If a player is provided, the position of the player is used."
}
]
},
"unpauseMatchTime": {
"description": {
"en-US": "Unpauses the match time."
}
},
"wait": {
"description": {
"en-US": "Pauses the execution of the action list. Unless the wait is interrupted, the remainder of the actions will execute after the pause."
},
"params": [
{
"en-US": "The duration of the pause."
},
{
"en-US": "Specifies if and how the wait can be interrupted. If the condition list is ignored, the wait will not be interrupted. Otherwise, the condition list will determine if and when the action list will abort or restart."
}
]
},
"waitUntil": {
"description": {
"en-US": "Waits until the Continue Condition is true or Timeout seconds elapse. The rule conditions are ignored during this wait."
},
"params": [
{
"en-US": "If this value becomes true, the wait concludes, and the next action in the action list begins executing."
},
{
"en-US": "If this many seconds elapse, the wait concludes, and the next action in the action list begins executing."
}
]
}
},
"values": {
"__xComponentOf__": {
"description": {
"en-US": "The x component of the specified vector, usually representing a leftward amount."
},
"params": [
{
"en-US": "The vector from which to acquire the x component."
}
]
},
"__yComponentOf__": {
"description": {
"en-US": "The y component of the specified vector, usually representing an upward amount."
},
"params": [
{
"en-US": "The vector from which to acquire the y component."
}
]
},
"__zComponentOf__": {
"description": {
"en-US": "The z component of the specified vector, usually representing a forward amount."
},
"params": [
{
"en-US": "The vector from which to acquire the z component."
}
]
},
"abilityIconString": {
"description": {
"en-US": "Converts a Hero and Button parameter into a string that shows up as an icon (up to 4 per string)."
},
"params": [
{
"en-US": "The hero for the ability that will be converted to an icon."
},
{
"en-US": "The button for the ability that will be converted to an icon."
}
]
},
"absoluteValue": {
"description": {
"en-US": "The absolute value of the specified value."
},
"params": [
{
"en-US": "The real number value whose absolute value will be computed."
}
]
},
"acos": {
"description": {
"en-US": "Arccosine in radians of the specified value."
},
"params": [
{
"en-US": "Input value for the function."
}
]
},
"acosDeg": {
"description": {
"en-US": "Arccosine in degrees of the specified value."
},
"params": [
{
"en-US": "Input value for the function."
}
]
},
"add": {
"description": {
"en-US": "The sum of two numbers or vectors."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number or a vector."
},
{
"en-US": "The right-hand operand. May be any value that results in a number or a vector."
}
]
},
"allDamageHeroes": {
"description": {
"en-US": "The array of all damage heroes in overwatch. Note that the order is not guaranteed and the position of later heroes can and will change with the addition of new heroes."
}
},
"allHeroes": {
"description": {
"en-US": "The array of all heroes in overwatch. Note that the order is not guaranteed and the position of later heroes can and will change with the addition of new heroes."
}
},
"allPlayers": {
"description": {
"en-US": "An array containing all players on a team or in the match."
},
"params": [
{
"en-US": "The team or teams from which players may come."
}
]
},
"allSupportHeroes": {
"description": {
"en-US": "The array of all support heroes in overwatch. Note that the order is not guaranteed and the position of later heroes can and will change with the addition of new heroes."
}
},
"allTankHeroes": {
"description": {
"en-US": "The array of all tank heroes in overwatch. Note that the order is not guaranteed and the position of later heroes can and will change with the addition of new heroes."
}
},
"allowedHeroes": {
"description": {
"en-US": "The array of heroes from which the specified player is currently allowed to select."
},
"params": [
{
"en-US": "The player whose allowed heroes to acquire."
}
]
},
"and": {
"description": {
"en-US": "Whether both of the two inputs are true (or equivalent to true)."
},
"params": [
{
"en-US": "One of the two inputs considered. If both are true (or equivalent to true), then the and value is true."
},
{
"en-US": "One of the two inputs considered. If both are true (or equivalent to true), then the and value is true."
}
]
},
"angleBetweenVectors": {
"description": {
"en-US": "The angle in degrees between two directional vectors (no normalization required)."
},
"params": [
{
"en-US": "One of two directional vectors between which to measure the angle in degrees. This vector does not need to be pre-normalized."
},
{
"en-US": "One of two directional vectors between which to measure the angle in degrees. This vector does not need to be pre-normalized."
}
]
},
"angleDifference": {
"description": {
"en-US": "The difference in degrees between two angles. After the angles are wrapped to be 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."
},
"params": [
{
"en-US": "One of the two angles between which to measure the resulting angle."
},
{
"en-US": "One of the two angles between which to measure the resulting angle."
}
]
},
"appendToArray": {
"description": {
"en-US": "A copy of an array with one or more values appended to the end."
},
"params": [
{
"en-US": "The array to which to append."
},
{
"en-US": "The value to append to the end of the array. If this value is itself an array, each element is appended."
}
]
},
"array": {
"description": {
"en-US": "An array constructed from the listed values."
},
"params": [
{
"en-US": "The value that will be stored in the array at index [0]."
}
]
},
"arrayContains": {
"description": {
"en-US": "Whether the specified array contains the specified value."
},
"params": [
{
"en-US": "The array in which to search for the specified value."
},
{
"en-US": "The value for which to search."
}
]
},
"asin": {
"description": {
"en-US": "Arcsine in radians of the specified value."
},
"params": [
{
"en-US": "Input value for the function."
}
]
},
"asinDeg": {
"description": {
"en-US": "Arcsine in degrees of the specified value."
},
"params": [
{
"en-US": "Input value for the function."
}
]
},
"atan2": {
"description": {
"en-US": "Arctangent in radians of the specified numerator and denominator (often referred to as atan2)."
},
"params": [
{
"en-US": "Numerator input for the function."
},
{
"en-US": "Denominator input for the function."
}
]
},
"atan2Deg": {
"description": {
"en-US": "Arctangent in degrees of the specified numerator and denominator (often referred to as atan2)."
},
"params": [
{
"en-US": "Numerator input for the function."
},
{
"en-US": "Denominator input for the function."
}
]
},
"attacker": {
"description": {
"en-US": "The player that dealt the damage for the event currently being processed by this rule. May be the same as the victim or the event player."
}
},
"backward": {
"description": {
"en-US": "Shorthand for the directional vector(0, 0, -1), which points backward."
}
},
"charAt": {
"description": {
"en-US": "The character found at a specified index of a String."
},
"params": [
{
"en-US": "The String value whose character to acquire."
},
{
"en-US": "The index of the character to be acquired (with 0 as the first character, 1 as the second character, etc.)."
}
]
},
"compare": {
"description": {
"en-US": "Whether the comparison of the two inputs is true."
},
"params": [
{
"en-US": "The left-hand side of the comparison. This may be any value type if the operation is == or !=. Otherwise, real numbers are expected."
},
null,
{
"en-US": "The right-hand side of the comparison. This may be any value type if the operation is == or !=. Otherwise, real numbers are expected."
}
]
},
"cos": {
"description": {
"en-US": "Cosine of the specified angle in radians."
},
"params": [
{
"en-US": "Angle in radians."
}
]
},
"cosDeg": {
"description": {
"en-US": "Cosine of the specified angle in degrees."
},
"params": [
{
"en-US": "Angle in degrees."
}
]
},
"countOf": {
"description": {
"en-US": "The number of elements in the specified array. For strings, use String Length."
},
"params": [
{
"en-US": "The array whose elements will be counted."
}
]
},
"createWorkshopSettingFloat": {
"description": {
"en-US": "Provides the value of a new real number setting that will appear in the workshop settings card as a slider."
},
"params": [
{
"en-US": "The name of the category in which this setting will be found. Must be a custom string literal with 128 characters or less."
},
{
"en-US": "The name of this setting. Must be a custom string literal with 128 characters or less."
},
{
"en-US": "The default value for this setting."
},
{
"en-US": "The minimum value for this setting."
},
{
"en-US": "The maximum value for this setting."
},
{
"en-US": "A sort order for this setting (within the category). Settings with the same sort order are ordered alphabetically."
}
]
},
"createWorkshopSettingHero": {
"description": {
"en-US": "Provides the value of a new hero setting that will appear in the Workshop Settings card as a hero list."
},
"params": [
{
"en-US": "The name of the category in which this setting will be found. Must be a custom string literal with 128 characters or less."
},
{
"en-US": "The name of this setting. Must be a custom string literal with 128 characters or less."
},
{
"en-US": "The default value for this setting."
},
{
"en-US": "A sort order for this setting (within the category). Settings with the same sort order are ordered alphabetically."
}
]
},
"crossProduct": {
"description": {
"en-US": "The cross product of the specified values. (Left cross up equals forward.)"
},
"params": [
{
"en-US": "The left-hand-side vector operand of the cross product."
},
{
"en-US": "The right-hand-side vector operand of the cross product."
}
]
},
"currentArrayElement": {
"description": {
"en-US": "The current array element being considered. Only meaningful during the evaluation of values such as filtered array and sorted array."
}
},
"currentArrayIndex": {
"description": {
"en-US": "The current array index being considered. Only meaningful during the evaluation of values such as filtered array and sorted array."
}
},
"currentMap": {
"description": {
"en-US": "The current map of the custom game."
}
},
"customColor": {
"description": {
"en-US": "A custom color with the specified red, green, blue and alpha values."
},
"params": [
{
"en-US": "The red component of a color, from 0 to 255."
},
{
"en-US": "The green component of a color, from 0 to 255."
},
{
"en-US": "The blue component of a color, from 0 to 255."
},
{
"en-US": "The alpha component of a color. 255 is perfectly opaque while 0 is perfectly invisible."
}
]
},
"customString": {
"params": [
null,
{
"en-US": "The value that will be converted to text and used to replace {0}."
},
{
"en-US": "The value that will be converted to text and used to replace {1}."
},
{
"en-US": "The value that will be converted to text and used to replace {2}."
}
]
},
"directionFromAngles": {
"description": {
"en-US": "The unit-length direction vector corresponding to the specified angles."
},
"params": [
{
"en-US": "The horizontal angle in degrees used to construct the resulting vector."
},
{
"en-US": "The vertical angle in degrees used to construct the resulting vector."
}
]
},
"directionTowards": {
"description": {
"en-US": "The unit-length direction vector from one position to another."
},
"params": [
{
"en-US": "The position from which the resulting direction vector will point."
},
{
"en-US": "The position to which the resulting direction vector will point."
}
]
},
"distance": {
"description": {
"en-US": "The distance between two positions in meters."
},
"params": [
{
"en-US": "One of the two positions used in the distance measurement."
},
{
"en-US": "One of the two positions used in the distance measurement."
}
]
},
"divide": {
"description": {
"en-US": "The ratio of two numbers or vectors. A vector divided by a number will yield a scaled vector. Division by zero results in zero."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number or a vector."
},
{
"en-US": "The right-hand operand. May be any value that results in a number or a vector."
}
]
},
"dotProduct": {
"description": {
"en-US": "The dot product of the specified values."
},
"params": [
{
"en-US": "One of two vector operands of the dot product."
},
{
"en-US": "One of two vector operands of the dot product."
}
]
},
"down": {
"description": {
"en-US": "Shorthand for the directional vector(0, -1, 0), which points downward."
}
},
"emptyArray": {
"description": {
"en-US": "An array with no elements."
}
},
"entityExists": {
"description": {
"en-US": "Whether the specified player, icon entity, or effect entity still exists."
},
"params": [
{
"en-US": "The player, icon entity, or effect entity whose existence to check."
}
]
},
"evaluateOnce": {
"description": {
"en-US": "Makes a copy of the provided value that is evaluated only once."
},
"params": [
{
"en-US": "The value that will be only evaluated once."
}
]
},
"eventAbility": {
"description": {
"en-US": "The ability for the event currently being processed by this rule associated by button."
}
},
"eventDamage": {
"description": {
"en-US": "The amount of damage received by the victim for the event currently being processed by this rule."
}
},
"eventDirection": {
"description": {
"en-US": "The incoming direction for the event currently being processed by this rule."
}
},
"eventHealing": {
"description": {
"en-US": "The amount of healing received by the healee for the event currently being processed by this rule."
}
},
"eventPlayer": {
"description": {
"en-US": "The player executing this rule, as specified by the event. May be the same as the attacker or victim."
}
},
"eventWasCriticalHit": {
"description": {
"en-US": "Whether the damage was a critical hit (such as a headshot) for the event currently being processed by this rule."
}
},
"eventWasEnvironment": {
"description": {
"en-US": "Whether the elimination was due to the environment for the event currently being processed by this rule."
}
},
"eventWasHealthPack": {
"description": {
"en-US": "Whether the healing was from a health pack for the event currently being processed by this rule."
}
},
"false": {
"description": {
"en-US": "The boolean value of false."
}
},
"filteredArray": {
"description": {
"en-US": "A copy of the specified array with any values that do not match the specified condition removed."
},
"params": [
{
"en-US": "The array whose copy will be filtered."
},
{
"en-US": "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."
}
]
},
"firstOf": {
"description": {
"en-US": "The value at the start of the specified array. Results in 0 if the specified array is empty."
},
"params": [
{
"en-US": "The array from which the value is acquired."
}
]
},
"forward": {
"description": {
"en-US": "Shorthand for the directional vector(0, 0, 1), which points forward."
}
},
"gameMode": {
"description": {
"en-US": "A game mode constant."
},
"params": [
{
"en-US": "A game mode constant."
}
]
},
"getAbilityCharge": {
"description": {
"en-US": "The ability charge count for a player associated by button."
},
"params": [
{
"en-US": "The player whose ability to check."
},
{
"en-US": "The ability to check associated by button."
}
]
},
"getAbilityCooldown": {
"description": {
"en-US": "The ability cooldown time in seconds for a player associated by button."
},
"params": [
{
"en-US": "The player whose ability to check."
},
{
"en-US": "The ability to check associated by button."
}
]
},
"getAbilityResource": {
"description": {
"en-US": "The ability resource percent for a player associated by button."
},
"params": [
{
"en-US": "The player whose ability to check."
},
{
"en-US": "The ability to check associated by button."
}
]
},
"getAltitude": {
"description": {
"en-US": "The player's current height in meters above a surface. Results in 0 whenever the player is on a surface."
},
"params": [
{
"en-US": "The player whose altitude to acquire."
}
]
},
"getAmmo": {
"description": {
"en-US": "The current ammo of a player."
},
"params": [
{
"en-US": "The player whose ammo to acquire."
},
{
"en-US": "The index of the clip to be acquired. 0 is the first clip, and 1 is the second (only used for Bastion's Sentry gun and Baptiste's Heal Grenades)."
}
]
},
"getAverageServerLoad": {
"description": {
"en-US": "Provides a percentage representing the average CPU load of the current game instance over the last two seconds. As this number approaches or exceeds 100, it becomes increasingly likely that the instance will be shut down because it is consuming too many resources."
}
},
"getCapturePercentage": {
"description": {
"en-US": "The current progress towards capture for the active control point (expressed as a percentage)."
}
},
"getClosestPlayer": {
"description": {
"en-US": "The player closest to a position, optionally restricted by team."
},
"params": [
{
"en-US": "The position from which to measure proximity."
},
{
"en-US": "The team or teams from which the closest player will come."
}
]
},
"getControlScorePercentage": {
"description": {
"en-US": "The score percentage for the specified team in control mode."
},
"params": [
{
"en-US": "The team whose score percentage to acquire."
}
]
},
"getControlScoringTeam": {
"description": {
"en-US": "The team that is currently accumulating score percentage in control mode. Results in all if neither team is accumulating score."
}
},
"getCurrentGamemode": {
"description": {
"en-US": "The current game mode of the custom game."
}
},
"getCurrentObjective": {
"description": {
"en-US": "The control point, payload checkpoint, or payload destination currently active (either 0, 1, or 2). Valid in assault, hybrid, escort, and control."
}
},
"getCurrentWeapon": {
"description": {
"en-US": "The currently held weapon of a player. Returns 2 for Baby Dva's gun, Torbjorn's hammer, and Mercy's pistol; 1 otherwise."
},
"params": [
{
"en-US": "The player whose weapon to acquire."
}
]
},
"getDeadPlayers": {
"description": {
"en-US": "An array containing all dead players on a team or in the match."
},
"params": [
{
"en-US": "The team or teams from which players may come."
}
]
},
"getEyePosition": {
"description": {
"en-US": "The position of a player's first person view (used for aiming)"
},
"params": [
{
"en-US": "The position of a player's first person view (used for aiming)"
}
]
},
"getFacingDirection": {
"description": {
"en-US": "The unit-length directional vector of a player's current facing relative to the world. This value includes both horizontal and vertical facing."
},
"params": [
{
"en-US": "The player whose facing direction to acquire."
}
]
},
"getFarthestPlayer": {
"description": {
"en-US": "The player farthest from a position, optionally restricted by team."
},
"params": [
{
"en-US": "The position from which to measure distance."
},
{
"en-US": "The team or teams from which the farthest player will come."
}
]
},
"getFlagCarrier": {
"description": {
"en-US": "The player carrying a particular team's flag in capture the flag. Results in null if no player is carrying the flag."
},
"params": [
{
"en-US": "The team whose flag to check."
}
]
},
"getFlagPosition": {
"description": {
"en-US": "The position of a specific team's flag in capture the flag."
},
"params": [
{
"en-US": "The team whose flag position to acquire."
}
]
},
"getHealth": {
"description": {
"en-US": "The current health of a player, including armor and shields."
},
"params": [
{
"en-US": "The player whose health to acquire."
}
]
},
"getHealthOfType": {
"description": {
"en-US": "The current health of the specified player, filtered by the given health type."
},
"params": [
{
"en-US": "The player whose health to acquire."
},
{
"en-US": "The type of health to acquire."
}
]
},
"getHero": {
"description": {
"en-US": "The current hero of a player."
},
"params": [
{
"en-US": "The player whose hero to acquire."
}
]
},
"getHeroOfDuplication": {
"description": {
"en-US": "The hero currently being duplicated by the specified player. If no hero is being duplicated, the resulting value is 0."
},
"params": [
{
"en-US": "The player performing the duplication."
}
]
},
"getHeroStatistic": {
"description": {
"en-US": "Provides a statistic of the specified player's time playing a specific hero (limited to the current match). Statistics are only gathered when the game is in progress. Dummy bots do not gather statistics."
},
"params": [
{
"en-US": "The Player whose statistic to acquire."
},
{
"en-US": "The hero whose statistic to acquire"
},
{
"en-US": "The statistic to acquire."
}
]
},
"getHorizontalFacingAngle": {
"description": {
"en-US": "The horizontal 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)."
},
"params": [
{
"en-US": "The player whose horizontal facing angle to acquire."
}
]
},
"getHorizontalSpeed": {
"description": {
"en-US": "The current horizontal speed of a player in meters per second. This measurement excludes all vertical motion."
},
"params": [
{
"en-US": "The player whose horizontal speed to acquire."
}
]
},
"getLastAssistId": {
"description": {
"en-US": "An ID representing the most recent Start Assist Action that was executed by the Event Player (or executed at the Global level)."
}
},
"getLastCreatedHealthPool": {
"description": {
"en-US": "An ID representing the most recent Add Health Pool action that was executed by the event player (or executed at the global level)."
}
},
"getLastDamageModification": {
"description": {
"en-US": "An id representing the most recent start damage modification action that was executed by the event player (or executed at the global level)."
}
},
"getLastDamageOverTimeId": {
"description": {
"en-US": "An id representing the most recent damage over time action that was executed by the event player (or executed at the global level)."
}
},
"getLastHealingModification": {
"description": {
"en-US": "An id representing the most recent start healing modification action that was executed by the event player (or executed at the global level)."
}
},
"getLastHealingOverTimeId": {
"description": {
"en-US": "An id representing the most recent heal over time action that was executed by the event player (or executed at the global level)."
}
},
"getLivingPlayers": {
"description": {
"en-US": "An array containing all living players on a team or in the match."
},
"params": [
{
"en-US": "The team or teams from which players may come."
}
]
},
"getMatchRound": {
"description": {
"en-US": "The current round of the match, counting up from 1."
}
},
"getMatchTime": {
"description": {
"en-US": "The amount of time in seconds remaining in the current game mode phase."
}
},
"getMaxAmmo": {
"description": {
"en-US": "The current max ammo of a player."
},
"params": [
{
"en-US": "The player whose max ammo to acquire."
},
{
"en-US": "The index of the clip to be acquired. 0 is the first clip, and 1 is the second (only used for Bastion's Sentry gun and Baptiste's Heal Grenades)."
}
]
},
"getMaxHealth": {
"description": {
"en-US": "The max health of a player, including armor and shields."
},
"params": [
{
"en-US": "The player whose max health to acquire."
}
]
},
"getMaxHealthOfType": {
"description": {
"en-US": "The max health of the specified player, filtered by the given health type."
},
"params": [
{
"en-US": "The player whose max health to acquire."
},
{
"en-US": "The type of max health to acquire."
}
]
},
"getNormalizedHealth": {
"description": {
"en-US": "The current health of a player, including armor and shields, normalized between 0 and 1. (for example, 0 is no health, 0.5 is half health, 1 is full health, etc.)"
},
"params": [
{
"en-US": "The player whose normalized health to acquire."
}
]
},
"getNumberOfAssistIds": {
"description": {
"en-US": "The current number of Assist instances started from the Start Assist Action."
}
},
"getNumberOfDamageModificationIds": {
"description": {
"en-US": "The current number of Damage Modification instances started from the Start Damage Modification Action."
}
},
"getNumberOfDamageOverTimeIds": {
"description": {
"en-US": "The current number of Damage Over Time instances started from the Damage Over Time action."
}
},
"getNumberOfDeadPlayers": {
"description": {
"en-US": "The number of dead players on a team or in the match."
},
"params": [
{
"en-US": "The team or teams on which to count players."
}
]
},
"getNumberOfDeaths": {
"description": {
"en-US": "The number of deaths a specific player has earned. This value only accumulates while a game is in progress."
},
"params": [
{
"en-US": "The player whose death count to acquire."
}
]
},
"getNumberOfElims": {
"description": {
"en-US": "The number of eliminations a specific player has earned. This value only accumulates while a game is in progress."
},
"params": [
{
"en-US": "The player whose elimination count to acquire."
}
]
},
"getNumberOfEntityIds": {
"description": {
"en-US": "The current number of Entities created from the Create Effect, Create Beam Effect, or Create Icon Action."
}
},
"getNumberOfFinalBlows": {
"description": {
"en-US": "The number of final blows a specific player has earned. This value only accumulates while a game is in progress."
},
"params": [
{
"en-US": "The player whose final blow count to acquire."
}
]
},
"getNumberOfHealingModificationIds": {
"description": {
"en-US": "The current number of Healing Modification instances started from the Start Healing Modification Action."
}
},
"getNumberOfHealingOverTimeIds": {
"description": {
"en-US": "The current number of Heal Over Time instances started from the Heal Over Time action."
}
},
"getNumberOfHeroes": {
"description": {
"en-US": "The number of players playing a specific hero on a team or in the match."
},
"params": [
{
"en-US": "The hero to check for play."
},
{
"en-US": "The team or teams on which to check for the hero being played."
}
]
},
"getNumberOfLivingPlayers": {
"description": {
"en-US": "The number of living players on a team or in the match."
},
"params": [
{
"en-US": "The team or teams on which to count players."
}
]
},
"getNumberOfPlayersOnObjective": {
"description": {
"en-US": "The number of players occupying a payload or control point (either on a team or in the match)."
},
"params": [
{
"en-US": "The team or teams on which to count players."
}
]
},
"getNumberOfSlots": {
"description": {
"en-US": "The number of slots on a team or in the match."
},
"params": [
{
"en-US": "The team or teams on which to count slots."
}
]
},
"getNumberOfTextIds": {
"description": {
"en-US": "The current number of Text instances started from the Create HUD Text, Create In-World Text, Create Progress Bar HUD text, or Create Progress Bar In-World Text Action."
}
},
"getObjectivePosition": {
"description": {
"en-US": "The position in the world of the specified objective (either a control point, a payload checkpoint, or a payload destination). Valid in assault, escort, hybrid, and control."
},
"params": [
{
"en-US": "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."
}
]
},
"getPayloadPosition": {
"description": {
"en-US": "The position in the world of the active payload."
}
},
"getPayloadProgressPercentage": {
"description": {
"en-US": "The current progress towards the destination for the active payload (expressed as a percentage)."
}
},
"getPeakServerLoad": {
"description": {
"en-US": "Provides a percentage representing the highest CPU load of the current game instance over the last two seconds. As this number approaches or exceeds 100, it becomes increasingly likely that the instance will be shut down because it is consuming too many resources."
}
},
"getPlayerClosestToReticle": {
"description": {
"en-US": "The player closest to the reticle of the specified player, optionally restricted by team."
},
"params": [
{
"en-US": "The player from whose reticle to search for the closest player."
},
{
"en-US": "The team or teams on which to search for the closest player."
}
]
},
"getPlayersInRadius": {
"description": {
"en-US": "An array containing all players within a certain distance of a position, optionally restricted by team and line of sight. This function picks up dead players."
},
"params": [
{
"en-US": "The center position from which to measure distance."
},
{
"en-US": "The radius in meters inside which players must be in order to be included in the resulting array."
},
{
"en-US": "The team or teams to which a player must belong to be included in the resulting array."
},
{
"en-US": "Specifies whether and how a player must pass a line-of-sight check to be included in the resulting array."
}
]
},
"getPlayersInSlot": {
"description": {
"en-US": "The player or array of players who occupy a specific slot in the game."
},
"params": [
{
"en-US": "The slot number from which 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."
},
{
"en-US": "The team or teams from which to acquire a player or players."
}
]
},
"getPlayersInViewAngle": {
"description": {
"en-US": "The players who are within a specific view angle of a specific player's reticle, optionally restricted by team. This function picks up dead and unspawned players."
},
"params": [
{
"en-US": "The player whose view to use for the check."
},
{
"en-US": "The team or teams on which to consider players."
},
{
"en-US": "The view angle to compare against in degrees."
}
]
},
"getPlayersNotOnObjective": {
"description": {
"en-US": "An array containing all players occupying neither a payload nor a control point (either on a team or in the match)."
},
"params": [
{
"en-US": "The team or teams from which players may come."
}
]
},
"getPlayersOnHero": {
"description": {
"en-US": "The array of players playing a specific hero on a team or in the match."
},
"params": [
{
"en-US": "The hero to check for play."
},
{
"en-US": "The team or teams on which to check for the hero being played."
}
]
},
"getPlayersOnObjective": {
"description": {
"en-US": "An array containing all players occupying a payload or control point (either on a team or in the match)."
},
"params": [
{
"en-US": "The team or teams from which players may come."
}
]
},
"getPosition": {
"description": {
"en-US": "The current position of a player as a vector."
},
"params": [
{
"en-US": "The player whose position to acquire."
}
]
},
"getScore": {
"description": {
"en-US": "The current score of a player. Results in 0 if the game mode is not free-for-all."
},
"params": [
{
"en-US": "The player whose score to acquire."
}
]
},
"getServerLoad": {
"description": {
"en-US": "Provides a percentage representing the CPU load of the current game instance. As this number approaches or exceeds 100, it becomes increasingly likely that the instance will be shut down because it is consuming too many resources."
}
},
"getSlot": {
"description": {
"en-US": "The slot number of the specified player. In team games, each team has slots 0 through 5. In free-for-all games, slots are numbered 0 through 11."
},
"params": [
{
"en-US": "The player whose slot number to acquire."
}
]
},
"getSpawnPoints": {
"description": {
"en-US": "The active spawn points for a team or for the match, provided as an array of position vectors."
},
"params": [
{
"en-US": "The team whose spawn points to acquire."
}
]
},
"getSpeed": {
"description": {
"en-US": "The current speed of a player in meters per second."
},
"params": [
{
"en-US": "The player whose speed to acquire."
}
]
},
"getSpeedInDirection": {
"description": {
"en-US": "The current speed of a player in a specific direction in meters per second."
},
"params": [
{
"en-US": "The player whose speed to acquire."
},
{
"en-US": "The direction of travel in which to measure the player's speed."
}
]
},
"getStatistic": {
"description": {
"en-US": "Provides a statistic of the specified player (limited to the current match). Statistics are only gathered when the game is in progress. Dummy bots do not gather statistics."
},
"params": [
{
"en-US": "The Player whose statistic to acquire."
},
{
"en-US": "The statistic to acquire."
}
]
},
"getThrottle": {
"description": {
"en-US": "The directional input of a player, represented by a vector with horizontal input on the x component (positive to the left) and vertical input on the z component (positive upward)."
},
"params": [
{
"en-US": "The player whose directional input to acquire."
}
]
},
"getTotalTimeElapsed": {
"description": {
"en-US": "The total time in seconds that have elapsed since the game instance was created (including setup time and transitions)."
}
},
"getUltCharge": {
"description": {
"en-US": "The current ultimate ability charge percentage of a player."
},
"params": [
{
"en-US": "The player whose ultimate charge percentage to acquire."
}
]
},
"getVelocity": {
"description": {
"en-US": "The current velocity of a player as a vector. If the player is on a surface, the y component of this velocity will be 0, even when traveling up or down a slope."
},
"params": [
{
"en-US": "The player whose velocity to acquire."
}
]
},
"getVerticalFacingAngle": {
"description": {
"en-US": "The vertical angle in degrees of a player's current facing relative to the world. This value increases as the player looks down."
},
"params": [
{
"en-US": "The player whose vertical facing angle to acquire."
}
]
},
"getVerticalSpeed": {
"description": {
"en-US": "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."
},
"params": [
{
"en-US": "The player whose vertical speed to acquire."
}
]
},
"hasSpawned": {
"description": {
"en-US": "Whether an entity has spawned in the world. Results in false for players who have not chosen a hero yet."
},
"params": [
{
"en-US": "The player, icon entity, or effect entity whose presence in world to check."
}
]
},
"hasStatus": {
"description": {
"en-US": "Whether the specified player has the specified status, either from the set status action or from a non-scripted game mechanic."
},
"params": [
{
"en-US": "The player whose status to check."
},
{
"en-US": "The status to check for."
}
]
},
"healee": {
"description": {
"en-US": "The player that received the healing for the event currently being processed by this rule. May be the same as the healer or the event player."
}
},
"healer": {
"description": {
"en-US": "The player that dealt the healing for the event currently being processed by this rule. May be the same as the healee or the event player."
}
},
"hero": {
"description": {
"en-US": "A hero constant."
},
"params": [
{
"en-US": "A hero constant."
}
]
},
"heroIconString": {
"description": {
"en-US": "Converts a hero parameter into a string that shows up as an icon (up to 4 per string)."
},
"params": [
{
"en-US": "The hero that will be converted to an icon."
}
]
},
"horizontalAngleFromDirection": {
"description": {
"en-US": "The horizontal angle in degrees corresponding to the specified direction vector."
},
"params": [
{
"en-US": "The direction vector from which to acquire a horizontal angle in degrees. The vector is unitized before calculation begins."
}
]
},
"horizontalAngleTowards": {
"description": {
"en-US": "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."
},
"params": [
{
"en-US": "The player from whose current facing the angle begins."
},
{
"en-US": "The position in the world where the angle ends."
}
]
},
"hostPlayer": {
"description": {
"en-US": "The player that is currently the host of the custom game. This value will change if the current host player leaves the match."
}
},
"iconString": {
"description": {
"en-US": "Allows you to use an icon inside of a string (up to 4 per string)."
},
"params": [
{
"en-US": "The icon to display."
}
]
},
"ifThenElse": {
"description": {
"en-US": "Results in the Then value when the If condition is true; otherwise, results in the Else value."
},
"params": [
{
"en-US": "If this condition evaluates to true, the result of the value is then; otherwise, the result is else."
},
{
"en-US": "The result of the value when the if condition evaluates to true."
},
{
"en-US": "The result of the value when the if condition evaluates to false."
}
]
},
"indexOfArrayValue": {
"description": {
"en-US": "The index of a value within the array or -1 if no such value can be found. Does not support nested arrays. A True in the array matches any truthy value, and a True search value matches any truthy value in the array."
},
"params": [
{
"en-US": "The array in which to search for the specified value."
},
{
"en-US": "The value for which to search."
}
]
},
"inputBindingString": {
"description": {
"en-US": "Converts a button parameter into a string that shows up based on the player's input bindings. This value cannot be stored in variables."
},
"params": [
{
"en-US": "The button for the input binding that will be converted to a string."
}
]
},
"isAlive": {
"description": {
"en-US": "Whether a player is alive."
},
"params": [
{
"en-US": "The player whose life to check."
}
]
},
"isAssemblingHeroes": {
"description": {
"en-US": "Whether the match is currently in its assemble heroes phase."
}
},
"isButtonHeld": {
"description": {
"en-US": "Whether a player is holding a specific button."
},
"params": [
{
"en-US": "The player whose button to check."
},
{
"en-US": "The button to check."
}
]
},
"isCommunicating": {
"description": {
"en-US": "Whether a player is using a specific communication type (such as emoting, using a voice line, using a spray, etc.)."
},
"params": [
{
"en-US": "The player whose communication status to check."
},
{
"en-US": "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."
}
]
},
"isCommunicatingAnything": {
"description": {
"en-US": "Whether a player is using any communication type (such as emoting, using a voice line, using a spray, etc.)."
},
"params": [
{
"en-US": "The player whose communication status to check."
}
]
},
"isCommunicatingEmote": {
"description": {
"en-US": "Whether a player is using an emote."
},
"params": [
{
"en-US": "The player whose emoting status to check."
}
]
},
"isCommunicatingSpray": {
"description": {
"en-US": "Whether a Player is using a spray."
},
"params": [
{
"en-US": "The Player whose spray status to check."
}
]
},
"isCommunicatingVoiceline": {
"description": {
"en-US": "Whether a player is using a voice line. (The duration of voice lines is assumed to be 4 seconds.)"
},
"params": [
{
"en-US": "The player whose voice line status to check."
}
]
},
"isControlPointLocked": {
"description": {
"en-US": "Whether the point is locked in control mode."
}
},
"isCrouching": {
"description": {
"en-US": "Whether a player is crouching."
},
"params": [
{
"en-US": "The player whose crouching status to check."
}
]
},
"isDead": {
"description": {
"en-US": "Whether a player is dead."
},
"params": [
{
"en-US": "The player whose death to check."
}
]
},
"isDummy": {
"description": {
"en-US": "Whether a player is a dummy bot."
},
"params": [
{
"en-US": "Player to consider."
}
]
},
"isDuplicatingAHero": {
"description": {
"en-US": "Whether the specified player is duplicating another hero. To check which hero, use the Hero Being Duplicated value."
},
"params": [
{
"en-US": "The player whose duplication status to check."
}
]
},
"isFiringPrimaryFire": {
"description": {
"en-US": "Whether the specified player's primary weapon attack is being used."
},
"params": [
{
"en-US": "The player whose primary weapon attack usage to check."
}
]
},
"isFiringSecondary": {
"description": {
"en-US": "Whether the specified player's secondary weapon attack is being used."
},
"params": [
{
"en-US": "The player whose secondary weapon attack usage to check."
}
]
},
"isFlagAtBase": {
"description": {
"en-US": "Whether a specific team's flag is at its base in capture the flag."
},
"params": [
{
"en-US": "The team whose flag to check."
}
]
},
"isFlagBeingCarried": {
"description": {
"en-US": "Whether a specific team's flag is being carried by a member of the opposing team in capture the flag."
},
"params": [
{
"en-US": "The team whose flag to check."
}
]
},
"isGameInProgress": {
"description": {
"en-US": "Whether the main phase of the match is in progress (during which time combat and scoring are allowed)."
}
},
"isHeroBeingPlayed": {
"description": {
"en-US": "Whether a specific hero is being played (either on a team or in the match)."
},
"params": [
{
"en-US": "The hero to check for play."
},
{
"en-US": "The team or teams on which to check for the hero being played."
}
]
},
"isInAir": {
"description": {
"en-US": "Whether a player is airborne."
},
"params": [
{
"en-US": "The player whose airborne status to check."
}
]
},
"isInAlternateForm": {
"description": {
"en-US": "Whether the specified player is currently in an alternate form: Wrecking Ball's ball form, Baby Dva, Bastion's turret and tank forms, Lucio's speed song, Mercy's pistol, or Torbjorn's hammer. For Echo duplication, use the Is Duplicating value instead."
},
"params": [
{
"en-US": "The player whose form to check."
}
]
},
"isInLoS": {
"description": {
"en-US": "Whether two positions have line of sight with each other."
},
"params": [
{
"en-US": "The start position for the line-of-sight check. If a player is provided, a position 2 meters above the player's feet is used."
},
{
"en-US": "The end position for the line-of-sight check. If a player is provided, a position 2 meters above the player's feet is used."
},
{
"en-US": "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."
}
]
},
"isInSetup": {
"description": {
"en-US": "Whether the match is currently in its setup phase."
}
},
"isInSpawnRoom": {
"description": {
"en-US": "Whether a specific player is in the spawn room (and is thus being healed and able to change heroes)."
},
"params": [
{
"en-US": "The player whose spawn room status to check."
}
]
},
"isInSuddenDeath": {
"description": {
"en-US": "Whether the current game of capture the flag is in sudden death."
}
},
"isInViewAngle": {
"description": {
"en-US": "Whether a location is within view of a player."
},
"params": [
{
"en-US": "The player whose view to use for the check."
},
{
"en-US": "The location to test if it's within view."
},
{
"en-US": "The view angle to compare against in degrees."
}
]
},
"isJumping": {
"description": {
"en-US": "Whether the specified player is jumping."
},
"params": [
{
"en-US": "The player whose jump usage to check."
}
]
},
"isMatchBetweenRounds": {
"description": {
"en-US": "Whether the match is between rounds."
}
},
"isMatchComplete": {
"description": {
"en-US": "Whether the match has finished."
}
},
"isMeleeing": {
"description": {
"en-US": "Whether the specified player is meleeing."
},
"params": [
{
"en-US": "The player whose melee usage to check."
}
]
},
"isMoving": {
"description": {
"en-US": "Whether a player is moving (defined as having a non-zero current speed)."
},
"params": [
{
"en-US": "The player whose moving status to check."
}
]
},
"isObjectiveComplete": {
"description": {
"en-US": "Whether the specified objective has been completed. Results in false if the game mode is not assault, escort, or hybrid."
},
"params": [
{
"en-US": "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."
}
]
},
"isOnFire": {
"description": {
"en-US": "Whether a specific player's portrait is on fire."
},
"params": [
{
"en-US": "The player whose portrait to check."
}
]
},
"isOnGround": {
"description": {
"en-US": "Whether a player is on the ground (or other walkable surface)."
},
"params": [
{
"en-US": "The player whose ground status to check."
}
]
},
"isOnObjective": {
"description": {
"en-US": "Whether a specific player is currently occupying a payload or capture point."
},
"params": [
{
"en-US": "The player whose objective status to check."
}
]
},
"isOnWall": {
"description": {
"en-US": "Whether a player is on a wall (climbing or riding)."
},
"params": [
{
"en-US": "The player whose wall status to check."
}
]
},
"isReloading": {
"description": {
"en-US": "Whether the specified player is reloading."
},
"params": [
{
"en-US": "The player whose reload usage to check."
}
]
},
"isStanding": {
"description": {
"en-US": "Whether a player is standing (defined as both not moving and not in the air)."
},
"params": [
{
"en-US": "The player whose standing status to check."
}
]
},
"isTeamOnDefense": {
"description": {
"en-US": "Whether the specified team is currently on defense. Results in false if the game mode is not assault, escort, or hybrid."
},
"params": [
{
"en-US": "The team whose role to check."
}
]
},
"isTeamOnOffense": {
"description": {
"en-US": "Whether the specified team is currently on offense. Results in false if the game mode is not assault, escort, or hybrid."
},
"params": [
{
"en-US": "The team whose role to check."
}
]
},
"isTrueForAll": {
"description": {
"en-US": "Whether the specified condition evaluates to true for every value in the specified array."
},
"params": [
{
"en-US": "The array whose values will be considered."
},
{
"en-US": "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."
}
]
},
"isTrueForAny": {
"description": {
"en-US": "Whether the specified condition evaluates to true for any value in the specified array."
},
"params": [
{
"en-US": "The array whose values will be considered."
},
{
"en-US": "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."
}
]
},
"isUsingAbility1": {
"description": {
"en-US": "Whether the specified player is using ability 1."
},
"params": [
{
"en-US": "The player whose ability 1 usage to check."
}
]
},
"isUsingAbility2": {
"description": {
"en-US": "Whether the specified player is using ability 2."
},
"params": [
{
"en-US": "The player whose ability 2 usage to check."
}
]
},
"isUsingUltimate": {
"description": {
"en-US": "Whether a player is using an ultimate ability."
},
"params": [
{
"en-US": "The player whose ultimate ability usage to check."
}
]
},
"isWaitingForPlayers": {
"description": {
"en-US": "Whether the match is waiting for players to join before starting."
}
},
"lastCreatedEntity": {
"description": {
"en-US": "A reference to the last effect, icon entity, or dummy bot created by the event player (or created at the global level)."
}
},
"lastOf": {
"description": {
"en-US": "The value at the end of the specified array. Results in 0 if the specified array is empty."
},
"params": [
{
"en-US": "The array from which the value is acquired."
}
]
},
"lastTextId": {
"description": {
"en-US": "A reference to the last piece of text created by the Event Player (or created at the Global level) via the Create HUD Text, Create In-World Text, Create Progress Bar HUD Text, or Create Progress Bar In-World Text Action."
}
},
"left": {
"description": {
"en-US": "Shorthand for the directional vector(1, 0, 0), which points to the left."
}
},
"localPlayer": {
"description": {
"en-US": "The player being controlled on the end user's computer. This value is different for each end user and thus can only be accessed in actions which affect visuals or the HUD. This value cannot be stored in variables."
}
},
"localVector": {
"description": {
"en-US": "The vector in local coordinates corresponding to the provided vector in world coordinates."
},
"params": [
{
"en-US": "The vector in world coordinates that will be converted to local coordinates."
},
{
"en-US": "The player to whom the resulting vector will be relative."
},
{
"en-US": "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)."
}
]
},
"magnitude": {
"description": {
"en-US": "The magnitude (length) of the specified vector"
},
"params": [
{
"en-US": "The vector to calculate the magnitude of."
}
]
},
"mappedArray": {
"description": {
"en-US": "A copy of the specified array with the values mapped according to the mapping expression that is evaluated for each element."
},
"params": [
{
"en-US": "The array whose copy will be mapped."
},
{
"en-US": "The mapping expression that is evaluated for each element of the copied array. Use the current array element value to reference the element of the array currently being considered."
}
]
},
"max": {
"description": {
"en-US": "The maximum of two or more numbers."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number."
},
{
"en-US": "The right-hand operand. May be any value that results in a number."
}
]
},
"min": {
"description": {
"en-US": "The minimum of two or more numbers."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number."
},
{
"en-US": "The right-hand operand. May be any value that results in a number."
}
]
},
"modulo": {
"description": {
"en-US": "The remainder of the left-hand operand divided by the right-hand operand. Any number modulo zero results in zero."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number."
},
{
"en-US": "The right-hand operand. May be any value that results in a number."
}
]
},
"multiply": {
"description": {
"en-US": "The product of two numbers or vectors. A vector multiplied by a number will yield a scaled vector."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number or a vector."
},
{
"en-US": "The right-hand operand. May be any value that results in a number or a vector."
}
]
},
"nearestWalkablePosition": {
"description": {
"en-US": "The position closest to the specified position that can be stood on and is accessible from a spawn point."
},
"params": [
{
"en-US": "The position from which to search for the nearest walkable position."
}
]
},
"normalize": {
"description": {
"en-US": "The unit-length normalization of a vector."
},
"params": [
{
"en-US": "The vector to normalize."
}
]
},
"not": {
"description": {
"en-US": "Whether the input is false (or equivalent to false)."
},
"params": [
{
"en-US": "When this input is false (or equivalent to false), then the not value is true. Otherwise, the not value is false."
}
]
},
"null": {
"description": {
"en-US": "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."
}
},
"numberOfPlayers": {
"description": {
"en-US": "The number of players on a team or in the match."
},
"params": [
{
"en-US": "The team or teams on which to count players."
}
]
},
"oppositeTeamOf": {
"description": {
"en-US": "The team opposite the specified team."
},
"params": [
{
"en-US": "The team whose opposite to acquire. If all, the result will be all."
}
]
},
"or": {
"description": {
"en-US": "Whether either of the two inputs are true (or equivalent to true)."
},
"params": [
{
"en-US": "One of the two inputs considered. If either one is true (or equivalent to true), then the or value is true."
},
{
"en-US": "One of the two inputs considered. If either one is true (or equivalent to true), then the or value is true."
}
]
},
"raiseToPower": {
"description": {
"en-US": "The left-hand operand raised to the power of the right-hand operand. If the left-hand operand is negative, the result is always zero."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number."
},
{
"en-US": "The right-hand operand. May be any value that results in a number."
}
]
},
"randomInteger": {
"description": {
"en-US": "A random integer between the specified min and max, inclusive."
},
"params": [
{
"en-US": "The smallest integer allowed. If a real number is provided to this input, it is rounded to the nearest integer."
},
{
"en-US": "The largest integer allowed. If a real number is provided to this input, it is rounded to the nearest integer."
}
]
},
"randomReal": {
"description": {
"en-US": "A random real number between the specified min and max."
},
"params": [
{
"en-US": "The smallest real number allowed."
},
{
"en-US": "The largest real number allowed."
}
]
},
"randomValueInArray": {
"description": {
"en-US": "A random value from the specified array."
},
"params": [
{
"en-US": "The array from which to randomly take a value. If a non-array value is provided, the result is simply the provided value."
}
]
},
"randomizedArray": {
"description": {
"en-US": "A copy of the specified array with the values in a random order."
},
"params": [
{
"en-US": "The array whose copy will be randomized."
}
]
},
"raycastHitNormal": {
"description": {
"en-US": "The surface normal at the ray cast hit position (or from end pos to start pos if no hit occurs)."
},
"params": [
{
"en-US": "The start position for the ray cast. If a player is provided, a position 2 meters above the player's feet is used."
},
{
"en-US": "The end position for the ray cast. If a player is provided, a position 2 meters above the player's feet is used."
},
{
"en-US": "Which players can be hit by this ray cast."
},
{
"en-US": "Which players cannot be hit by this ray cast. This list takes precedence over players to include."
},
{
"en-US": "Whether player-owned objects (such as barriers or turrets) should be included in the ray cast."
}
]
},
"raycastHitPlayer": {
"description": {
"en-US": "The player hit by the ray cast (or null if no player is hit)."
},
"params": [
{
"en-US": "The start position for the ray cast. If a player is provided, a position 2 meters above the player's feet is used."
},
{
"en-US": "The end position for the ray cast. If a player is provided, a position 2 meters above the player's feet is used."
},
{
"en-US": "Which players can be hit by this ray cast."
},
{
"en-US": "Which players cannot be hit by this ray cast. This list takes precedence over players to include."
},
{
"en-US": "Whether player-owned objects (such as barriers or turrets) should be included in the ray cast."
}
]
},
"raycastHitPosition": {
"description": {
"en-US": "The position where the ray cast hits a surface, object, or player (or the end pos if no hit occurs)."
},
"params": [
{
"en-US": "The start position for the ray cast. If a player is provided, a position 2 meters above the player's feet is used."
},
{
"en-US": "The end position for the ray cast. If a player is provided, a position 2 meters above the player's feet is used."
},
{
"en-US": "Which players can be hit by this ray cast."
},
{
"en-US": "Which players cannot be hit by this ray cast. This list takes precedence over players to include."
},
{
"en-US": "Whether player-owned objects (such as barriers or turrets) should be included in the ray cast."
}
]
},
"removeFromArray": {
"description": {
"en-US": "A copy of the array with one or more values removed (if found)."
},
"params": [
{
"en-US": "The array from which to remove values."
},
{
"en-US": "The value to remove from the array (if found). If this value is itself an array, each matching element is removed."
}
]
},
"right": {
"description": {
"en-US": "Shorthand for the directional vector(-1, 0, 0), which points to the right."
}
},
"roundToInteger": {
"description": {
"en-US": "The integer to which the specified value rounds."
},
"params": [
{
"en-US": "The real number to round."
},
{
"en-US": "Determines the direction in which the value will be rounded."
}
]
},
"sin": {
"description": {
"en-US": "Sine of the specified angle in radians."
},
"params": [
{
"en-US": "Angle in radians."
}
]
},
"sinDeg": {
"description": {
"en-US": "Sine of the specified angle in degrees."
},
"params": [
{
"en-US": "Angle in degrees."
}
]
},
"slice": {
"description": {
"en-US": "A copy of the specified array containing only values from a specified index range. Does not support nested arrays."
},
"params": [
{
"en-US": "The array from which to make a copy."
},
{
"en-US": "The first index of the range."
},
{
"en-US": "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."
}
]
},
"sortedArray": {
"description": {
"en-US": "A copy of the specified array with the values sorted according to the value rank that is evaluated for each element."
},
"params": [
{
"en-US": "The array whose copy will be sorted."
},
{
"en-US": "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."
}
]
},
"squareRoot": {
"description": {
"en-US": "The square root of the specified value."
},
"params": [
{
"en-US": "The real number value whose square root will be computed. Negative values result in zero."
}
]
},
"strContains": {
"description": {
"en-US": "Whether the specified string contains the specified substring."
},
"params": [
{
"en-US": "The string in which to search for the specified substring."
},
{
"en-US": "The substring for which to search."
}
]
},
"strIndex": {
"description": {
"en-US": "The index of a character within a String or -1 if no such character can be found."
},
"params": [
{
"en-US": "The String Value from which to search for the character."
},
{
"en-US": "The character for which to search"
}
]
},
"strLen": {
"description": {
"en-US": "The length in characters of the provided string."
},
"params": [
{
"en-US": "The string whose characters to count."
}
]
},
"string": {
"description": {
"en-US": "Text formed from a selection of strings and specified values."
},
"params": [
null,
{
"en-US": "The value that will be converted to text and used to replace {0}."
},
{
"en-US": "The value that will be converted to text and used to replace {1}."
},
{
"en-US": "The value that will be converted to text and used to replace {2}."
}
]
},
"stringReplace": {
"description": {
"en-US": "Results in a String Value. This String Value will be built from the specified String Value, where all occurrences of the pattern String are replaced with the replacement String. The result is clamped to 511 bytes (in UTF-8)."
},
"params": [
{
"en-US": "The String Value with which to search for replacements."
},
{
"en-US": "The String pattern to be replaced."
},
{
"en-US": "The String Value with which to replace the pattern String"
}
]
},
"stringSlice": {
"description": {
"en-US": "The substring of the provided string."
},
"params": [
{
"en-US": "The string value from which to build the substring."
},
{
"en-US": "Specifies the character that will start the substring (with 0 as the first character, 1 as the second character, etc.)."
},
{
"en-US": "Specifies the number of characters in the substring."
}
]
},
"stringSplit": {
"description": {
"en-US": "Results in an Array of String Values. These String Values will be built from the specified String Value, split around the separator String."
},
"params": [
{
"en-US": "The String Value to split."
},
{
"en-US": "The separator String with which to split the String Value."
}
]
},
"subtract": {
"description": {
"en-US": "The difference between two numbers or vectors."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number or a vector."
},
{
"en-US": "The right-hand operand. May be any value that results in a number or a vector."
}
]
},
"tan": {
"description": {
"en-US": "Tangent of the specified angle in radians."
},
"params": [
{
"en-US": "Angle in radians."
}
]
},
"tanDeg": {
"description": {
"en-US": "Tangent of the specified angle in degrees."
},
"params": [
{
"en-US": "Angle in degrees."
}
]
},
"teamOf": {
"description": {
"en-US": "The team of a player. If the game mode is free-for-all, the team is considered to be all."
},
"params": [
{
"en-US": "The player whose team to acquire."
}
]
},
"teamScore": {
"description": {
"en-US": "The current score for the specified team. Results in 0 in free-for-all game modes."
},
"params": [
{
"en-US": "The team whose score to acquire."
}
]
},
"true": {
"description": {
"en-US": "The boolean value of true."
}
},
"up": {
"description": {
"en-US": "Shorthand for the directional vector(0, 1, 0), which points upward."
}
},
"updateEveryFrame": {
"description": {
"en-US": "Increases the update frequency of the provided value to once per tick. Applies to rule conditions as well as reevaluating action parameters. The value is interpolated client-side if the framerate is higher than the tick rate. May increase server load and/or lower frame rate."
},
"params": [
{
"en-US": "The value that will be updated once per tick."
}
]
},
"valueInArray": {
"description": {
"en-US": "The value found at a specific element of an array. Results in 0 if the element does not exist."
},
"params": [
{
"en-US": "The array whose element to acquire."
},
{
"en-US": "The index of the element to acquire."
}
]
},
"vector": {
"description": {
"en-US": "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."
},
"params": [
{
"en-US": "The x value of the vector."
},
{
"en-US": "The y value of the vector."
},
{
"en-US": "The z value of the vector."
}
]
},
"vectorTowards": {
"description": {
"en-US": "The displacement vector from one position to another."
},
"params": [
{
"en-US": "The position from which the resulting displacement vector begins."
},
{
"en-US": "The position at which the resulting displacement vector ends."
}
]
},
"verticalAngleFromDirection": {
"description": {
"en-US": "The vertical angle in degrees corresponding to the specified direction vector."
},
"params": [
{
"en-US": "The direction vector from which to acquire a vertical angle in degrees. The vector is unitized before calculation begins."
}
]
},
"verticalAngleTowards": {
"description": {
"en-US": "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."
},
"params": [
{
"en-US": "The player from whose current facing the angle begins."
},
{
"en-US": "The position in the world where the angle ends."
}
]
},
"victim": {
"description": {
"en-US": "The player that received the damage for the event currently being processed by this rule. May be the same as the attacker or the event player."
}
},
"workshopSettingCombo": {
"description": {
"en-US": "Provides the value (a choice of Custom Strings) of a new option setting that will appear in the Workshop Settings card as a combo box. This value returns the index of the selected choice."
},
"params": [
{
"en-US": "The name of the category in which this setting will be found. Must be a custom string literal with 128 characters or less."
},
{
"en-US": "The name of this setting. Must be a custom string literal with 128 characters or less."
},
{
"en-US": "The default value for this setting."
},
{
"en-US": "The options for this setting."
},
{
"en-US": "A sort order for this setting (within the category). Settings with the same sort order are ordered alphabetically."
}
]
},
"workshopSettingInteger": {
"description": {
"en-US": "Provides the value of a new integer setting that will appear in the workshop settings card as a slider."
},
"params": [
{
"en-US": "The name of the category in which this setting will be found. Must be a custom string literal with 128 characters or less."
},
{
"en-US": "The name of this setting. Must be a custom string literal with 128 characters or less."
},
{
"en-US": "The default value for this setting."
},
{
"en-US": "The minimum value for this setting."
},
{
"en-US": "The maximum value for this setting."
},
{
"en-US": "A sort order for this setting (within the category). Settings with the same sort order are ordered alphabetically."
}
]
},
"workshopSettingToggle": {
"description": {
"en-US": "Provides the value (true or false) of a new toggle setting that will appear in the workshop settings card as a checkbox."
},
"params": [
{
"en-US": "The name of the category in which this setting will be found. Must be a custom string literal with 128 characters or less."
},
{
"en-US": "The name of this setting. Must be a custom string literal with 128 characters or less."
},
{
"en-US": "The default value for this setting."
},
{
"en-US": "A sort order for this setting (within the category). Settings with the same sort order are ordered alphabetically."
}
]
},
"worldVector": {
"description": {
"en-US": "The vector in world coordinates corresponding to the provided vector in local coordinates."
},
"params": [
{
"en-US": "The vector in local coordinates that will be converted to world coordinates."
},
{
"en-US": "The player to whom the local vector is relative."
},
{
"en-US": "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)."
}
]
}
}
},
"gaps": {
"en-US": [
"compare.params[1]",
"customString",
"customString.params[0]",
"setHealingDealt.params[1]",
"string.params[0]"
]
},
"locales": [
"en-US"
],
"pendingLocales": [
"zh-CN"
],
"provenance": {
"generator": "workshop-catalog-gen",
"generatorVersion": "1.20.0",
"license": "MIT (in-game Workshop documentation text; provenance in docs/source-attribution/catalog.md)",
"reviewed": true,
"source": "en-US action/value and parameter descriptions imported from the pinned workshop-data export at commit 5a7d0e294b8cad73b9701987bb584d0551d7fa4d (in-game Workshop documentation text); reviewed reductions for source text violating the content rules are recorded in the importer's REVIEWED_TEXT table; zh-CN is a pending stage"
},
"schemaVersion": 1,
"version": "0.1.0"
}