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.
Arguments
Name: Projectile Type
Description: Type of projectile to be created. New options can be added to this list by enabling the Projectiles Workshop Extension.
Type: Projectile Effect
Default: Orb ProjectileName: Player
Description: 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.
Type: Player
Default: Event PlayerName: Start Position
Description: The start position of the projectile. If null, the player's eye position will be used.
Type: Position
Default: 'Null'Name: Direction
Description: The direction for the projectile to travel. If null, the player's facing direction will be used.
Type: Direction
Default: 'Null'Name: Relative
Description: Whether the projectile's start position and direction are relative to the player or to the world.
Type: Relativity
Default: To WorldName: Modify Health Type
Description: Whether the projectile will heal or damage targets it collides with.
Type: Modify Health Type
Default: DamageName: Affected Team
Description: Which team the projectile will collide with. The projectile will never affect its owner regardless of team.
Type: Team
Default: AllName: Amount
Description: 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.
Type: Float
Default: 50Name: Amount Scalar
Description: 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.
Type: 0
Default: Number (1)Name: Explosion Radius
Description: The radius of the explosion created by this projectile. If 0, this projectile doesn't create an explosion.
Type: 0
Default: NumberName: Explosion Effect
Description: The effect to use when the projectile explodes. If explosion radius is 0 this effect will not be created. New options can be added to this list by enabling either Energy Explosion Effects, Kinetic Explosion Effects Workshop Extensions or both.
Type: Effect
Default: Bad ExplosionName: Explosion Sound Effect
Description: The sound effect to use when the projectile explodes. If explosion radius is 0 this effect will not be created. New options can be added to this list by enabling the Explosion Sounds Workshop Extension.
Type: Effect
Default: Explosion SoundName: Oversize
Description: 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.
Type: 0
Default: NumberName: Speed
Description: The speed in meters per second that the projectile will travel along its direction.
Type: Float
Default: 10Name: Lifetime
Description: How long in seconds before the projectile expires.
Type: Float
Default: 5.0Name: Impulse
Description: 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.
Type: Float
Default: 0Name: Ricochet Count
Description: How many times the projectile will ricochet off the environment before expiring.
Type: Integer
Default: 0Name: Gravity
Description: The amount of gravity affecting the projectile, creating an arc. If negative, the projectile will arc upwards.
Type: Float
Default: 0