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Grapple rope without the rope

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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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