Spielerando

Swing a battering ram so that it hits the gate at its fastest, at a known moment

A ram drawn forward with a smooth easing arrives slowly, and the blow feels like a touch. Swung like a pendulum it arrives fastest, as it should. This entry gives the motion in four steps, the exact moment of impact for sound, damage and dust, and a damage value that follows the real speed of the blow.

Why this works

A swinging weight is slowest at the top and fastest at the bottom, so the ram hits hardest exactly where the gate is. Because the speed at the hit is known, the damage can follow the picture: a longer swing time means a gentler blow, which the player can see and understand.

When not to use it

Wrong for weapons that do not swing, like a drill, a flame or a magic beam, or for gates that must fall after a fixed count of hits regardless of picture. Then tie damage to a plain counter and keep the animation as decoration.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 35 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Swing a battering ram so that it hits the gate at its fastest, at a known moment" (read_entry battering-ram-pulls-back-slowly-and-hits-at-full-speed) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP