How to specify my grapple mechanic

Godot Version

4.5

Question

So i have a grapple and want to make it so it only works when looks at a specific “grapplezone” and I’m curious how to do that im assuming if i and an “and ray.iscolliding (with specific thing)” to the end of the input pressed what do you suggest???

extends Node

@export var ray: RayCast3D
@export var rest_length = 2.0
@export var stiffness = 10.0
@export var damping = 1.0
@export var rope: Node3D

@onready var player: RigidBody3D = get_parent()

var target: Vector3
var grappling = false


func _physics_process(delta: float) -> void:
	if Input.is_action_just_pressed("grapple"):
		launch()
	if Input.is_action_just_released("grapple"):
		retract()

	if grappling:
		handle_grapple(delta)
	
	update_rope()

func launch():
	if ray.is_colliding():
		target = ray.get_collision_point()
		grappling = true


func retract():
	grappling = false


func handle_grapple(delta: float):
	var target_dir = player.global_position.direction_to(target)
	var target_dist = player.global_position.distance_to(target)
	var displacement = target_dist - rest_length
	var force = Vector3.ZERO
	
	if displacement > 0:
		var spring_force_magnitude = stiffness * displacement
		var spring_force = target_dir * spring_force_magnitude
		
		var vel_dot = player.linear_velocity.dot(target_dir)
		@warning_ignore("confusable_local_usage", "shadowed_variable")
		var damping = -damping * vel_dot * target_dir
		
		force = spring_force + damping
		
	player.linear_velocity += force * delta
	

func update_rope():
	if !grappling:
		rope.visible = false
		return
	
	rope.visible = true
	
	var dist = player.global_position.distance_to(target)
	
	rope.look_at(target)
	rope.scale = Vector3(1, 1, dist)

Yeah, you’re on the right track! I’d probably use an Area3D (or you can alternatively use a PhysicsBody3D if that’s better suited for your usecase) as your grapple zone and then use a raycast in the direction the player wants to fire the grapple hook by setting ray.target_position or orienting the ray relative to the player (as is probably already the case). Check if the raycast collides with a grapple zone (use ray.get_collider() and then check whether the returned object is a grapple zone using the method of your choosing), then continue to actually perform the grapple if it is.

Be sure to enable collide_with_areas on the RayCast3D if you use an Area3D. If you want to allow grappling when you’re already inside the grapple zone, you also need to enable hit_from_inside.

How would you recommend I check the collider i did something like this but i dont have a variable for collider. Sorry i know this is probs super simple and im just mssing the wording ahaha

if grapplearea is a class_name then you can use the keyword is

if collider is grapplearea:

For the first if-statement, instead of using get_collider() it’s probably better to use is_colliding():

	if Input.is_action_just_pressed("grapple") and ray.is_colliding():

		# if 'grapplearea' is assigned as class_name via script,
		# you can use this:
		if ray.get_collider() is grapplearea:
		# otherwise you could check the node's name,
		# but you'd have to compare it to a string then:
		if ray.get_collider().name == "gapplearea":

This worked thx so much

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