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GrappleMomentum
Pathfinder-style grappling hook: momentum on release, progressive pull, rope swing, grapple jumps, short cooldown and off-hand firing. Client-side only.
By divteam
CHANGELOG
Changelog
0.3.2
First public release.
- Momentum after a release no longer has a time limit. It lasts until you touch ground or water,
take a hit, or slow below running speed (for example, by hitting a wall). Removed
Inertia.DurationSeconds. - The grapple jump window stays open after an automatic release at the anchor. Before this, a jump could be lost when the anchor was close.
- New
Pull.JumpMultiplier(default 1.5) sets the strength of the grapple jump. - With a ground-level anchor, the pull no longer cancels a rising jump. Gravity bends the arc.
- With
Diagnostics.DebugTransitionson, each grapple is traced: jump accepted or rejected (with the reason), plus height and speed every 0.1 s for 2 s.
0.3.1
- The rope only applies when the anchor is above you. Ground-level anchors give a straight pull, which makes grapple-jump arcs possible.
- The pull aims 0.6 m above the anchor.
- If you fly past a ground-level anchor and move away from it, the hook releases and you keep your momentum instead of being pulled back.
- Grapple jump window: 0.5 s after a ground attach (
Pull.JumpWindowSeconds). - Hit sparks appear on attach, and the rope tip glows gold while the jump window is open.
0.3.0
- The vanilla reload is replaced by a 0.2 s cooldown (
General.CooldownSeconds), shared between both fire buttons. It also works while attached. - Off-hand fire (
Offhand.Key, Mouse4 by default) shoots the hook from your inventory without equipping it. - Attacking or switching weapons no longer releases the hook. Dropping the hook does.
- Crosshair range dot: blue if a shot would latch, grey if it wouldn't.
0.2.0
- Progressive pull: initial impulse, 0.2 s delay and a 1.5 s ramp, tuned for Valheim.
- Rope swing with tangential air control. Looking away from the anchor reduces the pull.
- Grapple jump from the ground, once per hook.
- Block releases the hook and keeps your momentum. Reaching the anchor also releases it.
- Configurable stamina cost per shot (default 5). Jumps keep their vanilla cost.
- Optional fall-damage grace after a release (off by default).
0.1.0
- Momentum is kept after releasing the vanilla grappling hook.