Description
Create a projectile entity that either heals or damages players and player owned entities. This action will fail if too many entities have been created.
Creating a projectile via this action incorrectly triggers part or all of the firing animation for the owner of the projectile if the owner's current hero is any of the following:
- Doomfist
- Junker Queen
- Orisa
- Wrecking Ball
- Ashe
- Bastion
- Junkrat
- Reaper
- Torbjorn (rivet gun)
- Tracer
- Widowmaker
- Ana
- Lucio
- Mercy (pistol)
This is a bug and may get fixed in the future.
Snippet
Create Projectile(Orb Projectile, Event Player, Null, Null, To World, Damage, Team(Team 1), 1, 1, 0, Bad Explosion, Explosion Sound, 0, 1, 1, 0, 0, 0);
Properties
Returns: Void
Parameters: Projectile Type, Player, Start Position, Direction, Relative, Modify Health Type, Affected Team, Amount, Amount Scalar, Explosion Radius, Explosion Effect, Explosion Sound Effect, Oversize, Speed, Lifetime, Impulse, Ricochet Count, Gravity
Projectile Type
Type: Projectile Effect, Default: Orb Projectile
Type of projectile to be created. New options can be added to this list by enabling the Projectiles Workshop Extension.Player
Type: Player, Default: Event Player
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.Start Position
Type: Position, Default: Null
The start position of the projectile. If null, the player's eye position will be used.Direction
Type: Direction, Default: Null
The direction for the projectile to travel. If null, the player's facing direction will be used.Relative
Type: Relativity, Default: To World
Whether the projectile's start position and direction are relative to the player or to the world.Modify Health Type
Type: Modify Health Type, Default: Damage
Whether the projectile will heal or damage targets it collides with.Affected Team
Type: Team, Default: Team
Which team the projectile will collide with. The projectile will never affect its owner regardless of team.Amount
Type: Float, Default: Number (1)
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.Amount Scalar
Type: Float, Default: Number (1)
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.Explosion Radius
Type: Float, Default: Number
The radius of the explosion created by this projectile. If 0, this projectile doesn't create an explosion.Explosion Effect
Type: Effect, Default: Bad Explosion
The effect to use when the projectile explodes. If explosion radius is 0 this effect will not be created.Explosion Sound Effect
Type: Effect, Default: Explosion Sound
The sound effect to use when the projectile explodes. If explosion radius is 0 this effect will not be created.Oversize
Type: Float, Default: Number
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.Speed
Type: Float, Default: Number (1)
The speed in meters per second that the projectile will travel along its direction.Lifetime
Type: Float, Default: Number (1)
How long in seconds before the projectile expires.Impulse
Type: Float, Default: Number
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.Ricochet Count
Type: Integer, Default: Number
How many times the projectile will ricochet off the environment before expiring.Gravity
Type: Float, Default: Number
The amount of gravity affecting the projectile, creating an arc. If negative, the projectile will arc upwards.