#crescendo whip pole
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Get velocity of hand holding whip, 30Hz, set bool variable to hand holding the whip's velocity greater then an ammount u input (should probably start off with 1).
Event Receiever bool varabled changed, if bool variable, then teleport (set postion, respawn, or set transform) to position of hit position from raycast starting at whip position & direction of whip forward vector (tho instead of teleporting ontop of objects with rope, this will have u needing to actually point ur whip realistically. Such as, if u want to get on top of a pole, you point ur whip on ceiling above it, teleport, & thus fall down on top of pole.
if u dont want it flexible/realistic, & to be more accurate like crescendo. The after setting bool variable 30Hz, if object variable is valid, then if vector dot player forward, object position - player position is less than 0.5, then set object variable to get first with tag with nothing in string input. Else nothing
Else if Object from raycast is valid, then if object contains list create of the interaction volumes, then set raycast object to object variable. Else nothing.
& on bool variable changed, if bool variable, then if object variable is valid, teleport (set position, etc) to position of "data" from string value switch (configured to add all grapple-able post's tags as compare values) of "match" get object variable first with tag. Else nothing, Else nothing.
And when ur done adding the tags in as compare values, get position of say, a vector component, to where that position should be based on the tag. & to detect a post, i would use locked interaction volumes with their object board's deleted
Ill try to follow the instructions
I already dont get it at the velocity chip
simple answer: hide toggle button inside pole when hit teleport 
Wait whips can activate those?
Yeah, enable projectile hit on them
K, now to figure out the tp mechanic
Respawn chip
Wire execution to it
And get local player
For position, get position of the toggle button, and add vector3 (y= 1) and use that as position, and rotation doesn’t matter really
But how do i get the location? Srry kinda new to cv2
Make sure the toggle button is V2
Place a chip called “get position”
Connect that to the little yellow port on the Veryyyyy top of the toggle button panel
That’s the position of the button, now place a “Add” and a “Vector3 create” chip
Connect the “get position” output and the “Vector3 create” output both into the “add” chip
Once done, on the Vector3 create, you should see X, Y, ,Z, configure the Y and type “0.5” (or however high up you want them from the toggle button)
Did that, now i have all the stuff there but its not working
You need a rotation
Place another Vector3create and wire that into the “rotation” port on the respawn
Now it should work
Also, if you get an issue where sometimes it works and sometimes it doesn’t, wire the “released” execution port of the toggle button to the same respawn chip
Ok
Lastly
Place a “get local player” chip, and use that player data for the respawn
Don’t use the one on the panel, too lazy to explain why but it prevents weird networking where if you hit it last but then I hit it, it will teleport you
Sounds good, but then how would u be able the stand on pole? I dont think whip can go through objects unless decorational. Ig u could put invisible collision above?
It can, it works
it goes through not decorational walls?
The radius activates the button
odd, but it works & more reliable
Hello, I am actually trying to do this myself but I think Im a bit confused or missing something this is what I have based on the previous discussion
don’t you just need to connect the pressed and the released port on the toggle button to the respawn?
Thats what im tryin to do rn actually since it was getting annoying
set transform has no rez effects & is quicker byw. Might wanna look into it if ye want
I actually did! I asked about a respawn trigger zone and I combined the two to make 0 rez effects!
Its all starting to make a bit more sense
oh, it’s quicker?
yeah, no delay.
Respawn literally probably runs a method Rec Coded where it sets screen to black (if target is player), after delay, if rez effects true, then set position & play rez effect then set transform target (& if player, no longer sets screen black)
interesting