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Grappling Hook (v2) 
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Joined: Wed Dec 31, 1969 6:00 pm
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Last edited by Ijon Tichy on Thu Apr 19, 2012 1:34 pm, edited 6 times in total.



Wed May 04, 2011 8:41 pm
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Should make it an inventory item for offhand use, I could see this bringing back the quake 2 DM glory days haha


Wed May 04, 2011 9:11 pm
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Hey, that's actually really creative. Very nice.


Wed May 04, 2011 9:15 pm
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Screenshots would be nice (:


Wed May 04, 2011 9:19 pm
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Wed May 04, 2011 9:23 pm
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That's freaking brilliant, its amusing and fun as hell!
OOOOOOOOOOH the uses for this thing are endless!


Wed May 04, 2011 9:41 pm
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Cool stuff, Can I use it.


Wed May 04, 2011 11:14 pm
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Yes, this is the perfect gadget for Splinter Cell! (You know what I'm talking about, you already made a HUD for it o/)


Thu May 05, 2011 4:57 am
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Wow this is so impressive :O

Two suggestions:
- Make the "hook" projectile faster. This way it is not really usable for moving around like Spiderman. and I want that! :)
- Make the hook ignore teleporters. I was messing around with this on MAP24 and it got teleported all the time (it took me a moment to figure out why my hook is disappearing).


Thu May 05, 2011 5:08 am
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Thu May 05, 2011 5:53 am
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Thu May 05, 2011 5:56 am
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This would be really cool to use in CTF! :P I'm going to give this a try. :D


Thu May 05, 2011 7:26 am
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Thu May 05, 2011 9:51 am
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Is it telling if I made this entirely in one day (total development time: about six hours)? :P


Thu May 05, 2011 10:11 am
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I could only imagine the possibilities if you worked with Theshooter7 when he was making his advanced movement code.


Thu May 05, 2011 10:28 am
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lolupdate

I made the grappling hook hitscan (the projectile code is still there, though), and added an item version of the grappling hook. Also, I made it so that you can configure the strength of the grapple item (through "grapple_strength") and whether you start with the grapple items (through "grapple_startwith"). Also, the grappling hook has no graphics at all. That's not a bad thing. :P



Thu May 05, 2011 3:26 pm
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I haven't tested it out yet, but this is instantly what I thought of when I saw this thread:


Thu May 05, 2011 3:31 pm
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That's actually pretty close to this. :P


Thu May 05, 2011 3:33 pm
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Hmm I suppose toggle inventory item would be the only way to do it. I'm not really advanced with coding though, so there may be a way around it.

/e oh, maybe a offhand bind? You can make custom button functions in the control menu, I haven't messed with it before though but you might be able to see how RGA uses it.


Thu May 05, 2011 3:44 pm
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Well that's how it is right now. Also, the custom inventory item sounds like the AttackSound of the weapon you're holding, but I don't think I can change that, so yeah.


Thu May 05, 2011 3:46 pm
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