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 Grappling Gun 
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Joined: Thu Sep 03, 2009 4:21 pm
Posts: 18
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Post Re: Grappling Gun
Roon3 and Kyred, thanks for this wonderful mod.
The only thing i think it lacked was erasing a rope(s) for specific actor, not all at once. So i tried to fix this.
If anyone is interested just download attached file or edit Hook.lua:
add in function Create(self)
Code:
self.Origin = ActivityMan:GetActivity():GetControlledActor(0);


modify in function Update(self)
Code:
if ((ActivityMan:GetActivity():GetControlledActor(0).ID) == (self.Origin.ID)) then
        self.rope.Lifetime = 1;
        self.Lifetime = 1;
end

It would still cut ropes for an active actor of every player so its still useless in multiplayer. This also can be fixed by assigning a separate "cut key" for every team.


Attachments:
Grapple.rte.zip [33.87 KiB]
Downloaded 219 times
Thu Sep 03, 2009 5:42 pm
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Joined: Fri Mar 13, 2009 2:31 am
Posts: 217
Location: Earth... I think
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Post Re: Grappling Gun
NaXx wrote:
Contrary wrote:
Whee! I know I'm late to the party, but this is lots of fun (except for the crashing).

Could this technology be used to forcefully tether other units to the ground?


For sure, I'm thinking to transform this tecnology into a fearsome device... shh! *patent in procces*


Aw I think this may start the cold war of modding... (I was experimenting with this too... without much success though)

My original idea was to have it tie actors to each other (deflects off one and sticks to another) but it would only target enemy actors of course but it crashed and lagged so I gave up on that idea


Wed Sep 16, 2009 9:30 pm
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Joined: Mon Feb 02, 2009 9:18 pm
Posts: 618
Location: Ancient Hispania
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Post Re: Grappling Gun
Cold war, yeah that's how it looks, well I was thinking to make a shootable metal tri-claw for a very big mech
but I've failed at spriting this mech, too tired to continue spriting...


Wed Sep 16, 2009 9:52 pm
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Joined: Sun Mar 22, 2009 7:30 am
Posts: 168
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Post Re: Grappling Gun
ZevN47 wrote:
NaXx wrote:
Contrary wrote:
Whee! I know I'm late to the party, but this is lots of fun (except for the crashing).

Could this technology be used to forcefully tether other units to the ground?


For sure, I'm thinking to transform this tecnology into a fearsome device... shh! *patent in procces*


Aw I think this may start the cold war of modding... (I was experimenting with this too... without much success though)

My original idea was to have it tie actors to each other (deflects off one and sticks to another) but it would only target enemy actors of course but it crashed and lagged so I gave up on that idea


This I would love.


Fri Sep 18, 2009 5:05 am
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Joined: Fri Mar 13, 2009 2:31 am
Posts: 217
Location: Earth... I think
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Post Re: Grappling Gun
Well I'll go back to working on it anything Roon wants to do with this Idea I will fully support (mostly because it has a 9.9/10 chance of being better than mine)


Fri Sep 18, 2009 4:04 pm
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Joined: Mon Aug 31, 2009 12:26 am
Posts: 10
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Post Re: Grappling Gun
My Grapple gun mod doesn't work anymore, after switching from my new computer to my old one. I can't work out why, I re-downoaded and installed it (Because I didn't have it on this computer to begin with.)
Now it just doesn't show in-game.
Anyone got any idea what's up with it?


Mon Nov 09, 2009 8:14 pm
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Joined: Sun May 11, 2008 12:50 pm
Posts: 899
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Post Re: Grappling Gun
May be a problem with the zip, try this:

1. Create a new folder called Grapple.rte.
2. Cut all the contents of the old Grapple.rte and paste them into the new one.
3. Delete the old Grapple.rte and put the new one in you CC directory.


Mon Nov 09, 2009 8:19 pm
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Joined: Mon Aug 31, 2009 12:26 am
Posts: 10
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Post Re: Grappling Gun
Roon3 wrote:
May be a problem with the zip, try this:

1. Create a new folder called Grapple.rte.
2. Cut all the contents of the old Grapple.rte and paste them into the new one.
3. Delete the old Grapple.rte and put the new one in you CC directory.


Awesome, worked like a charm. Thanks! :D


Mon Nov 09, 2009 8:31 pm
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Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
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Post Re: Grappling Gun
Right now if you shoot a few grappling hooks you move perpetually and eventually just die. I'd like to just be able to hang around.


Mon Nov 09, 2009 10:25 pm
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Joined: Sun May 11, 2008 12:50 pm
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Post Re: Grappling Gun
Update, new stuff include:
1. A better grapple function - works more like Kyred's function
2. Much more stable - No crashes as far as I know
3. The cord is no longer a sprite with a fixed length, it can be as long as you want.
4. New keys - Press the spacebar to break the rope and +/- (on the letterpad, not the numpad) lengthen shorten it.

Currently the only bug I see is the old map seam crap, it has to do with my get angle function. If anyone has better working one please say so.

I've also tried to make a gun which ropes to objects together, but I couldn't get it working.


Last edited by Roon3 on Wed Nov 11, 2009 5:59 pm, edited 1 time in total.



Wed Nov 11, 2009 5:39 pm
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Loose Canon
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Joined: Sun Mar 29, 2009 11:07 pm
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Post Re: Grappling Gun
Roon, you just re-attained my download.


Wed Nov 11, 2009 5:59 pm
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Joined: Sun Jul 13, 2008 9:57 am
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Post Re: Grappling Gun
getting the angle could be done with SceneMan:ShortestDistance().AbsRadAngle couldnt it? if you allow wrapping you should be fine getting the angle from the vector.


Wed Nov 11, 2009 9:13 pm
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Post Re: Grappling Gun
Tried that, its just as broken as math.atan2. I forgot to mention but I've done some nice, incomplete commenting on the code, and touched up the sprite a bit too. The file size has also been reduced.

Hopefully someone comes up with a get angle that works with map seams (Never fear Kyred is... On his way? How'd you do it with your code?), but until then don't fire it on map seams.


Wed Nov 11, 2009 9:24 pm
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Grappling Gun
Roon3 wrote:
broken...math.atan2


what


Thu Nov 12, 2009 4:18 pm
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Joined: Sun May 11, 2008 12:50 pm
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Post Re: Grappling Gun
Yeah, I got to the same conclusion after some more testing, it doesn't seem to be the get angle function. Something is returning a wrong number though. When you are to the left/right of the anchor point, it will just send you flying to the left/right. Any ideas?


Thu Nov 12, 2009 5:00 pm
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