#Fluent Grappling System with Preserving Momentum

1 messages · Page 1 of 1 (latest)

sharp fiber
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Sup devs!

I've been trying to make a fluent Grappling System with Momentum Preservation, and at the end it's kinda Crap...

For example, when the player launches (using force or smth.) the force won't continue, the momentum won't preserve itself...

maybe creating your own Character Controller instead of using the Humanoid can help... but I am looking for a different solution...

I also tried using PlatformStand, and it does work! but when the player hits something he turns into a freezing state and the screen shakes and u can't get out of it for a few seconds or u're stuck forever in there...

maybe u can prevent that Knockout/Freezing State while using PlatformStand but idk...

Looking for any Help or Recommendations, maybe some of you have already created a fluent Grappling System

Thanks, have a nice day

lime valley
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Now

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im suprised no one has clowned on you for asking them to script for you

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but

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since you asked nicely

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ill check it out 🙌

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Alright so providing code can help

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and it using platform stand is a good idea....

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but instead of nuking the default controller, override only the parts you need.

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But overall Platform sucks at collisions...

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I would recommend using AssemblyLinearVelocity especially for newer projects

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I would also recommend adding a cooldown or prevent player movements after grappling, I know that could remove functionality if your lookin for a parkour game but do consider adding some sort of cooldown to prevent the player from fucking up the grapple

astral brookBOT
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studio** You are now Level 5! **studio

lime valley
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If your wanting to go spider man use rope constraints or make a a pendulum force using vector force

sharp fiber
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Hey, I appreciate the feedback 🙂

Well I want to create a Grapple System, it should work like Spider-Man's Web Swing...
I found one model on the toolbox and it works very fluently, it uses 3 "RocketPropulsion" Instances and I guess some PlatformStands
too...

but I still confused on how to stop the Humanoid applying it's own physics once VectorForce or any sort of force like AssemblyLinearVelocity is stopped...

the player's momentum stops and it won't continue swinging...

  • is there a way for example to stop the Humanoid Controller to manipulate the HRP while mid-air?
  • is it possible "Platform-Stand" for stopping physics only? (if a player bumps into a wall, it won't go to a knockout/freezing state)

My apologizes for any confusion, Hope I won't make any trouble for you 🙂
Have a nice day !

lime valley
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Try

Humanoid:ChangeState(Enum.HumanoidStateType.Physics)

this should stop usual control/forces to the HRP

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And to change it back so that the player gains the ability to control after you can use

humanoid:ChangeState(Enum.HumanoidStateType.Freefall) -- or you could use Jump , Running instead of free fall but considering your swinging i would use FreeFall.
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i would avoid

PlatformStand = true

because it will also stop movement and physics influence from the humanoid, but:

  • It disables animations

  • The player kind of goes limp and ragdolls on wall hits

  • You can’t jump or move at all unless you manually control forces

sharp fiber
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Thanks! Appreciate it... But I'm still unable to figure this out...
when I ungrapple, I should enable back the Humanoid Controlls...
but when I do so... the player won't keep a naturl momentum...
Maybe enable back the Humanoid Controller when the FloorMaterial is not Air?
I really sorry for any confusion I have made so far, and I appreciate the Support.