Development Peak: Grapple

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
MassChAoS
Posts: 1301
Joined: Thu May 02, 2002 3:26 am
Location: Florida
Contact:

Development Peak: Grapple

Post by MassChAoS »

Welcome to the land of Tarzan. Complete with grapple hooks and all:

Image

Questions, Comments, are welcome. Pics of drooling fans may not be appropriate. :P
The Trasher
Posts: 17
Joined: Wed Aug 21, 2002 9:51 am

Post by The Trasher »

Reminds me of the robo-spider from DOOM from that angle, but still, damn cool.
Jan-Pieter
Chaotic Dreams Team
Posts: 382
Joined: Sun May 05, 2002 10:40 am
Location: beyond time and space
Contact:

Post by Jan-Pieter »

What color/texture should the rope have?
qwerty_87
Posts: 1
Joined: Tue Nov 12, 2002 2:03 pm

rope texture/color

Post by qwerty_87 »

hmm, a brown rope wouldn't fit in imo, so , maybe a steelish one ? grey ? that would look nice imo, if u get it right 8)
MassChAoS
Posts: 1301
Joined: Thu May 02, 2002 3:26 am
Location: Florida
Contact:

Post by MassChAoS »

the twisted strains of wire would look good, I think. You know, like heavy duty cable for towing and things.
Swift Viper
Posts: 160
Joined: Sun Aug 25, 2002 12:17 am

Ideas

Post by Swift Viper »

This might have been said before somewhere. Stats on the Grapple could be changed, like range, damage and how fast it moves in the air. It should be able to stay on movers, like say if a level had a spaceship or something moving around, the player could grapple on and move around with the spaceship or any other mover. Sure that player would be hard to hit because most likely, he/she will be moving faster then running speed, but it would also be hard for the player on the grapple to hit someone. It would be even cooler if you would able to move around a little bit more on the grapple and if another player grapple on to another mover, then it would be sort of a sky battle! I got other ideas for this CUT2, but I might post them in the other threads having to do with it (like the axe and Respawn protection) and maybe edit this post with more ideas.
qwerty_87 wrote:hmm, a brown rope wouldn't fit in imo, so , maybe a steelish one ? grey ? that would look nice imo, if u get it right 8)
I 2nd that. It looked nice on the CUT grapple and should look nice on this one too.
R.Flagg
Chaotic Dreams Team
Posts: 8460
Joined: Thu May 09, 2002 2:55 pm

Post by R.Flagg »

The idea of attaching it to movers was tried in CUT, more than once. We were just never able to get it right. The grapple would stay where the mover was, but would not go with it.

Many folks would like to see that happen, but I don't think it's clear yet whether or not it will.
Swift Viper
Posts: 160
Joined: Sun Aug 25, 2002 12:17 am

Post by Swift Viper »

I think I know what you mean because other grapple hooks with other mods failed to do the same. There has been a new coder on the team I heard from the main page for a little while. With the power of the Unreal Warfare engine in UT 2003, could it work? I'll understand it if can't be done.
R.Flagg
Chaotic Dreams Team
Posts: 8460
Joined: Thu May 09, 2002 2:55 pm

Post by R.Flagg »

Yes, we do have new members, and that is bound to help.

But, when I said we never 'got it right', that was poor wording perhaps. I didn't mean to imply that it was the result of an inability on the part of those making the attempt. I meant to be saying that it probably just couldn't be done.

As to whether or not it will now be possible, I'm as eager to know that as you are. But as far as I know, it has not been addressed yet. Many other things have kept them busy thus far.

Jb has told us however that some basic code for the grapple is in, and seems to be working, so I can tell you that much. But I don't believe it has progressed to the point of addressing the issue of movers. I think the goal was just to get the basic hook in and working for now.
LoQtUS
Posts: 2710
Joined: Mon May 06, 2002 6:30 pm
Location: Orlando FL
Contact:

Post by LoQtUS »

Grapple Movers????

UT: more then likely that will never happen. You see the movers in UT are special BSP brushes, and the code would attach to the Collision( JB correct me if im wrong Please) Not the brush its self.

UT2k3: Now this is a whole other story. I think it will be possable cause the Movers are actualy Static Meshes that are set as movers. The grapple will have to be able to attach to a static because about 90% of UT2k3 maps are static meshes. So we may be able to get it to work. If any one can get it to work the Chaos Coders will ;)
DJPaul

Post by DJPaul »

If they don't work by default, i've a Big Bag 'o Hacks to unleash upon it.
LoQtUS
Posts: 2710
Joined: Mon May 06, 2002 6:30 pm
Location: Orlando FL
Contact:

Post by LoQtUS »

See..... i told ya ;)
Swift Viper
Posts: 160
Joined: Sun Aug 25, 2002 12:17 am

Post by Swift Viper »

LoQtUS wrote:Grapple Movers????

UT: more then likely that will never happen. You see the movers in UT are special BSP brushes, and the code would attach to the Collision( JB correct me if im wrong Please) Not the brush its self.

UT2k3: Now this is a whole other story. I think it will be possable cause the Movers are actualy Static Meshes that are set as movers. The grapple will have to be able to attach to a static because about 90% of UT2k3 maps are static meshes. So we may be able to get it to work. If any one can get it to work the Chaos Coders will ;)
For the Bio Rifle, there is programming so the bio would stay on walls and ceilings. Not sure if it worked on movers (got to test that), but maybe with some code taken from the bio rifle, it could be done in UT 2003.
Frobozz
Posts: 22
Joined: Fri Nov 15, 2002 6:23 am

Post by Frobozz »

No, I tried on Phobos II (shoot the goo at the rotating spotlights). It just sits in static space and falls off.

I'm sure it can be done though. The code would just need to read the mover's transitional and rotational properties, then figure out the offset and moment of the "grapple connection point" (this is probably the hard part), and translate/rotate the grapple hook appropriatly.

I'm sure the hook, line, and player can all be made Karma actors and interact with the physics engine in the game for realistic "Spiderman" style grapple action.
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

I'm sure the hook, line, and player can all be made Karma actors and interact with the physics engine in the game for realistic "Spiderman" style grapple action.
We tried that and did not have much luck on our first pass. Also since Karma scales with the clients settings a user that turns they phsyics detail down wont see the effect. Finally it does eat up a lot of CPU power so you get a few people grappling at one time on your window say good bye to your frame rates. The jury is still out and we just may get it. But for now we are going to hold off on any more karma for now.
Jb
Post Reply