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asset⌬ modulemoduleprimary: init.luau·originates fromworld 6ea94b2d-3…

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…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

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.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

Unguided wing-launched rockets. Positions metres, velocity metres/second.

AssetModel

add(a: ?, b: ?, k: ?) → void

argtypedescription
a?
b?
k?

sub(a: ?, b: ?) → void

argtypedescription
a?
b?

dot(a: ?, b: ?) → void

argtypedescription
a?
b?

length(a: ?) → void

argtypedescription
a?

unit(a: ?) → void

argtypedescription
a?

floorAt(x: ?, z: ?) → void

argtypedescription
x?
z?

kill(e: ?) → void

argtypedescription
e?

startPoint(wingSide: ?) → void

argtypedescription
wingSide?

initial(wingSide: ?) → void

argtypedescription
wingSide?

advance(r: ?, dt: ?) → void

Integrate an unguided rocket; shared by the live shot and impact sight.

argtypedescription
r?
dt?

sphereFraction(a: ?, b: ?, c: ?, radius: ?) → void

argtypedescription
a?
b?
c?
radius?

terrainFraction(a: ?, b: ?) → void

argtypedescription
a?
b?

predict( ) → void

Predict the terrain impact of the next wing rocket without seeking a target.

visibleBlast(a: ?, b: ?) → void

argtypedescription
a?
b?

detonate(r: ?, p: ?, direct: ?) → void

argtypedescription
r?
p?
direct?

configure(callbacks: ?) → void

Supply the existing combat damage, explosion and smoke functions.

argtypedescription
callbacks?

launch( ) → void

Fire one rocket from alternating wing stations without a target lock.

setTrigger(value: ?) → void

Set the held rocket trigger; launch cadence is enforced by update.

argtypedescription
value?

reset( ) → void

Destroy shots and trails and reset fire control for a fresh sortie.

update(dt: ?) → void

Simulate shots, swept collisions, lingering smoke and the impact sight.

argtypedescription
dt?

inspect( ) → void

Read active shots and effect counts for verification.

⌬ Metadata
descriptionUnguided wing rockets with ballistic impact prediction, swept collision, terrain-blocked splash damage and ripple fire.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
▣
module · born here
❒asset
# Sortie state and lifecycle Shared per-client game state, constants, system registration, ordered update/reset callbacks, UI callback routing, damage, mission outcomes and bounded sound/event history for SKYWARD. The scene entrypoint loads flight, combat, cockpit and environment modules and drives this registry.
▲ 0↑ born
backing path · game/combat/rockets.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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