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ProjArgs

Blockerman_101 edited this page Sep 16, 2026 · 2 revisions

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!

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