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ProjArgs
Blockerman_101 edited this page Sep 16, 2026
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Here are the projectile args, in order:
| idx | arg name | type | notes |
|---|---|---|---|
| [0] | _ProjID | Number | Internal, set this to null! |
| [1] | ProjFX | ProjFX | A number 0 through 29 denoting what ProjFX to use. OSTW users should note that the ProjFX case must be uncommented in index.ostw. |
| [2] | Color | (Color|Team) | The color of effects or strings. |
| [3] | String | String | What string or TX to use, if ProjFX = ProjfX.String. |
| [4] | VisualRadius | Number | Wont impact collision. Projectile Effects have their oversize normalized internally. E.g., VisualRadius = 3 will attempt to make a projectile with a radius of 3m regardless of the actual Proj Effect. (roadhog scrap typically scales differently than firestrike, but BMPW fixes that) |
| [5] | VisibleTo | (Player|Player[]) | |
| [6] | FriendlyTo | (Player|Player[]) | |
| [7] | StartPosition | Vector | |
| [8] | Direction | Vector | |
| [9] | Speed | Number | |
| [10] | Gravity | Vector | *Must be a vector (not null!), or type errors will break the projectile. |
| [11] | Targets | Player[] | An array of players to try for collision. |
| [12] | Radius | Number | Size is universal/normalized, like in VisualRadius. |
| [13] | Lifetime | Number | In seconds. |
| [14] | SaveDataTicks | Number | Save this projectiles ProjData for this number of ticks (capped internally at ~600). I.e., ProjState wont transition from ProjState.Inactive -> ProjState.Unsafe for ticks |
| [15] | _TimeOfCall | Number | Internal, set this to null or exclude this index! |