Class: DelayedDamage

DelayedDamage()

new DelayedDamage()

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Members

MISSILE_HIT_RADIUS

When missiles miss their target, other units in MISSILE_HIT_RADIUS range are considered. Large missiles should probably implement splash damage anyways, so keep this value low for performance.
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Methods

Hit(data)

Handles hit logic (after a delay has passed).
Parameters:
Name Type Description
data Object The data sent by the caller.
Properties
Name Type Description
type string The type of damage.
attackData Object Data of the form { 'effectType': { ...opaque effect data... }, 'Bonuses': {...} }.
target number The entity id of the target.
attacker number The entity id of the attacker.
attackerOwner number The player id of the owner of the attacker.
position Vector3D The expected position of the target.
projectileId number The id of the projectile.
direction Vector3D The unit vector defining the direction.
attackImpactSound string The name of the sound emited on impact.
friendlyFire boolean A flag indicating whether allied entities can also be damaged. ***When splash damage***
splash.friendlyFire boolean A flag indicating if allied entities are also damaged.
splash.radius number The radius of the splash damage.
splash.shape string The shape of the splash range.
splash.attackData Object same as attackData, for splash.
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