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Knock-up, Traction, and forced displacement locomotor#2179

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TaranDahl:ShiftLocomotionClass
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Knock-up, Traction, and forced displacement locomotor#2179
TaranDahl wants to merge 3 commits into
Phobos-developers:developfrom
TaranDahl:ShiftLocomotionClass

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@TaranDahl
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Knock-up warhead

  • You can now launch targets in an arc with projectiles. The target will be knocked up in the opposite direction of its current facing.
    • KnockUp controls whether to enable this logic.
    • KnockUp.Range defines the knock-up distance.
    • KnockUp.Speed defines the horizontal knock-up velocity.
    • KnockUp.Angle defines the knock-up angle.

In rulesmd.ini:

[SOMEWARHEAD]            ; WarheadType
KnockUp=false            ; boolean
KnockUp.Range=0.0        ; floating point, cells
KnockUp.Speed=0.0        ; floating point, cells/frame (horizontal component)
KnockUp.Angle=45.0       ; floating point, degrees

Traction warhead

  • Traction pulls affected targets toward the explosion point.
    • Traction controls whether to enable this logic.
    • Traction.Range is treated as a movement "budget" (floating point, in cells) used to limit how far the pull can progress.
    • Traction.Speed controls the linear movement speed applied when the pull occurs (cells/frame).

In rulesmd.ini:

[SOMEWARHEAD]            ; WarheadType
Traction=false           ; boolean
Traction.Range=0.0       ; floating point, cells
Traction.Speed=0.0       ; floating point, cells/frame

ShiftLocomotionClass

KnockUp finished, Traction in progress
@TaranDahl TaranDahl added ❓New feature Needs testing ⚙️T2 T2 maintainer review is sufficient labels Apr 24, 2026
@TaranDahl
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I have completed the basic functional tests.
However, additional tests are required, for this is touching the locomotion and cell tracker shit.

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github-actions Bot commented Apr 24, 2026

Nightly build for this pull request:

This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build.

@TaranDahl
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In-game:

KnockUp:
Twister

Traction:
FatalAttraction

@deathreaperz
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Screen.Recording.2026-05-09.112301.mp4

Good feature, really!

  • Is there any support/feature for ignoring terrain limitation to prevent something like in the video above?
  • Is there any way to make knockup/traction's speed support weight multiplier? Like the more weight it has, the less speed it takes?

@TaranDahl
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Is there any support/feature for ignoring terrain limitation to prevent something like in the video above?

It will get stuck. The water is immovable for its SpeedType.

@deathreaperz
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I understand. But what I mean is when it knocked into the water, why not make a feature that cause the unit sink (except amphibious)?

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