UDK Grappling Gun Prototype
Uploader Comments (danfruchter)
Top Comments
-
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.
All Comments (40)
-
Where can I find Static Meshes for UDK?
-
That's incredible! But you should've shot someone with it!
-
@60554234718051990 turn it into a kactor not a static mesh
-
0:04 How you achiewe that you can push this ball by pawn?
-
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.
-
@danfruchter Thanks hehe =)
Yah I released an alpha demo, check the description for a link to it.
danfruchter 1 year ago
This is really cool, are you going to post the unrealscript for us to take a look?
jdheeter 2 years ago
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 2 years ago 4