Dota 2 Workshop Tools/Scripting/API/ProjectileManager.CreateLinearProjectile: Difference between revisions
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iVisionTeamNumber = caster:GetTeamNumber() | iVisionTeamNumber = caster:GetTeamNumber() | ||
} | } | ||
projectile = ProjectileManager:CreateLinearProjectile(info) | projectile = ProjectileManager:CreateLinearProjectile(info) | ||
end | end | ||
</source> | </source> |
Revision as of 23:38, 17 August 2014

Function Description
int CreateLinearProjectile(handle InfoTable)
Creates a linear projectile and returns the projectile ID
Table Inputs: Ability, Source, vSpawnOrigin, vVelocity, vAcceleration, fDistance, fStartRadius, fEndRadius, bHasFrontalCone, iUnitTargetTeam, iUnitTargetType, iUnitTargetFlags, bProvidesVision, iVisionTeamNumber, iVisionRadius, bDrawsOnMinimap, bVisibleToEnemies, bIgnoreSource,fExpireTime, fMaxSpeed
- Example
--Creates a projectile that will travel 2000 units
function fire_arrow(args)
local caster = args.caster
--A Liner Projectile must have a table with projectile info
local info =
{
Ability = args.ability,
EffectName = args.EffectName,
vSpawnOrigin = caster:GetAbsOrigin(),
fDistance = 2000,
fStartRadius = 64,
fEndRadius = 64,
Source = caster,
bHasFrontalCone = false,
bReplaceExisting = false,
iUnitTargetTeam = DOTA_UNIT_TARGET_TEAM_ENEMY,
iUnitTargetFlags = DOTA_UNIT_TARGET_FLAG_NONE,
iUnitTargetType = DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC,
fExpireTime = GameRules:GetGameTime() + 10.0,
bDeleteOnHit = true,
vVelocity = caster:GetForwardVector() * 1800,
bProvidesVision = true,
iVisionRadius = 1000,
iVisionTeamNumber = caster:GetTeamNumber()
}
projectile = ProjectileManager:CreateLinearProjectile(info)
end
Parameters
Type | Name | Description |
---|---|---|
handle | InfoTable | No Description Set |
Returns
int - No Description Set