Creates an orb at the specifid position. An orb is a blue jiggly ball of creeper. The init params control it's content, it initial velocity, and its behavior.
Extra information: Orbs deal 0.5 damage when directly damaging a non-impervious unit.
To clarify: The unit type is “airsacbubble”.
The possible values in initTable are:
“payload” : The amount of creeper for the orb to carry. A float.
“bounce” : Whether the orb bounces on the terrain. A bool.
“includepseudoterrain” : Whether the orb bounces on pseudoterrain (when bounce is set to true). A bool.
“bounceshield” : Whether the orb bounces on shields. A bool.
“creeperdamps” : If the motion of the orb is slowed when in creeper. A bool.
“destroywhenstill” : If the orb should auto destroy when it comes to rest. A bool.
“destroywhendrytime” : If -1, then the orb will not auto destroy when out of the creeper. Otherwise, the nubmer of frames that it must be dry before it auto destroys. An Int.
“releaseondestroy” : If the orb releases its payload when destroyed by a sniper. A Bool.
“velocity” : The initial velocity of the orb. A Vector3.
“maxspeed” : The maximim speed the orb can move. Defaults to 1.
“attachedto” : Specifies the
UID of another egg/orb/unit to create an attachment to. An attachment is a link that binds the orbs together
“attachedtoobj” : Specifies the name of the obj to use on the attachedto object. Only works if attachedto points to a cmod unit.