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HammerThrow
Great hammers can be thrown like Mjolnir: middle mouse hurls the spinning hammer toward the crosshair, it damages everything on the way out and back, then returns to your hand. Movement stays free while it flies, but attacks are blocked until it is caught.
By Aquark
CHANGELOG
Changelog
1.11.0
- Final tuning after in-game testing: the hammer leaves the hand a fixed
LaunchDelaySeconds(1.3 s) after the throw animation starts, the model is oriented deterministically from its own grip→head axis withModelRoll = 90, and it tumbles forward withSpinDirection = -1. - Removed the peak-detection path from the defaults;
LaunchAtPeakremains available for experiments. Verbosedefaults to off, so the animation/item dumps no longer spam the log.
1.10.x
- Launch timing reworked (
LaunchDelaySeconds, then a deterministic orientation): the roll used to depend on the pose at the moment the model was cloned, which moved when the launch was delayed.
1.9.x
- Peak-based launch, configurable spin axis (
Tumble/Roll/Yaw),ModelRoll,F10config reload, geometry logging.
1.8.0
- Head-aligned flight orientation, launch at the end of the animation.
1.7.0
- Uses the one-handed mace heavy attack (
mace_secondary) instead of the two-handed slam. - Stamina cost equal to a normal swing.
1.6.0
- Launch delay, model yaw offset.
1.5.0
- Real mace heavy-attack trigger (
mace_secondary), world-space tumble axis.
1.4.0
- Diagnostics for club-class item attack triggers and animator parameters.
1.3.0
- One-handed mace animation, normal-swing stamina cost.
1.2.0
- Animation clip dump.
1.1.1
- RainbowGear integration (the flying copy keeps its colours).
1.1.0
- Fixed the phantom swing after catching the hammer.
- Hit dust effect, 25 m range, birds can be hit.
1.0.0
- First release: middle mouse throws a two-handed club like Mjolnir.