1 hook = vertical column, 2 = line, 3 = triangle, 4 = tetrahedron (pyramid with triangle as the base). Red hook – the second diamond hook sidegrade, it’s the only one with creative flight-like movement, though it’s limited to the bounds defined by the hooks attached.Ender hook – one of the two diamond hook sidegrades, it’s far too fast for any unreasonable need, and much longer than any unreasonable position would require.Diamond hook – the best general-purpose hook in the mod, being fast enough for really any reasonable need and long enough for any reasonable position.Iron hook – pretty good and not too expensive with a cost totalling 13 iron and two sticks.Wood hook – not great, but better than nothing in the super early game.hooks are simulated both client- and server-side much like normal movement, meaning a laggy connection shouldn’t cause too much trouble (some desync will be inevitable, but that’s a given with anything in such a situation).while using a hook your mining speed is completely unimpared, unlike with flight (or falling, though I doubt you’ll be breaking many blocks while falling, so that one isn’t quite relevant).hooks have no durability, so you can happily frolick through your world without feeling like every usage may be a waste.it is natural to use, thus it will likely be used whenever and wherever it might be of use.it provides options for everything from your first night in a world to frolicking in the nether without thought of the terrors it contains.the fact that hooks don’t have a drop means you don’t have to line up every shot, which adds to the automaticity of using it. its simple controls mean it can quickly become a natural part of how you move through your world, as instinctive as the sneak key.releasing hooks requires just a tap of the spacebar.firing hooks doesn’t require holding an item, instead it is bound to a key for immediate access.hooks pull you toward them with a constant force.hooks move in a perfectly straight line when firing them.This is a new mod designed to provide an effective replacement for creative flight in the form of grappling hooks. These grappling hooks are designed to be simple, natural, and useful above all else. There is also probably a way to do that last bit with a Tween, which might give you better control over accelration/deceleration, but I don't have much experience using them.Hooked Mod 1.12.2 adds grappling hooks to the game. This will be called every frame till the character arrives at (or near more likely) the collision point of the original raycast) and then you can stop calling it. In the process() or _physicsprocess() function (depending on which you're using). So you will end up with something like: character.position += speed * normalized_direction_vector * delta This basically allows you to use the vector as a direction and multiply it by the character's speed to move the character along that direction. Use: Raycast2D.cast_to(Vector2(some_x_position, some_y_position)Īnd then check if the raycast is colliding if Raycast2D.is_colliding():Īfter that you can normalize the vector with Vector2.normalized() You will want to use a Raycast2D to figure out where the grappling hook collides with something.
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