Grappling hook fix

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Re: Grappling hook fix

Post 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.
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Re: Grappling hook fix

Post 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...
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Re: Grappling hook fix

Post by ARC_Commander »

Sounds like something a CIS recon unit could use...
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Re: Grappling hook fix

Post 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
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Re: Grappling hook fix

Post 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.
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Re: Grappling hook fix

Post 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..
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Re: Grappling hook fix

Post 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.
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Re: Grappling hook fix

Post by ARC_Commander »

Just make it so the AI don't use it at all. Set all the AITargetwhatever codes to 0.
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Re: Grappling hook fix

Post by EGG_GUTS »

Or just give it to the hero.
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Re: Grappling hook fix

Post by SilvaDalek »

For the every-one around you thing being dragged too, you could call the weapon grab-n-go!!! Or turn and burn.
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Re: Grappling hook fix

Post 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:
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Re: Grappling hook fix

Post by mutedrancor »

nice :thumbs: did you make it say grappled in game?
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Re: Grappling hook fix

Post by tsurugi13 »

No, good idea though!
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Re: Grappling hook fix

Post 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."
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Re: Grappling hook fix

Post 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.
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Re: Grappling hook fix

Post by EGG_GUTS »

You could make the explosian invisible then make the expolsian push negative but that would still people around you,too.
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Re: Grappling hook fix

Post by SilvaDalek »

If a grapple went into you amd pulled wouldn't that hurt? Give it damage! :yes:

And use the snowspeeder cable effect.
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Re: Grappling hook fix

Post 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" .
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Re: Grappling hook fix

Post 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.
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Re: Grappling hook fix

Post 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.
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