| Blockland Forums > Suggestions & Requests |
| Grapple rope without the rope |
| << < (3/3) |
| Peejster:
Is it really possible, though? A quick look at the code for the grappling hook reveals that it only activates once the projectile hits something. --- Code: ---function GrappleRopeProjectile::onCollision(%this, %obj, %col, %fade, %pos, %normal) { if(%col.GrappleRopeTarget || $Pref::Server::GrappleRopeAnywhere) { %ppos = %obj.client.player.getPosition(); %scanTarg = ContainerRayCast(vectorAdd(%ppos, "0 0 1"), %pos, $TypeMasks::StaticObjectType); if(!%scanTarg || %scanTarg == %col) { %obj.client.player.ropeLength = vectorLen(vectorSub(%obj.client.player.getPosition(), %pos)); %obj.client.player.GrappleRopeTarget++; %obj.client.player.GrappleRopeCol = %col; %obj.client.player.GrappleRopePos = %pos; } } } --- End code --- |
| Zeblote:
That's why you use raycasts instead. Makes it much more precise anyways. |
| Peejster:
--- Quote from: Zeblote on January 27, 2014, 04:51:21 PM ---That's why you use raycasts instead. Makes it much more precise anyways. --- End quote --- Didn't think of that. If I were proficient with Torquescript I'd help out, but I sadly cannot. |
| xSetrox:
the rope is kinda ew especially if the server is lagging |
| the hacker:
--- Quote from: xSetrox on January 27, 2014, 10:48:45 PM ---the rope is kinda ew especially if the server is lagging --- End quote --- There's another reason I want it gone. |
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