jeffsturm4nn Posted February 28, 2019 Share Posted February 28, 2019 I've tried to do that in many ways but it just doesn't work. Here's the portion of my code that create the entity-wall hook: //hookPoint -> where the rope is attached on the entity (i'm using raycast to get the entity that the player is aiming at and where he's aiming at). //mapPosition -> the point in a wall (somewhere in the map) where the rope will be attached. //HookGroup -> it's just a struct-like class that contains two entities. private HookGroup CreateMapPositionHook(Entity entity, Vector3 hookPoint, Vector3 mapPosition, RopeType ropeType = (RopeType)3) { if (entity == null) return null; Vector3 hookOffset = hookPoint - positionPair.first; Vector3 entityPosition = entity.Position + hookOffset; float ropeLength = entityPosition.DistanceTo(mapPosition); //These three lines below is where the problem is. It works perfectly with two entities of any type but it doesn't work at all when i try //to connect an entity to a position in a wall in the map. Rope rope = World.AddRope(ropeType, mapPosition, new Vector3(0,0,0) , ropeLength, MIN_ROPE_LENGTH, false); //rope.PinVertex(rope.VertexCount-1, mapPosition); //If i use Rope.PinVertex, the rope attaches correctly in the wall and on the entity but the physics stop working and the rope gets stretched forever //when the entity moves >.<*** rope.ActivatePhysics(); rope.AttachEntity(entity, entityPosition); entity.ApplyForce(new Vector3(0, 1, 0)); HookGroup hookGroup = new HookGroup(rope, ropeType, entity, null, false, true); hookGroup.hookPoint1 = entityPosition; hookGroup.hookPoint2 = mapPosition; return hookGroup; } Since there's no documentation for the ScriptHookVNet, i'm totally lost. Please help T.T Link to comment Share on other sites More sharing options...
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