Added: 2 years ago
From: danfruchter
Views: 13,180
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  • Where can I find Static Meshes for UDK?

  • That's incredible! But you should've shot someone with it!

  • 0:04 How you achiewe that you can push this ball by pawn?

  • @60554234718051990 turn it into a kactor not a static mesh

  • Yah I released an alpha demo, check the description for a link to it.

  • This looks pretty rad. With some work, this could really turn into something amazing. Look at Bionic Commando (the 3D one, not Rearmed) and Just Cause 2 for some grapple hook inspiration. I think making a grapple hook game in first person could make a game feel more "visceral" with some work. Basically, imagine Mirror's Edge with a grapple hook.

    Any chance of you releasing this for the public for us to mess with? Or designing a game around it?

  • can you please make a complete tutourial about how to make a gun like this

  • i've got a very stupid question

    i am experimenting with script and this could be fun as i can see in your vid

    i've got a C++ file but i don't know where to save it so it can be used ingame

    can you please tell me where to put the file and how to get it in my inventory

    thanks

  • can you bring things towards you with the grapple? Or does it just move the player towards that specified point? cause it'll be cool to have a dual purpose one that would do both depending on what you grappled.

  • If you create a weapon what we can't see, you will creat spiderman in FPS view :)

  • nice work

  • You should try to swing under the map :D

  • hey dude when your done making this grappling gun can you give me a download link of it

  • this could make for a good spider man type game

  • @SonicKillMario No. No it wouldn't. Why does everyone think that a first person spiderman game would be fun?

  • @TechnoOnyx I said spiderman TYPE game. It doesnt have to be first person. But if it was it would at least look cool to swing on stuff in first-person.

  • @SonicKillMario It's actually extremely fun and addicting. I have a hard time getting development done since it's fun just to fly around. I can understand skepticism about the game mechanic based on other grapples in games, but this is the real deal, rope pull, rope swing, etc. Eventually I'll release a beta for people to fly around in, I just put in off-hand grappling (shoot and grapple at same time). Thanks for the nice comments :)

  • sick stuff :D

  • Good stuff i still remember Grappling Gun from Quake 2 it was damn cool on multiplayer mode ^^

  • There is already a grappling gun for ut3,

  • Yah I know, I made it, unless you're referring to the other guys gun. I gave him my code and helped him make his (though he's not big on mentioning this...), this is actually fairly different how it works though, and this works correctly online.

  • @mamananau really whats the weapon called

  • great idea!

  • how the cheese make a custom weapon for UDK?

  • best grappling gun i've seen so far, 5* :)

  • Thing is the concept behind how to set up code for a Grappling gun has been done before and exists in games like Legend of Zelda. Isn't hard to do if you just apply common sense, maths and basic physics.

  • And if that is a little above your head. Google is your friend. Even though the highest ranking programmers in the industry went to UNI to learn that stuff. People scripting just need to google it really to get a basic grasp of it.

  • This is really cool, are you going to post the unrealscript for us to take a look?

  • Wasn't planning on it, but I can always post the basic concept. The distance between the player and the projectile:

    GrappleLength = VSize(Instigator.Location - Destination)

    I apply a rough approximation of centripetal force like this:

    CForce = Instigator.Mass * GrappleLength * Omega ^ 2;

    Then define the force I'm going to apply to the player:

    Force = Normal(Destination - Instigator.Location);

    Force *= CForce;

    Then I actually push the player:

    Instigator.Velocity += DeltaTime * Force;

  • @danfruchter Thanks hehe =)

  • Nice stuff!

  • o..m..g.. that could make some insane futuristic spider man levels or something.. lol.. idk my first thought was to jump off a ledge after shooting something but yeh.. nice work.. now I know I need to start looking into unreal script not just kismet..

  • It could, atm I'm making more of a "tutorial" level (think like Portal), and then I'm probably making a more traditional level. I envision a nice CTF style map (but with obvious vertical obstacles), something with two "forts" to assault. It should be fun and relatively realistic to actually make.

  • how you make that can you tell me

  • Nothing a few days of Kismet can't do, but really cool nevertheless !

  • Um, I sincerely doubt you can do this in Kismet. Kismet isn't for coding weapons.

    I'm: firing a projectile, freezing that projectile when it collides, saving the position of the projectile, then applying forces to the player based on the distance between the player and the projectile (the "rope length") and applying angular velocity, etc.

    That's the overview of what I'm doing theking, it's all done in unrealscript.

  • Oh cool, didn't mean to dis-respect you or anything

  • None taken, Kismet is generally more for level design. You can still do some gameplay things within it because it allows for access to things like cameras, but that's sort of a byproduct of level design, not because Kismet lets you program a game or anything. It's all good though :)

  • That grappling gun could actually create a very fun gamemode! Keep up the work!

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