Edit: I am using the 3rd person ultimate character controller.
Question seems pretty clear I guess - so I want to create a grappling hook, quite like the one from Worlds Adrift
So once the grapple is attached, the characters Y axis should face the hooks position. (must be something similar to the gravity demo, there the character is also rotating in various angles)
The rope can be expanded and contracted on Input (L-Shift to expand, L-CTRL to contract; when not hooked, L-Shift is for sprinting and L_CTRL for crouching).
Should this be done in an character Ability or ItemAbility?
I have to control the velocity and rotation of the Character -> Ability or ItemAbility? (or something else?)
I need to enable and disable some other abilities, like - the character can't sprint with an attached grapple, the button L-Shift (used for sprinting without grapple) will contract the rope. - Can/Should this be done from within another ability (e.g. grapple ability disables SpeedChange ability while active)? (the state system would be quite good for this, I guess, if it would support turning abilities on and off)
The grapple itself - should it be an item?
I feel like it's more like an ability because it can be used at any time, no matter what weapon is currently equipped.
But it shall use the Aim-Ability (to rotate the character + Body + left Hand towards the point where the grapple should be attached) - but the Aim-Ability IS an ItemAbility ... so I can't use it without an item, right? And when I use it, for example with the AssaultRifle equipped, the character will aim with the assault rifle, not with his left arm, to shoot the grapple, right?
Also this would need override animations, just for the left arm, so he can still hold the currently equipped weapon (but not shoot that weapon during that moment when he fires the grapple hook)
In my specific case, the grapple, once attached to the environment, will be linked to the characters belt - so he has both arms on the currently equipped item - will aiming (with the item, e.g. AssaultRifle) work, when the Y axis is not facing upwards?
Will I have to change something on the camera too? I want the camera to ignore the players rotation entirely.
So basically ... where should I start? I know all of the things mentioned above are possible with this controller, I just don't know how (exactly).
Question seems pretty clear I guess - so I want to create a grappling hook, quite like the one from Worlds Adrift
So once the grapple is attached, the characters Y axis should face the hooks position. (must be something similar to the gravity demo, there the character is also rotating in various angles)
The rope can be expanded and contracted on Input (L-Shift to expand, L-CTRL to contract; when not hooked, L-Shift is for sprinting and L_CTRL for crouching).
Should this be done in an character Ability or ItemAbility?
I have to control the velocity and rotation of the Character -> Ability or ItemAbility? (or something else?)
I need to enable and disable some other abilities, like - the character can't sprint with an attached grapple, the button L-Shift (used for sprinting without grapple) will contract the rope. - Can/Should this be done from within another ability (e.g. grapple ability disables SpeedChange ability while active)? (the state system would be quite good for this, I guess, if it would support turning abilities on and off)
The grapple itself - should it be an item?
I feel like it's more like an ability because it can be used at any time, no matter what weapon is currently equipped.
But it shall use the Aim-Ability (to rotate the character + Body + left Hand towards the point where the grapple should be attached) - but the Aim-Ability IS an ItemAbility ... so I can't use it without an item, right? And when I use it, for example with the AssaultRifle equipped, the character will aim with the assault rifle, not with his left arm, to shoot the grapple, right?
Also this would need override animations, just for the left arm, so he can still hold the currently equipped weapon (but not shoot that weapon during that moment when he fires the grapple hook)
In my specific case, the grapple, once attached to the environment, will be linked to the characters belt - so he has both arms on the currently equipped item - will aiming (with the item, e.g. AssaultRifle) work, when the Y axis is not facing upwards?
Will I have to change something on the camera too? I want the camera to ignore the players rotation entirely.
So basically ... where should I start? I know all of the things mentioned above are possible with this controller, I just don't know how (exactly).
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