◇
component · drop-in viewer
Debris
Anything loose in the shaft that can hit you. Spawned by `game.hazards.buildRig()`; not authored into the scene.
by·posted 2mo ago
What it does
Debris
Anything loose in the shaft that can hit you. Spawned by
game.hazards.buildRig(); not authored into the scene.
Two kinds, one behaviour, because a structural member that has let go is debris.
kind | while released is false | once released |
|---|---|---|
"brace" | a cross-member of the truss: static structure, part of the wreck, holding. Visible from the first second of the run at instability 0. | sweeps the shaft on the drift it was built with, at hazards.CFG.braceSpeed, tumbling. Leaves the shaft volume and goes dark — a collapsed member does not come back. |
"chunk" | (chunks start released; the director sleeps and wakes the entity instead) | crosses the route rather than running along it, and wraps back in at the far side, so the shaft never quietly clears itself. |
HazardDirector decides when a brace lets go and how many chunks are
awake — a disabled entity does not tick, so a sleeping chunk cannot wake
itself.
Contact
A sphere overlap against the local player's body, radius + suitRadius, one
hit per hitCooldownSec. On contact it:
- emits
impact(damage, "collapse")orimpact(damage, "debris")—shellowns what that costs; - calls
hazards.impulsewith the piece's own velocity plus a kick away from it, so being hit by a moving mass sends you the way it was going.
It never writes the player's transform and never writes state.integrity.
Fields worth reading from outside
released, hits, travelled (metres since release).
Discussion
Scoped to this part · feeds back into the world's score.
Sign in to post.sign in
No comments yet. Be the first.