Skip to content

Implement Trajectory Worker#4603

Open
ViralReaction wants to merge 4 commits into
Developmentfrom
SwapToTrajectoryWorker
Open

Implement Trajectory Worker#4603
ViralReaction wants to merge 4 commits into
Developmentfrom
SwapToTrajectoryWorker

Conversation

@ViralReaction
Copy link
Copy Markdown
Contributor

Changes

Describe adjustments to existing features made in this merge, e.g.

  • Change fragments to utilize ballistic trajectory worker
  • Change grenades to utilize grenade throwing verb

Reasoning

Why did you choose to implement things this way, e.g.

  • Code has been finished but keep forgetting to implement

Alternatives

Describe alternative implementations you have considered, e.g.

  • Forget about it for another year

Testing

Check tests you have performed:

  • Compiles without warnings
  • Game runs without errors
  • (For compatibility patches) ...with and without patched mod loaded
  • Playtested a colony (specify how long)

@ViralReaction ViralReaction requested review from a team as code owners May 31, 2026 03:26
@github-actions
Copy link
Copy Markdown

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-26702122924.zip

@github-actions github-actions Bot added the Download in Comments This PR has a zipfile download available. label May 31, 2026
@github-actions
Copy link
Copy Markdown

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-26702635788.zip

@github-actions
Copy link
Copy Markdown

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-26717029099.zip

Copy link
Copy Markdown
Contributor

@N7Huntsman N7Huntsman left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

  • Pawns won't lean around corners to throw grenades 90 degrees around them. The tiles at the grenade's max range (~12) are indicated as valid targets, but if you target them, the pawn just continually aims without throwing. EDIT: Upon further testing, they'll happily throw frag grenades around the corner, but won't throw flashbangs. No idea why this is the case.
  • If you throw around a corner at less than maximum range, even if it's only a tile or two, the grenade travels very slowly--presumably, this is the pawn lobbing the grenade high and it sailing in an arc.
    I suspect something's not quite right with our LoS calculations when pawns are standing directly at the corner of the wall.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

Download in Comments This PR has a zipfile download available.

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants