rockets
Alternating wing-launched rocket fire for Skyward's multirole and Rocket Strike loadouts. Combat configures existing damage, explosion and smoke callbacks; rockets owns motor thrust, drag, gravity, swept target/terrain collisions, blast occlusion, lingering trails and the predict…
Unguided aircraft rockets
Alternating wing-launched rocket fire for Skyward's multirole and Rocket Strike loadouts. Combat configures existing damage, explosion and smoke callbacks; rockets owns motor thrust, drag, gravity, swept target/terrain collisions, blast occlusion, lingering trails and the predicted impact sight. Hold R, gamepad west or the ROCKETS touch button to ripple fire at five rounds per second without target lock. The cockpit displays ammunition and a terrain impact pipper; environment audio consumes rocket events.
Public functions: configure(callbacks), launch(), setTrigger(held), update(dt), reset(), predict(), advance(shot,dt), inspect(). A shot starts below/outside the cockpit and inherits airspeed, burns for 1.2 seconds, then coasts ballistically for a maximum of eight seconds. Direct hits deal 100 damage; ground splash falls off over 90 metres beyond the target hit radius and is blocked by intervening terrain. Nearby blasts can damage the player. No homing or airburst proximity fuse.
Rocket Strike carries 32 rockets, two guided missiles and six countermeasures. Multirole carries 12 rockets, six missiles and ten countermeasures. Interceptor has no pods. Reset/stop destroys all rocket entities and particle emitters. Verification is in design/verify-rockets.luau.
Scoped to this part · feeds back into the world's score.