[quote="linkman2004":29rdx3zh]I don't think qarp is necessary, but it does use a small bit of math. For a basic grapple hook all you really need are three variables; 'distance', 'angle', and 'speed'. When your grapple first latches on you set the 'angle' value to the angle between the grapple point and the character and set 'distance' to the distance between these two points.
Every tick that the character is latched, add something like:
[code:29rdx3zh]180 * cos(GUY('angle')) * TimeDelta[/code:29rdx3zh]
Then, add this to your angle value:
[code:29rdx3zh]GUY('speed') * TimeDelta[/code:29rdx3zh]
After that, it's a simple matter of setting the position of the grappling object to:
[code:29rdx3zh]X: GrapplePoint.X + cos(GUY('angle')) * GUY('distance')
Y: GrapplePoint.Y + sin(GUY('angle')) * GUY('distance')[/code:29rdx3zh]
If your character first grappled onto something at a 45 degree angle from the grapple point, he would swing endlessly between 45 and 135 degrees; at 10 degrees, between 10 and 170 degrees; etc...Simple pendulum example
I hope this helps with the basic concept to some degree.
Thanks, that makes it a bit clearer. I'm going to try messing around some more, hopefully I can work this out.