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Grapple Hook


ASk

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I managed to make stun baton alt-fire act as a grapple in quake

Thx to Cobra and Vesentac for their support (this one was not based on your code tho :) )

i now fix the last bugs: grapple not being able to release - found the source, fixing

unknown even on death - hopefully fixed

trail drawing - hopefully fixed

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well, cobra helped me on this one a bit, so if he wants to, i will be glad to release the source

i get now unknown trType error on client death

and also unknown events and it wont add me to player list as well as auto spawn at the map start

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UPDATE:

Grapple grapples onto wall and releases

I still get the bugs:

- unknown trType on player death

- unknown Event sometimes

- Player does not show in list

- Player does not autospawn

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Ok ask, I got the source from Normal..

 

Your additions in the client code confirmed my suspicions. I commented out all the WD_emplaced_gun code but it didnt work. That's when I suspected missing something in the client code.

 

Cobra and I were trying to aim for a server side only release but he did not finalize the cgame source.. when Cobra is back, I'll try and guide him through the process.

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i didnt find your thread *shrug*

something is definitely missing.....adding the bots crashes the game as well, i just dont know what could cause it, the only things that were added are the missile hadling of grapple and the firing code for server side and a grapple release code for client side (also there are some effect drawing functions, but commenting them does not fix anything)

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the problem was the added variable in playerstate_t struct (defined in q_shared.h, and better not to be changed)

so now i am thinking of how to transmit the data to client, as it uses pmove_t struct for movement and this does not help - no reference to using entity

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ASk,

 

god damn it.. has to be a way...

 

EDIT========================================

 

I need to go to sleep.. but perhaps this can give us some insight. It's the premise that interests me. But we need to stick a vect3 in the PS.. not grab existing data and modify it another place the code.....

 

I'm gonna have to hunt down some Raven Personnel

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well, as you can see:

Since no modifications to playerstate have actually resulted in a stable game

(From Code3Arena)

 

I am out of ideas, and i doubt that the method they use for reloading will work in this case...

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Ok ok ok... I've been racking my brain on this..

 

 

In JK2, lastHitLoc = to our grapple vect in q3

 

So maybe if we can manipulate how lastHitLoc works.. we can use those coords to where we want the hook to be.

 

i did a search, only 6 occurances of lastHitLoc.

 

All were VectorCopies, 3 of which copied lastHitLoc to origin2. the other 2 dealt specifically with the disruptor disintigration. Last occurence is the definition.

 

 

EDIT=============================

Ok 1st Vector Copy is for

BG_PlayerStateToEntityState

 

This is done after each set of usercmd_t on the server,

and after local prediction on the client

 

2nd Vector Copy is for

BG_PlayerStateToEntityStateExtraPolate

 

This is done after each set of usercmd_t on the server,

and after local prediction on the client.

 

3rd Vectorcopy is for

CopyToBodyQue

 

A player is respawning, so make an entity that looks

just like the existing corpse to leave behind.

 

Other 2 are disintegration effects like it matters.

 

Last is definition.

 

Good Luck Ask. and if it works.. get the offhand Hook code going because I am burnt. If this doesnt work, I really am going to look for Raven programmers.

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from what i see, lasthitloc is used to determine the last location

that the player was hit in, not the last location of any hit...

however, it's used only in 3 places in code, one of which is called only when you fire the disruptor (to make the disintegrating effect from the hit location)

so, we might be able to use it "temporarily"

 

 

EDIT:

 

oh bah...didnt see you writed the same thing :p

i compile the code now....lets hope it works

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it worked!!!!!!!

however i do use a very crude method (not backing it up or something). i figure out that if something hits the player mid-flight. he will stop in his place....think of it as another tactic

 

 

now we need a model for the grapple itself...i'm sure that soemone with good modelling skills or with Quake can supply us with it :p

 

thx a lot to Vesentac and Cobra as well

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the offhand grapple is done (at least the grappling effect, no model for grapple/rope yet as i dont have quake where i could take these models from)

 

the grapple firing button is USE (not the USE ITEM, but USE, defaults to 'E')

from what i understood here's the process of firing grapple:

 

- press USE till the grapple attaches

- while holding use, grapple pulls

- on release, you stop being pulled

- tap USE to remove the grapple from it's point

- Now you can repeat the whole process once again

 

Consider this a beta, as some used variables may break the game some day (or they already do, but we are not noticing :p)

 

in about 5 minutes i will upload the pk3 file.

the source will be uploaded later in the day

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Originally posted by ASk

the offhand grapple is done (at least the grappling effect, no model for grapple/rope yet as i dont have quake where i could take these models from)

 

 

This can easily be solved based upon the CGtrail and a current shader.

 

the grapple firing button is USE (not the USE ITEM, but USE, defaults to 'E')

from what i understood here's the process of firing grapple:

 

- press USE till the grapple attaches

- while holding use, grapple pulls

- on release, you stop being pulled

- tap USE to remove the grapple from it's point

- Now you can repeat the whole process once again

 

[/b]

"tap USE to remove the grapple from it's point" this doesnt sound right, you probably need to chek HookFree().

 

 

I'll hook up with the code later

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