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Klaw functionality and setup


nli2work

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after a day of trial an error I've gotten thus far

model and animation working

ModuleGrappleNode working

but not both together.

I've picked the Klaw apart in blender...

ModuleGrappleNode requires

named Transform, check

transform needs collider, check

in game all the right click menu appears correct, the collider is working

I can see from the debug log the Module is attempting to create the grapple joint when the deploy animation plays

and I get the following lines that seems relevant


[Error]: NpScene::createJoint: desc.isValid() fails!
[Error]: NpScene::createJoint: desc.isValid() fails!
[Log]: [Grapple Joint]: joint lost

any ideas?

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partially solved...

The grappleNode was colliding with craft's collision on deploy. kind of obvious now that I think about it. Also explains the clunky design of stock klaw. the caps can't touch the grappleNode, but has to block collision with other parts.

now the contraption deploys, grabs, and releases. But on contact the node flips 180 degrees, and becomes non-functional after release. The "Release" button doesn't reset. The dreaded NullReferenceException error on release.

Edited by nli2work
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Should be able to. The pivot is clear of any obstructions once deployed. I think I figured out why it's flipping after grabbing though...

fffuuuu... I see why it's flipping, but still don't see why it would throw NullReferenceError on release.

Edited by nli2work
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