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Force-Based MO Grappling Gun *B30, maybe better physics
http://forums.datarealms.com/viewtopic.php?f=61&t=19206
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Author:  dragonxp [ Mon Jul 26, 2010 9:35 pm ]
Post subject:  Re: Force-Based MO Grappling Gun *UPDATE

LeonXross wrote:
Hey Cave, can you do me a favor and tell me where in the code I can change the controls for the claw?

Or could you do me a bigger favor and make a version with different controls?

Also, I don't know if this is a bug or what but when I was hanging from the ceiling, I swung into a portal and I instantly died.


It's because you teleport but the rope length stays the same, therefor, yur guy zoom hyper speed back to the rope killing it on the wall, or from sheer ImpulseGibLimit.

Author:  CaveCricket48 [ Sun Oct 24, 2010 11:00 pm ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

More stability! More stable ropes! How stable, you ask?

Image Image

Author:  Duh102 [ Sun Oct 24, 2010 11:02 pm ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

CaveCricket48 wrote:
How stable, you ask?

Stable enough to stack-hang two dummy rebel conspirators!

Author:  Mad Alex [ Mon Oct 25, 2010 1:35 pm ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

Grappling Gun go!
And we have wonderful way for exploring caves.
Image
Image
Image
What can be better than team of dummies climbing, for example, ice peak?

Only small problem: there should be way to stop AI from shotting hook -sometimes there is need to keep guy hanging somewhere, but sometimes stupid AI starts shooting hook, often killing your soldier, when he hangs high.

And yes, grapple is VERY stable, no lags, no crushes, and minimal amount of gibbed soldiers. Good work! :D

Author:  zalo [ Mon Oct 25, 2010 2:57 pm ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

This is awesome. Definitely get that shooting a weight and a rope attached to an enemy thing on this ASAP.

Author:  CaveCricket48 [ Mon Oct 25, 2010 10:40 pm ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

Working on making the physics even stabler. However, objects seem much heavier than they seem due to momentum. Not sure if there is something wrong with the algorithm or not, but I'm going to sort that out before there are any new modes.

EDIT: Remember folks, don't divide by zero.

Author:  FoiL [ Mon Oct 25, 2010 11:47 pm ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

It's really cool how the hook sticks to the dropship doors and not the actual body.

Author:  Poor mans sniper [ Tue Oct 26, 2010 3:29 am ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

Now all we need is a mountain mission where you get a light clone with a very small jump equipped with a Grappling Hook trying to reach the top!

Author:  Mirefrost00 [ Tue Oct 26, 2010 11:59 pm ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

Absolutely outstanding device! Though it didn't occur to me to take any pictures until after I'd done so, the first real test I applied the Grappler to was solving one of the most aggravating strategic blunders I occasionally commit: deploying a Dreadnought on an un-advantageous floor of my base in a skirmish. Using 2 clones, carrying 2 Grapplers each, I anchored them to the overhanging structure just above my second floor, then both to the Dreadnought on the ground below the second story opening. After a bit of fidgeting, I released the further line, and my Dreadnought swung neatly into the hole. Fantastic!

I also discovered that a Darkstorm Oni Tengu, fully kitted-out, is heavy enough to anchor a Dropship Mk. 1. Much to my chagrin the first time, then to my delight and amusement and my enemies' detriment every time thereafter.

Eagerly awaiting the next phases of your design. :)

Author:  Poor mans sniper [ Wed Oct 27, 2010 5:22 am ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

Mirefrost00 wrote:
Though it didn't occur to me to take any pictures until after I'd done so, the first real test I applied the Grappler to was solving one of the most aggravating strategic blunders I occasionally commit: deploying a Dreadnought on an un-advantageous floor of my base in a skirmish. Using 2 clones, carrying 2 Grapplers each, I anchored them to the overhanging structure just above my second floor, then both to the Dreadnought on the ground below the second story opening. After a bit of fidgeting, I released the further line, and my Dreadnought swung neatly into the hole.

Maybe I should try dreadnought golf sometime. :smile:

Author:  JacenHanLovesLegos [ Thu Oct 28, 2010 2:44 pm ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

Dafred needs a comfy chair after a long, hard battle. Even if it is foam.

Attachments:
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Author:  unwoundpath [ Thu Oct 28, 2010 9:11 pm ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

JacenHanLovesLegos wrote:
Dafred needs a comfy chair after a long, hard battle. Even if it is foam.

is that why the kill count is 5 of yours and 0 of them?

USER WAS WARNED FOR THIS POST
REASON: OFF TOPIC, DUMB

Author:  Lizardheim [ Thu Oct 28, 2010 9:18 pm ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

That's death count to you.

USER WAS WARNED FOR THIS POST

Author:  Corrupt [ Tue Nov 02, 2010 6:52 am ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

Would it be possible to make a Scorpion-Chain weapon from this? You know, Impale an enemy and pull them towards you after yelling GET OVER HERE!

Author:  Nocifer [ Tue Feb 08, 2011 5:45 am ]
Post subject:  Re: Force-Based MO Grappling Gun *Updated again

I apologize for the necro, but is there any way to change the part of the actor to which the rope attaches itself? I've made a version that looks like a big ol' tongue, but it looks a little strange coming out of the actor's belly button.

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