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Re: Grappling hook fix

Posted: Fri Dec 21, 2007 10:58 am
by ARC_Commander
This brings to mind the Orbital Strike beacon. The way I've got it set up, it's a pair of binoculars that fires a beacon, which triggers an ordnance. If the AimElevation and AimAzimuth (or whatever) were changed, and the orbital strike bolts were replaced with a narrow Force Pull, I imagine that it would work.

Re: Grappling hook fix

Posted: Fri Dec 21, 2007 2:53 pm
by Syth
Oh yea, that could work. But the aimers fire down...
O my flippen bam :shock: . That just gave me a awesome idea (not relating to the grapple). If the made the AimElevation and AimAzimuth values 0, and made the ordinance poison buff.... poison grenade...

Re: Grappling hook fix

Posted: Fri Dec 21, 2007 5:34 pm
by ARC_Commander
Sounds like something a CIS recon unit could use...

Re: Grappling hook fix

Posted: Fri Dec 21, 2007 6:32 pm
by Syth
Dang, i just figured this out. Orbital strike uses the unit that fires it as the point as origin, not the beacon. So when you use the orbital strike, the ord is fired from 600m above your head, towards the beacon. This means the the pull, or poison can't come at you or from the beacon... :x

Re: Grappling hook fix

Posted: Fri Dec 21, 2007 9:50 pm
by Teancum
You also gotta take into consideration that however you hack it, the AI have to know how to use it without acting weird.

Re: Grappling hook fix

Posted: Sat Dec 22, 2007 5:12 am
by MandeRek
If you mean anims, you could make an anim, put that into anims of the soldier shooting and call it in animation bank... That´s not a problem i guess..

Re: Grappling hook fix

Posted: Sat Dec 22, 2007 10:27 am
by Teancum
Actually I'm talking about AI behavior. Give them a gun like what we're talking about and you'll see all sorts of really weird stuff going on, since the AI won't know it's not meant to be a weapon. They'll launch themselves over the edge, get stuck everywhere, etc. My guess is that's why it was cut from SWBF1 in the first place, and that was actually coded to be a grapple.

Re: Grappling hook fix

Posted: Sat Dec 22, 2007 11:37 am
by ARC_Commander
Just make it so the AI don't use it at all. Set all the AITargetwhatever codes to 0.

Re: Grappling hook fix

Posted: Sat Dec 22, 2007 12:01 pm
by EGG_GUTS
Or just give it to the hero.

Re: Grappling hook fix

Posted: Sat Dec 22, 2007 1:17 pm
by SilvaDalek
For the every-one around you thing being dragged too, you could call the weapon grab-n-go!!! Or turn and burn.

Re: Grappling hook fix

Posted: Sun Dec 23, 2007 10:09 pm
by tsurugi13
I tried something simple and just gave a missile a negative push value. Believe it or not it actually pulled them! If I just upped the negative push some more, upped the ordnances velocity, and removed the exp effect, you'd have an anti-infantry grappling hook! :maulsaber:

Re: Grappling hook fix

Posted: Sun Dec 23, 2007 10:51 pm
by mutedrancor
nice :thumbs: did you make it say grappled in game?

Re: Grappling hook fix

Posted: Sun Dec 23, 2007 11:01 pm
by tsurugi13
No, good idea though!

Re: Grappling hook fix

Posted: Sun Dec 23, 2007 11:05 pm
by Maveritchell
tsurugi13 wrote:I tried something simple and just gave a missile a negative push value. Believe it or not it actually pulled them! If I just upped the negative push some more, upped the ordnances velocity, and removed the exp effect, you'd have an anti-infantry grappling hook! :maulsaber:
We call that move "Force Pull."

Re: Grappling hook fix

Posted: Sun Dec 23, 2007 11:27 pm
by tsurugi13
...no. This is a missile. I was honestly hoping that the negative push would pull the player toward the explosion, but oh well. I'm just going to change this to a 0 damage, 50 push missile.

Re: Grappling hook fix

Posted: Mon Dec 24, 2007 9:12 am
by EGG_GUTS
You could make the explosian invisible then make the expolsian push negative but that would still people around you,too.

Re: Grappling hook fix

Posted: Mon Dec 24, 2007 9:17 am
by SilvaDalek
If a grapple went into you amd pulled wouldn't that hurt? Give it damage! :yes:

And use the snowspeeder cable effect.

Re: Grappling hook fix

Posted: Mon Dec 24, 2007 1:27 pm
by Ace_Azzameen_5
@Zerted: Quick timers are probably brutally inefficient and could make the game crash if overused, but hey, this is modding we're talking about.
[RDH]Zerted wrote:...the result of GetEntityMatrix() doesn't have to be in a human readable format. It could always be some type of binary representation of some C++ object.
Something which I know nothing about. :( I guess I could, 'learn'. It sounds like your saying that the variable is tracked by the CPP code and when you 'store' it in the LUA, the engine just takes that and saves it itself...well, wait...I'm not making much sense, am I? The engine is the LUA code's environment..but its a different part or something...they're all numbers and RAM bits and stuff...*Incomprehensible rambling*
Syth wrote:That'd work, but the ai turret/grappling hook would half to smart enough to shoot you immediately, and if you where standing next to anyone they'd get pulled too.
AutoFire = "1" .

Re: Grappling hook fix

Posted: Mon Dec 24, 2007 3:53 pm
by ARC_Commander
Yes - the grappling hook should work like this:

1. Pistol fires autoturret (with invisible geometry) that is programmed only to target friendly, has a targeting range equal to that of the grapple pistol
2. Autoturret is set to "autofire = 1", fires a Force Pull at you with a cone angle of 1 or 2.
3. You are pulled through the air to the location of the autoturret. The autoturret's lifespan runs out shortly after.

Bam. Grapple hook. I'll see if I can implement it in Battlefront Extreme. Now, is it capable of firing on an angle? We'll have to find out.

Re: Grappling hook fix

Posted: Mon Dec 24, 2007 5:20 pm
by Syth
Im not sure how to make aiming values fixed at the opposite direction. You might have to have a new model with a hp-fire in the opposite direction.