![]() The Legend of Zelda: Ocarina of Time is available on Nintendo 64 and 3DS. As climbing made up such a significant part of the original Breath of the Wild, some fans feel like a Hookshot might break the game if added to Breath of the Wild 2, however, as there's still so little known about the sequel, it seems like there's still a chance for the item to be reintroduced in a way that wouldn't make climbing completely obsolete. Although it's gone through a handful of design changes over the course of the Zelda franchise, the Hookshot is one of Link's most iconic items barring things like the Master Sword and the Hylian shield.ĭespite its iconic status, the Hookshot has been notably absent from the most recent 3D Zelda titles and many fans are hoping that it'll make an appearance again in the still-unnamed Breath of the Wild 2. The Hookshot from the original Reddit post is the base model as the Longshot has a noticeably longer chain that wraps around the body of the device multiple times.īecause of the ever-growing popularity of The Legend of Zelda, the series is popular for fans to do cosplays of and u/Shiitakia's Hookshot would make the perfect addition to any Zelda cosplay. The Longshot is functionally identical to the Hookshot, except that it has a much longer reach. assuming there aren't any units on the path between you and your target it lets you initiate on a massive radius around you its really good. Ocarina of Time features two different Hookshots that Link finds throughout the course of the game: the Hookshot and the Longshot. hookshot works similar to pudge's hook, main difference being you go to them instead of them coming to you and it applies a stun the other difference being is that your hook travels a bit faster than pudges hook. 1 Cleska 4:54pm Originally posted by Tiani: Have you gotten the 4th shard in the Highways If not, you need to grab it first. I 3D printed myself a hookshot! from zelda Youll get the second hookshot by progressing normally in the area after it, right before youll actually need it to progress. Unfortunately, as u/Shiitakia proved by providing the 3D printing schematics, the chain is simply a decoration and even if it were to shoot, it wouldn’t be strong enough to support an adult’s full weight. To everyone’s dismay, the Hookshot isn’t actually functional, but it looks so good that a handful of commenters thought it might be at first glance. RELATED: Legend of Zelda Mega Fan Shows Off Absolutely Stunning Game Room Complete with the chain that wraps around the item’s center, it perfectly mimics the sprite in the inventory menu and seems to be the right size for one-handed grappling. Posted to the sub-Reddit r/Zelda, Reddit user u/Shiitakia 3D printed a life-sized Hookshot that looks like it’s been brought straight out of The Legend of Zelda: Ocarina of Timeitself. Because very few officially licensed Zelda props exist, one fan decided to make their own life-sized Hookshot. Unity rocks my socks, goodbye Flash.There are plenty of tools in Link’s arsenal in The Legend of Zelda: Ocarina of Time that fans have been wanting to get their hands on for years in the form of official replicas. I kept thinking raycasting wasn't working right, switched over to linecasting before I figured out what the problem really was.user error.Īnyway, the web demo has been updated. Position will give you the center of the object you hit, instead of the exact point you hit. Make sure you use ".point" to get the positon of a raycast or linecast intersection instead of ".position". I found some math on animating arcs and might use that instead. I figured out how to Lerp so that the grappling hook can more slowly get from the shooter to its destination but I haven't implemented it. I changed from a force thrown grappling hook to one positioned from linecast intersect data.no more velocity issues. However, this will change the gameplay as the hook will always hit something (if there is stuff around). One idea is to rewrite the grappling hook thrower by using a raycast to get a location for the grappling hook to go, then use a lerp to get there. As you can see in the packages from earlier posts. The grappling hook is being thrown with addForces from a Update function. I read that this can happen when an object goes faster than the rigid body physics listener. ![]() The grappling hook occasionally goes through the geometry. ![]() OK, have a look and see the grappling hook in action:
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