Attention Skin / Map Makers! If you would like to submit a new skin or map to us for use in the mod, send us a message or leave a comment for us and we will add it in the next update! Please make sure that anything you want to submit meets these requirements:
It must be an original map/skin, so we can credit the original creator; it cannot be an edited version of someone else’s content.
It must be hosted on a common skin/map hosting website, like planetminecraft or minecraftskins. We will not accept anything from websites with anonymous posters, re-posters, or from image-sharing websites.
Heroes Available:
Each hero has a full set of armor, weapon(s), and a token.
Hero Mobs:
Hero Mobs are monsters that wear and use heroes' equipment, attacks, and abilities. There are many customization options for them in the config to control what they attack, how they attack, when they spawn, what they drop, and more. By default, they have a higher drop chance of tokens and can drop their heroes' equipment; they are a good source of armor and weapons in survival. They can spawn naturally or be spawned in with spawn eggs.
Tokens:
Each hero has a token associated with them. The token is used to craft the weapons and armors for the respective hero. The weapons are crafted with one token alone, whereas the armor are crafted with an iron armor piece with one token. Tokens are dropped at 1/100 chance from mobs by default (can be changed in config).
Survival Inventory Tab
This tab can be used to easily access the mod’s configurations and to change your heroes' armor skins. Credit for each skin can be found by clicking on the ? button next to the skin. If you’d like us to use your Minecraft skin in the mod, send us a message or leave us a comment and we'll add your skin in the next update!
Team Stick
The Team Stick is a creative-only item that makes working with Minecraft teams easy.
Summary Video:
Commands:
/minewatch hero <hero> will equip you with the armor and weapon(s) for a hero.
/minewatch syncConfigToServer will sync your config to the server (in multiplayer servers).
Servers:
These servers feature Minewatch as the primary mod. If you have a public server with Minewatch on it, let us know and we will add it to this list. To discuss Minewatch servers, join our discord.
IP: minewatch.mcpro.io Minecraft Version: 1.12.2
Minewatch Version: 3.7
Owner: cybersagee#0410 (discord)
Info: [WIP] Current map is Ilios.
FAQ:
Q: Can you add ____ hero?
A: Yes, but it is a slow process so do not expect them all anytime soon. You can go to the poll above to vote for who you want next, so we know who to work on when we get time.
Q: Can you add abilities/ultimates?
A: We’re working on them, I promise! We will start work on ultimates once we have most of the heroes and abilities added.
Q: Can you add content from the Overwatch PTR?
A: No, we will wait until changes are added to the main Overwatch game before we consider adding them to the mod.
Q: Can I use the mod in a modpack?
A: If the modpack is private and / or it downloads the mod through Curse / CurseForge, then yes.
Q: How do I make hero mobs fight each other?
A: Watch the Team Stick video for a demonstration.
Q: Why is my skin showing through the armor?
A: Update your Forge version.
Screenshots:
Credits:
All heroes, weapons, models, and sounds featured in this mod belong to Blizzard Entertainment, Battle.net, and Overwatch. We do not take credit for any of these features; this mod is solely a re-imagining of Overwatch in Minecraft.
Additional Credits:
Model Credits:
-Reaper Shotgun and Reinhardt Hammer: https://www.reddit.com/user/Kamyflex
-Genji Shuriken: overwatch-Genji by LeoZack is licensed under CC Attribution https://skfb.ly/6pJrD
-Tracer Pistol Low poly | Tracer Overwatch Gun by Franz Perez is licensed under CC Attribution
-Hanzo Bow: Hanzo Bow by backer is licensed under CC Attribution
-Hanzo Arrow: Overwatch - Hanzo's Arrow by beyondmatter is licensed under CC Attribution
-McCree Pistol and Soldier Rifle by Rexx Art
Hero Skin Credits:
-Credit for each skin can be found by clicking on the ? button next to the skin in the inventory survival tab
Map Credits:
-Credit for each map is shown on the image of the map, and the link to play each map leads to the map creator's page for the map.
Fix: Reequip animations now play consistently when weapons do not have full durability
Fix: Weapons can no longer get stuck attacking after releasing the mouse
Fix: Soldier76’s bullets are now mapped to their texture properly
3D models have been optimized and have a much smaller impact on performance
Reinhardt now continues to swing when left click is held down and attacks in the area in front of him regardless of if he directly hits an entity or not
Added proper sounds for hurting and healing entities with weapons and attacking with Reinhardt’s Hammer
Particles have been added to projectiles and Tracer’s Chestplate
Left click no longer punches while using a weapon
Projectile lifetimes have been adjusted
Projectiles now spawn closer to the hand that they were shot from (in most cases)
Projectiles no longer have client-server syncing issues at high velocities
Projectiles will now hit targets that are up close properly
Hanzo’s arrows have been retextured
The file size of the mod has been drastically reduced
I have a few ideas for the mod (for me the most important stuff is at the top and the least important is at the bottom):
Reload animations if possible
Ability for map makers to make a "Spawn room" for both teams (makes use of scoreboard? For example when you place down the spawn room block it shows a box that can be made bigger or smaller in all directions, that will be the healing/hero changing room, and you have to link it to a scoreboard team through a command or a GUI. Also, GUI for hero changing that can only be used in the spawn room?)
Mcree's rightclick should have a random spread
Custom crosshairs? There's already a mod out there that does this, but you could probably team up with the person who made it so that you can have Hanzo's default crosshair and different crosshairs set up for each hero (saved in a config file)
GUI for the menu that shows things like "Hello", "I need healing", "Thanks", voice lines, emotes, etc...
Skins, emotes, voice lines (Loot boxes? Community skins and skins from the game)
Since you've added the hero icons, could you make use of XP levels?
The mod is great already, but I hope you consider adding some of these sooner or later. I know that you have to work on heroes and abilities first, but I would greatly appreciate if atleast some of these would be added later down the line.
I have a few ideas for the mod (for me the most important stuff is at the top and the least important is at the bottom):
Most of these ideas are from Overwatch itself.
Reload animations if possible
This would take much longer to do than the benefit of having the small cosmetic effect, at least with our current understanding. This likely will not be added unless we find/figure out a way to do them easily.
Ability for map makers to make a "Spawn room" for both teams (makes use of scoreboard? For example when you place down the spawn room block it shows a box that can be made bigger or smaller in all directions, that will be the healing/hero changing room, and you have to link it to a scoreboard team through a command or a GUI. Also, GUI for hero changing that can only be used in the spawn room?)
Furgl has an idea for this. When it will be attempted is not known.
Mcree's rightclick should have a random spread
This has been adjusted for the next version.
Custom crosshairs? There's already a mod out there that does this, but you could probably team up with the person who made it so that you can have Hanzo's default crosshair and different crosshairs set up for each hero (saved in a config file)
Hero defaults have already been implemented for the next version. As far as completely custom crosshairs like in Overwatch, that might be a little too much, but it seems doable.
GUI for the menu that shows things like "Hello", "I need healing", "Thanks", voice lines, emotes, etc...
Emotes are likely a no-go altogether, with the exception of maybe the "Hello" wave; other mods can be used for emotes. We may add a few voice lines, but I doubt many. It might only be like our favorite voice for each character and "Hello" or "Thanks." As for the messages displayed in chat, we would likely implement a large/customize-able cooldown to use them in chat, since some larger servers would get very annoying if 20+ players spamming messages.
Skins, emotes, voice lines (Loot boxes? Community skins and skins from the game)
Alternative "skins" are already a possibility. If we have more than one for a character, it can be changed in the config. Additional "skins" will be added if others want to create the armor textures for them, and then we will add them.
Since you've added the hero icons, could you make use of XP levels?
The icon was added to show which hero armor you are wearing (in case you forget when you go to choose a weapon). Unless we implement our own system for OW XP, we likely will not work with XP levels, since you can auto-farm MC XP in modded very easily.
I have a few ideas for the mod (for me the most important stuff is at the top and the least important is at the bottom):
Most of these ideas are from Overwatch itself.
True. I just used bad wording. My bad.
Reload animations if possible
This would take much longer to do than the benefit of having the small cosmetic effect, at least with our current understanding. This likely will not be added unless we find/figure out a way to do them easily.
Ability for map makers to make a "Spawn room" for both teams (makes use of scoreboard? For example when you place down the spawn room block it shows a box that can be made bigger or smaller in all directions, that will be the healing/hero changing room, and you have to link it to a scoreboard team through a command or a GUI. Also, GUI for hero changing that can only be used in the spawn room?)
Furgl has an idea for this. When it will be attempted is not known.
Mcree's rightclick should have a random spread
This has been adjusted for the next version.
Custom crosshairs? There's already a mod out there that does this, but you could probably team up with the person who made it so that you can have Hanzo's default crosshair and different crosshairs set up for each hero (saved in a config file)
Hero defaults have already been implemented for the next version. As far as completely custom crosshairs like in Overwatch, that might be a little too much, but it seems doable.
If custom crosshairs don't work out for you as you wanted it, you could try to team up with the people who did the custom crosshairs mod. Also, there should be a toggleable option for the default crosshairs on each hero, so it either uses the default ones or the original Minecraft crosshair.
GUI for the menu that shows things like "Hello", "I need healing", "Thanks", voice lines, emotes, etc...
Emotes are likely a no-go altogether, with the exception of maybe the "Hello" wave; other mods can be used for emotes. We may add a few voice lines, but I doubt many. It might only be like our favorite voice for each character and "Hello" or "Thanks." As for the messages displayed in chat, we would likely implement a large/customize-able cooldown to use them in chat, since some larger servers would get very annoying if 20+ players spamming messages.
Skins, emotes, voice lines (Loot boxes? Community skins and skins from the game)
Alternative "skins" are already a possibility. If we have more than one for a character, it can be changed in the config. Additional "skins" will be added if others want to create the armor textures for them, and then we will add them.
Will it be possible to have server side skins? I mean that they can be installed on a server and everybody else on that server can see them. Instead of changing them in the config, I think a GUI would do the job better, where it also showcases the skin you're looking at. Also, is it already implemented or going to get implemented if possible, that when someone picks a skin for their hero, everybody else on the server can see them in that skin, but someone else who is using the same hero but has another skin set for themself can be seen in the skin that they picked. Basically how it works in Overwatch, so that people can have differing skins and those showing up for other players.
Since you've added the hero icons, could you make use of XP levels?
The icon was added to show which hero armor you are wearing (in case you forget when you go to choose a weapon). Unless we implement our own system for OW XP, we likely will not work with XP levels, since you can auto-farm MC XP in modded very easily.
I'm mostly thinking about mini-game servers and maps (which I will do when everything is ready), so I didn't think of survival. A toggleable option would currently be kinda useless, since there are no options other than ON and OFF to toggle between. I guess you're only going to implement your own system when you're done with the most important stuff. Until then, I'll just use the MC XP system in my map when I'll make it.
Custom crosshairs? There's already a mod out there that does this, but you could probably team up with the person who made it so that you can have Hanzo's default crosshair and different crosshairs set up for each hero (saved in a config file)[/i]
[i]H[/i]ero defaults have already been implemented for the next version. As far as completely custom crosshairs like in Overwatch, that might be a little too much, but it seems doable.
If custom crosshairs don't work out for you as you wanted it, you could try to team up with the people who did the custom crosshairs mod. Also, there should be a toggleable option for the default crosshairs on each hero, so it either uses the default ones or the original Minecraft crosshair.
We will consider the option to switch between having the default Minecraft crosshair or using the mod crosshair.
Skins, emotes, voice lines (Loot boxes? Community skins and skins from the game)[/i]
Alternative "skins" are already a possibility. If we have more than one for a character, it can be changed in the config. Additional "skins" will be added if others want to create the armor textures for them, and then we will add them.
Will it be possible to have server side skins? I mean that they can be installed on a server and everybody else on that server can see them. Instead of changing them in the config, I think a GUI would do the job better, where it also showcases the skin you're looking at. Also, is it already implemented or going to get implemented if possible, that when someone picks a skin for their hero, everybody else on the server can see them in that skin, but someone else who is using the same hero but has another skin set for themself can be seen in the skin that they picked. Basically how it works in Overwatch, so that people can have differing skins and those showing up for other players.
The ability to have each player with a different skin is planned.
Are headshots going to implemented, dealing double damage like ingame? If you adjust the damage values to follow minecrafts base 20 health = overwatchs 200 health then it wouldnt be very hard, just making hitboxes for everything i guess could be difficult. also for some reason the animations for the weapons arent working, only anas has the beam, every other one the projectile freezes in air after shot, but the hits and damage still register. Please, please, please, make weapons not do knockback. Please make the armor render like its a skin on the player, instead of big and bulky, except for heroes like reinhard and bastion, parts of reapers, etc. its very difficult to understand when ana is doing healing or not, if she can do healing at all that is.
Custom crosshairs? There's already a mod out there that does this, but you could probably team up with the person who made it so that you can have Hanzo's default crosshair and different crosshairs set up for each hero (saved in a config file)
Hero defaults have already been implemented for the next version. As far as completely custom crosshairs like in Overwatch, that might be a little too much, but it seems doable.
If custom crosshairs don't work out for you as you wanted it, you could try to team up with the people who did the custom crosshairs mod. Also, there should be a toggleable option for the default crosshairs on each hero, so it either uses the default ones or the original Minecraft crosshair.
We will consider the option to switch between having the default Minecraft crosshair or using the mod crosshair.
Skins, emotes, voice lines (Loot boxes? Community skins and skins from the game)
Alternative "skins" are already a possibility. If we have more than one for a character, it can be changed in the config. Additional "skins" will be added if others want to create the armor textures for them, and then we will add them.
Will it be possible to have server side skins? I mean that they can be installed on a server and everybody else on that server can see them. Instead of changing them in the config, I think a GUI would do the job better, where it also showcases the skin you're looking at. Also, is it already implemented or going to get implemented if possible, that when someone picks a skin for their hero, everybody else on the server can see them in that skin, but someone else who is using the same hero but has another skin set for themself can be seen in the skin that they picked. Basically how it works in Overwatch, so that people can have differing skins and those showing up for other players.
The ability to have each player with a different skin is planned.
Hey man I'm also working on a similar project, currently trying to recreate a completely playable version of Overwatch in minecraft. I'm a developer, if you wan't hit me up on discord and we can talk. Discord: Reminisce#1707
Are headshots going to implemented, dealing double damage like ingame? If you adjust the damage values to follow minecrafts base 20 health = overwatchs 200 health then it wouldnt be very hard, just making hitboxes for everything i guess could be difficult.
We have thought about this a bit before. It might be somewhat easy to implement for bipeds, but it will likely be a bit before we can figure out something that works for any entity.
also for some reason the animations for the weapons arent working, only anas has the beam, every other one the projectile freezes in air after shot, but the hits and damage still register.
We have encountered this before as well. We believe it may be the forge version you are using, as we have had different results from testing compiled/dev environments and could not seem to reproduce easily. If you could give us your client information (MC version, mod version, forge version, etc), that would help us keep track of when it is an issue!
Please, please, please, make weapons not do knockback.
Yeah, we noticed this to be an issue in one of our latest testing segments. We plan to try to at least reduce it if not remove knockback from being shot at.
Please make the armor render like its a skin on the player, instead of big and bulky, except for heroes like reinhard and bastion, parts of reapers, etc.
This will likely require a custom armor model, and that would likely be a little more time consuming than it is worth for a cosmetic change. This might be a while before we bother with it.
its very difficult to understand when ana is doing healing or not, if she can do healing at all that is.
I can try to explain it with pictures of how we have it setup.
Ana's weapon GUI shows the gun with bullets, a plus to the right, and underneath is "Sneak + Scroll Mouse Wheel." If the bullets are white and plus is grayed-out, Ana is on damage mode. If you sneak and scroll, you can switch Ana to heal mode, which looks like this:
Then Ana's plus will be white, while the bullets will be grayed-out. You will then heal anything you shoot. A little confusing at first, but it is better than my original implementation of healing.
wow! you guys are making major progress, this mod is going to turn out really well! Do you plan on making hitscan work differently than projectile, instead of having a fast moving projectile? Also, projectile effects are working properly now for me, so thats cool. A few bugs on the latest build, sometimes i see projectiles from the character im currently on randomly flying through the air in the distance, way up high, almost like a million shooting stars. Very weird. Also, can you remove the delay between using tracer blinks, and can you make it so when she blinks she doesn't loose any height. Frozen villagers can still be interacted with, so you cant shoot them with icicles at close distances. Lastly, Hanzo shoots his arrows from left click, not right click, its a little confusing. Also wondering when passives like Genjis and Hanzo are coming. Please take a look at the gamepedia wiki for overwatch, it gives everything from exact damage values, projectile speeds, projectile types, firerates, etc etc, it will probably be very useful when your finished all the characters and go into perfecting them, adding abilities etc. Now that i read this all over it sounds really demanding, sorry, im just listing bugs and askin a few questions, sorry if it sounds like im asking a lot.
Hanzo shoots his arrows from left click, not right click, its a little confusing.
TBH I shoot with left click in Overwatch and in Minewatch, but when it comes to Hanzo, I like right click shooting in Minecraft and left click shooting in Overwatch.
wow! you guys are making major progress, this mod is going to turn out really well!
Thanks!
Do you plan on making hitscan work differently than projectile, instead of having a fast moving projectile?
It may be implemented in the future, but this is not currently being worked on.
Also, projectile effects are working properly now for me, so thats cool. A few bugs on the latest build, sometimes i see projectiles from the character im currently on randomly flying through the air in the distance, way up high, almost like a million shooting stars. Very weird.
That is weird. We have not encountered that before. If we do, we will try to fix it.
Also, can you remove the delay between using tracer blinks, and can you make it so when she blinks she doesn't loose any height.
We will not remove it completely, but we can reduce the cooldown and try to adjust so you do not lose height!
Frozen villagers can still be interacted with, so you cant shoot them with icicles at close distances.
This is not too big of an issue. You can just step back about two blocks and shoot them just fine without interacting.
Lastly, Hanzo shoots his arrows from left click, not right click, its a little confusing. Also wondering when passives like Genjis and Hanzo are coming.
Bows shoot via right click in Minecraft. I am with FlashHUN on that. We could change this, but I think anyone used to bows in Minecraft would rather it stick with right click rather than having one random bow try to use left click (particularly for players who do not play Overwatch to know that it uses left click). As for the passives, they will be later.
Please take a look at the gamepedia wiki for overwatch, it gives everything from exact damage values, projectile speeds, projectile types, firerates, etc etc, it will probably be very useful when your finished all the characters and go into perfecting them, adding abilities etc.
Minewatch brings Minecraft and Overwatch together! Overwatch character armor and weapons usable in Minecraft.
Next Update Between: February 1st (2/1) - February 4th (2/4)
Polls:
Please let us know what you want to see added in the mod next by taking these polls!
What type of content do you want us to focus on adding? (poll started January 12th)
Currently focusing on: new abilities (no ultimates yet)
Which Overwatch hero should we add to Minewatch next? (poll started December 22nd)
There will not be a new hero in the next update; we will be focusing on adding more abilities.
Attention Skin / Map Makers!
Heroes Available:
Each hero has a full set of armor, weapon(s), and a token.
Hero Mobs:
Hero Mobs are monsters that wear and use heroes' equipment, attacks, and abilities. There are many customization options for them in the config to control what they attack, how they attack, when they spawn, what they drop, and more. By default, they have a higher drop chance of tokens and can drop their heroes' equipment; they are a good source of armor and weapons in survival. They can spawn naturally or be spawned in with spawn eggs.
Tokens:
Each hero has a token associated with them. The token is used to craft the weapons and armors for the respective hero. The weapons are crafted with one token alone, whereas the armor are crafted with an iron armor piece with one token. Tokens are dropped at 1/100 chance from mobs by default (can be changed in config).
Survival Inventory Tab
This tab can be used to easily access the mod’s configurations and to change your heroes' armor skins. Credit for each skin can be found by clicking on the ? button next to the skin. If you’d like us to use your Minecraft skin in the mod, send us a message or leave us a comment and we'll add your skin in the next update!
Team Stick
The Team Stick is a creative-only item that makes working with Minecraft teams easy.
Summary Video:
Commands:
/minewatch hero <hero> will equip you with the armor and weapon(s) for a hero.
/minewatch syncConfigToServer will sync your config to the server (in multiplayer servers).
Servers:
These servers feature Minewatch as the primary mod. If you have a public server with Minewatch on it, let us know and we will add it to this list. To discuss Minewatch servers, join our discord.
FAQ:
Q: Can you add ____ hero?
A: Yes, but it is a slow process so do not expect them all anytime soon. You can go to the poll above to vote for who you want next, so we know who to work on when we get time.
Q: Can you add abilities/ultimates?
A: We’re working on them, I promise! We will start work on ultimates once we have most of the heroes and abilities added.
Q: Can you add content from the Overwatch PTR?
A: No, we will wait until changes are added to the main Overwatch game before we consider adding them to the mod.
Q: Can I use the mod in a modpack?
A: If the modpack is private and / or it downloads the mod through Curse / CurseForge, then yes.
Q: How do I make hero mobs fight each other?
A: Watch the Team Stick video for a demonstration.
Q: Why is my skin showing through the armor?
A: Update your Forge version.
Screenshots:
Credits:
All heroes, weapons, models, and sounds featured in this mod belong to Blizzard Entertainment, Battle.net, and Overwatch. We do not take credit for any of these features; this mod is solely a re-imagining of Overwatch in Minecraft.
Additional Credits:
Model Credits:
-Reaper Shotgun and Reinhardt Hammer: https://www.reddit.com/user/Kamyflex
-Genji Shuriken: overwatch-Genji by LeoZack is licensed under CC Attribution https://skfb.ly/6pJrD
-Tracer Pistol Low poly | Tracer Overwatch Gun by Franz Perez is licensed under CC Attribution
-Hanzo Bow: Hanzo Bow by backer is licensed under CC Attribution
-Hanzo Arrow: Overwatch - Hanzo's Arrow by beyondmatter is licensed under CC Attribution
-McCree Pistol and Soldier Rifle by Rexx Art
Hero Skin Credits:
-Credit for each skin can be found by clicking on the ? button next to the skin in the inventory survival tab
Map Credits:
-Credit for each map is shown on the image of the map, and the link to play each map leads to the map creator's page for the map.
Co-Author:
Furgl
v2.2 is out; added Soldier 76!
Beware of the Furgl. He's been up to something...
Minewatch has been ported to 1.12!
v3.0 is out!
v3.1 is out!
New heroes have been added
New abilities have been added:
I have a few ideas for the mod (for me the most important stuff is at the top and the least important is at the bottom):
The mod is great already, but I hope you consider adding some of these sooner or later. I know that you have to work on heroes and abilities first, but I would greatly appreciate if atleast some of these would be added later down the line.
I have a few ideas for the mod (for me the most important stuff is at the top and the least important is at the bottom):
emotes, voice lines(Loot boxes? Community skins and skins from the game)emotes, voice lines(Loot boxes? Community skins and skins from the game)[/i]Are headshots going to implemented, dealing double damage like ingame? If you adjust the damage values to follow minecrafts base 20 health = overwatchs 200 health then it wouldnt be very hard, just making hitboxes for everything i guess could be difficult. also for some reason the animations for the weapons arent working, only anas has the beam, every other one the projectile freezes in air after shot, but the hits and damage still register. Please, please, please, make weapons not do knockback. Please make the armor render like its a skin on the player, instead of big and bulky, except for heroes like reinhard and bastion, parts of reapers, etc. its very difficult to understand when ana is doing healing or not, if she can do healing at all that is.
Hey man I'm also working on a similar project, currently trying to recreate a completely playable version of Overwatch in minecraft. I'm a developer, if you wan't hit me up on discord and we can talk. Discord: Reminisce#1707
Are headshots going to implemented, dealing double damage like ingame? If you adjust the damage values to follow minecrafts base 20 health = overwatchs 200 health then it wouldnt be very hard, just making hitboxes for everything i guess could be difficult.
We have thought about this a bit before. It might be somewhat easy to implement for bipeds, but it will likely be a bit before we can figure out something that works for any entity.
also for some reason the animations for the weapons arent working, only anas has the beam, every other one the projectile freezes in air after shot, but the hits and damage still register.
We have encountered this before as well. We believe it may be the forge version you are using, as we have had different results from testing compiled/dev environments and could not seem to reproduce easily. If you could give us your client information (MC version, mod version, forge version, etc), that would help us keep track of when it is an issue!
Please, please, please, make weapons not do knockback.
Yeah, we noticed this to be an issue in one of our latest testing segments. We plan to try to at least reduce it if not remove knockback from being shot at.
Please make the armor render like its a skin on the player, instead of big and bulky, except for heroes like reinhard and bastion, parts of reapers, etc.
This will likely require a custom armor model, and that would likely be a little more time consuming than it is worth for a cosmetic change. This might be a while before we bother with it.
its very difficult to understand when ana is doing healing or not, if she can do healing at all that is.
I can try to explain it with pictures of how we have it setup.
Ana's weapon GUI shows the gun with bullets, a plus to the right, and underneath is "Sneak + Scroll Mouse Wheel." If the bullets are white and plus is grayed-out, Ana is on damage mode. If you sneak and scroll, you can switch Ana to heal mode, which looks like this:
Then Ana's plus will be white, while the bullets will be grayed-out. You will then heal anything you shoot. A little confusing at first, but it is better than my original implementation of healing.
v3.2 is out!
New: Added Widowmaker
New: Added 3 abilities:
Reaper’s Shadow Step
Reaper’s The Reaping
Tracer’s Blink
New: Added Mei’s secondary attack
New: Hero crosshairs have been added (can be disabled in config)
New: Added config option to control weapon damage scale
New: Added config option to control GUI/overlay scale
New: Added config option to choose to restrict weapon usage or not
New: Added config options to control how weapon and armor durability work
Fix: Projectile location syncing should now be much better on servers
Fix: You can no longer fly while frozen
Fix: Mei’s freezing no longer affects creative players
Hanzo’s bow can now be fired when the bow isn’t pulled back much
Ana now holds up her gun while looking into the scope and no longer scopes while reloading
McCree’s secondary fire now has more random variation and has recoil
The ability overlay icons have been cleaned up
Added sound effects for abilities recharging and for when abilities are selected but are not able to be used
Hurt sound effects no longer play when hitting an already dead entity and are now only played to the player that caused them
Ability cooldowns now reset when switching worlds, switching hero sets, or when respawning
Changed shooting angles to be more inward
wow! you guys are making major progress, this mod is going to turn out really well! Do you plan on making hitscan work differently than projectile, instead of having a fast moving projectile? Also, projectile effects are working properly now for me, so thats cool. A few bugs on the latest build, sometimes i see projectiles from the character im currently on randomly flying through the air in the distance, way up high, almost like a million shooting stars. Very weird. Also, can you remove the delay between using tracer blinks, and can you make it so when she blinks she doesn't loose any height. Frozen villagers can still be interacted with, so you cant shoot them with icicles at close distances. Lastly, Hanzo shoots his arrows from left click, not right click, its a little confusing. Also wondering when passives like Genjis and Hanzo are coming. Please take a look at the gamepedia wiki for overwatch, it gives everything from exact damage values, projectile speeds, projectile types, firerates, etc etc, it will probably be very useful when your finished all the characters and go into perfecting them, adding abilities etc. Now that i read this all over it sounds really demanding, sorry, im just listing bugs and askin a few questions, sorry if it sounds like im asking a lot.
TBH I shoot with left click in Overwatch and in Minewatch, but when it comes to Hanzo, I like right click shooting in Minecraft and left click shooting in Overwatch.
wow! you guys are making major progress, this mod is going to turn out really well!
Thanks!
Do you plan on making hitscan work differently than projectile, instead of having a fast moving projectile?
It may be implemented in the future, but this is not currently being worked on.
Also, projectile effects are working properly now for me, so thats cool. A few bugs on the latest build, sometimes i see projectiles from the character im currently on randomly flying through the air in the distance, way up high, almost like a million shooting stars. Very weird.
That is weird. We have not encountered that before. If we do, we will try to fix it.
Also, can you remove the delay between using tracer blinks, and can you make it so when she blinks she doesn't loose any height.
We will not remove it completely, but we can reduce the cooldown and try to adjust so you do not lose height!
Frozen villagers can still be interacted with, so you cant shoot them with icicles at close distances.
This is not too big of an issue. You can just step back about two blocks and shoot them just fine without interacting.
Lastly, Hanzo shoots his arrows from left click, not right click, its a little confusing. Also wondering when passives like Genjis and Hanzo are coming.
Bows shoot via right click in Minecraft. I am with FlashHUN on that. We could change this, but I think anyone used to bows in Minecraft would rather it stick with right click rather than having one random bow try to use left click (particularly for players who do not play Overwatch to know that it uses left click). As for the passives, they will be later.
Please take a look at the gamepedia wiki for overwatch, it gives everything from exact damage values, projectile speeds, projectile types, firerates, etc etc, it will probably be very useful when your finished all the characters and go into perfecting them, adding abilities etc.
We are already doing this.
Hey! Awesome mod! Can't believe I didn't see it sooner!
I made a mod showcase!
Thanks, Rayne! And it did crash when shooting a painting. That should be fixed in the latest patch!
v3.3 is out!
New: Added Mercy
New: Added abilities:
Mercy’s passive regeneration
Mercy’s Angelic Descent
Genji/Hanzo’s wall climb
Genji’s double jump
Genji’s Deflect
Genji’s Swift Strike
McCree’s Combat Roll
Reaper’s Wraith Form
Ana’s Sleep Dart
New: Armor size has been adjusted to match the player model, so heroes will look less bulky
New: Added an survival inventory tab to easily change hero skins and mod options
New: Added LOTS of new skins
New: Skins are now client-dependent (each player can use different skins)
New: Added a damage and kill indicator overlay over the crosshair
New: Added in kill and multi-kill sound effects and kill messages
New: Added a config option to control if projectiles should cause knockback
Fix: Damage from Hanzo’s arrows has now been limited properly
Fix: Restricting item usage to prevent dual wielding with weapons that don’t have offhands now works properly
Fix: Reinhardt’s Rocket Hammer now swings consistently
Fix: Reinhardt’s Rocket Hammer AOE now hits other players properly
Fix: Players can no longer fly while using Reaper’s teleport (for real this time)
Fix: Fast projectiles now stop at the correct position after hitting an entity
Fix: Weapon ammo can no longer get mixed up when quickly switching between weapons
Reaper now becomes transparent as he teleports
Mei’s freezing effect now interrupts active abilities
Genji now has jump boost and reduced fall damage while wearing the full armor set
The camera has been zoomed out more and can be moved around during Reaper’s teleport
The config has been reorganized into Client-Side and Server-Side categories