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Grappling Hook - author: [mr.self-destruct] | |||||
In this we shall go through how to make a grappling hook that uses real world physics. This grappling hook is a offshoot of Pfhoenix's early work on the RealGrapple, so thanks Pfhoenix, Frederico & Gopher42, this grapple wouldn't exist without you guys ;)
Grappling hook:
var bool bHooked;
replication
simulated function Destroyed()
Super.Destroyed();
simulated function Tick(float DeltaTime)
if (bHooked)
function StartGrapple()
// Don't start grappling if we're already grappling
GetAxes(Pawn(Owner).ViewRotation, X, Y, Z);
// End trace to stop people grappling stupidly long distances
if (Other == None)
Other.TakeDamage(10.0, Pawn(Owner), HitLocation, 400.0 * X, 'grapple');
if (!Other.IsA('Pawn') && !Other.IsA('Projectile') && !Other.IsA('Decoration'))
// Give the player a "kick" to get them moving
function StopGrapple()
// Fire to begin grappling
// AltFire to stop grappling
state NormalFire
state AltFiring
// Putting down weapon in favor of a new one
function BeginState()
defaultproperties
var GChain Chain;
simulated function Destroyed()
simulated function CheckBeam(vector X, float DeltaTime)
simulated function UpdateBeam(GChain ParentChain, vector Dir, float DeltaTime)
defaultproperties
var vector HookLocation;
replication
simulated function Tick(float DeltaTime)
defaultproperties |
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