Grappling hook fix

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

User avatar
tsurugi13
Lieutenant Colonel
Lieutenant Colonel
Posts: 543
Joined: Mon Dec 17, 2007 6:16 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Battling the ISA menace on Helghan.

Grappling hook fix

Post by tsurugi13 »

I am new to the forums, and this is my first post ever, so I'll try not to break any rules. I am also new to modding, but I have a kamino based map I'll be releasing soon. Does anyone know how to fix the grappling hook? All I get is a couple flashes like a pistol firing. :oops:
Last edited by tsurugi13 on Mon Dec 17, 2007 6:31 pm, edited 1 time in total.
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: Grappling hook fix

Post by MandeRek »

First of all; welcome.

Second; I don't think it can be fixed... A lot have tried it!

Third of all; don't know for sure if second is alright :P
User avatar
trainmaster611
Sith Lord
Sith Lord
Posts: 1779
Joined: Thu Aug 24, 2006 5:22 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Building a railway to Coruscant
Contact:

Re: Grappling hook fix

Post by trainmaster611 »

Its not possible with the Battlefront 2 engine unfortunately (although it was for SWBF1....)
User avatar
[RDH]Zerted
Gametoast Staff
Gametoast Staff
Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

Re: Grappling hook fix

Post by [RDH]Zerted »

trainmaster611 wrote:Its not possible with the Battlefront 2 engine unfortunately
Is that what one of the developers said or is that what GT members came up with?
User avatar
HobGoblin_264
Command Sergeant Major
Command Sergeant Major
Posts: 283
Joined: Wed Jun 20, 2007 1:26 pm

Re: Grappling hook fix

Post by HobGoblin_264 »

It's probably possible, :cpu: but just isn't worth the effort for something as small as this. See this thread http://www.gametoast.com/forums/viewtop ... is+nothing for more information (remember not to bump though!)
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Grappling hook fix

Post by Teancum »

The Grappling Hook is 100% can't-do-it impossible unfortunately. Psych0fred (an ex-developer that used to help out) looked at the source code to confirm that the function was broken in SWBF2.
Commander_Cody771
Vader's Apprentice
Posts: 1069
Joined: Thu Jun 07, 2007 5:02 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Looking for a new CPU
Contact:

Re: Grappling hook fix

Post by Commander_Cody771 »

How did it brake?
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Grappling hook fix

Post by Teancum »

Doesn't matter, we have no way to fix it, and Lucasarts/Pandemic would never release a patch for this old of a game.
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: Grappling hook fix

Post by MandeRek »

We couldn't do that... But still we can shoot a grapplehook away... That's just changing the effects/msh... Then you've got a grapple hook, which has actually the function of a normal gun...
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Grappling hook fix

Post by Teancum »

There's literally no way to do it. The best modders have tried many, many times and there's no way getting around the fact that the actual code needed doesn't work.
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: Grappling hook fix

Post by MandeRek »

I know! I just tried to say you could make a normal gun shooting a msh which is a grapple and make some sort of effect which looks like a rope. Nevertheless, this would be the same as the rest of all pistols/rifle, it doesn't function as a grapple gun, but just as a gun. That's what I'm trying to say ;)
User avatar
tsurugi13
Lieutenant Colonel
Lieutenant Colonel
Posts: 543
Joined: Mon Dec 17, 2007 6:16 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Battling the ISA menace on Helghan.

Re: Grappling hook fix

Post by tsurugi13 »

You could make one that has an exp effect of force pull. combine that with a rope msh and youve got an anti-infantry grappling hook! :yes:
Master Fionwë
Rebel Colonel
Rebel Colonel
Posts: 598
Joined: Wed May 30, 2007 3:33 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: At RCTC
Contact:

Re: Grappling hook fix

Post by Master Fionwë »

lol I tried it, didn't work. Although maybe it was just my setup in the odf file for the gun, but I intended it to be a weapon for my Arc Elite unit if it ever worked. :(
Syth
General
General
Posts: 784
Joined: Thu Apr 13, 2006 8:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: happy fun island

Re: Grappling hook fix

Post by Syth »

Theres always a way to mimic it - Just make the pistol fire any ordinance, and them give the ordinance an explosion with a very very powerful negative push (like -40) and big push area. Then what ever you hit with the weapon you get propelled to. You could later add effects to the ordinance to make it look like a rope. (like what tsurugi13 said)

Bad thing about this is it pulls everyone towards the spot. I don't think theres a way to make an explosion only effect the owner, which spoils the idea.
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Grappling hook fix

Post by Teancum »

Guys, it won't work. It's been tried. Over and over, by the best modders around, including the ex-developer that discovered the code needed from the executable was broken.
Ace_Azzameen_5
Jedi
Jedi
Posts: 1119
Joined: Sat Apr 23, 2005 8:52 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: Grappling hook fix

Post by Ace_Azzameen_5 »

Tean, did you read that last post, whats specifically wrong with what Syth said?

There may be some crazy thing involving deleting then respawning the character's unit, spawning an object that uses the same mesh as the unit class, then playing a ZE anim of that object and the grapple. But this would only work for grappling to and from a specific place at certain angles...

Actually, wait, it would be very possible if you could directly set an entity's "matrix" (coordinates of some type) via LUA, instead of just giving it the matrix you get from GetEntityMatrix(AnObject) or GetPathPoint.
Just do a little math on the matrix and use a millesecond timer for the combined effect being moving slightly in a certain direction each millisecond. Then spawn the effects. I believe the matrix provides the rotation, and possibly the yaw and pitch. These values would be used to determine direction of travel. Unfortunately, I haven't been able to dissect matrix 'variables' in LUA, probably because I'm a noob. Maybe its a table?

Has anyone been able to break LUA matrix variables down into a set of 6 or so numbers or something? (This would allow us to code some really cool stuff...)
User avatar
[RDH]Zerted
Gametoast Staff
Gametoast Staff
Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

Re: Grappling hook fix

Post by [RDH]Zerted »

It says in the docs not to use lua timers for things like that. I don't expect you can get a workable millisecond timer from the script. You could always make a teleporting gun or marker (like those things in UT), but you wouldn't have the animation of traveling to that location or of the object traveling to you.

You should even be able to swap out the explosion of the recon droid and make it teleport you to its location instead.

The matrix does include info on the angles the entity is facing (as seen when you teleport a unit to a rotated fighter, that unit is also rotated). However, keep in mind that 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.
ARC_Commander
High General
High General
Posts: 838
Joined: Tue Feb 06, 2007 7:18 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: Grappling hook fix

Post by ARC_Commander »

You know, reading this actually gave me an idea. Is it possible for an explosion to emit an ordnance? If so, you could fire a super-crazy-high-velocity round out of the grapple gun, it explodes invisibly and emits a Force Pull with a very small cone angle - so small that it only affects the person who fired the grapple.
User avatar
trainmaster611
Sith Lord
Sith Lord
Posts: 1779
Joined: Thu Aug 24, 2006 5:22 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Building a railway to Coruscant
Contact:

Re: Grappling hook fix

Post by trainmaster611 »

Arc, that might work. But as far as I know, its not possible with an explosion creating an ORD and all. Also the pull move makes the character go into a sort of toppling animation. Also, if the explosion did do that, I would pull in anything that is in front of it (not behind it), since that is the way pull is set up.

I'm going to work off of that idea.

Recently, me and rep of course made that deployable manned turret. When I was working on it, I realized that you could actually deploy an given object in game.

So what if we had the gun fire a dropturret as an ordnance (using a grappling hook model) with 0 gravity so it shoots straight. Then you set the dropturret aimer limits (presuming it has a hardpoint) so that it is locked in aiming towards the position that it was shot from -- where the player is standing. Then it would fire a friendly force pull ordnance with a narrow cone region pulling you to where it is, putting the unit in a prone animation so it looks like he is holding on as he flies, as opposed to toppling.

The chief difference here is that you are replacing the explosion with a dropturret that fires the ordnance backwards.
Syth
General
General
Posts: 784
Joined: Thu Apr 13, 2006 8:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: happy fun island

Re: Grappling hook fix

Post by Syth »

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.
Post Reply