Overridable Functions on the Grapple Object
The Grapple Object contains some events that can be implemented to facilitate the creation of your own Grapple Sequences.
More information on these events can be found in the 'Grapple Sequence Tutorial' Object. This Graph also contains copies of the relevant nodes.
Events related to the Grapple Sequence (without default functionality)
|On Initiate||Called when the Grapple Sequence has been Initiated (i.e. when it has started, regardless of whether any Participants are present). The time the Grapple Sequence was initiated is used to synchronize animation and to calculate when the Grapple Sequence should end.|
|On Terminate (Before)||Called right before the Grapple Sequence is terminated (i.e. when it has ended, regardless of whether any Participants are present). This can be useful if you still need some references that were present during the Grapple Sequence.|
|On Terminate (After)||Called when the Grapple Sequence has been terminated (i.e. when it has ended, regardess of whether any Participants are present). When a Grapple Sequence is Terminated, all Participants are ejected.|
|On Termination Authorized||Called by the Grapple Component when Termination is authorized. This is done using function Authorize Termination (Input).|
Called by the Grapple Component when the Grapple Object is constructed.
A Grapple Object is constructed whenever it is needed by the Grapple Component. This can be the case when initiating a Grapple Sequence, when performing a Grapple Attempt or when Executing a Grapple Object. If variable Grapple Object is Persistent is set to true, the Grapple Object is only constructed once.
Called after the effects from the Grapple Sequence have been applied.
Called right before the effects from the Grapple Sequence are reverted.
|On Perform Grapple Attempt||Called when a Grapple Component executes a Grapple Attempt based on this Object.|
Events related to the Grapple Sequence (with default functionality)
These events have default functionality on the GrappleObject or GrappleObject_StructBased Base Classes. If they are overridden, this functionality will no longer run, unless you add a call to the parent function.
Apply Grapple Sequence Effects
Applies the influence from the Grapple Sequence.
Revert Grapple Sequence Effects
Reverts the influence from the Grapple Sequence.
Called by the Grapple Component when the Grapple Object is Executed. This method can be used instead of the 'Grapple Attempt' node on the Grapple Component, in case the user wishes give additional instructions related to this Grapple Object, rather than just performing a Grapple Attempt.
|On Grapple Attempt Success|
Called by the Grapple Component when it has successfully performed a Grapple Attempt based on this Object.
|On Grapple Attempt Failed|
Called by the Grapple Component when a Grapple Attempt fails based on this Object.
User Commands / Queued Events / Grapple Attempt
|On User Command Received||Please consult the section on User Commands for more information.|
|On Initialize Queued Events||Please consult the section on Queued Events for more information.|
|Test Selection Conditions on Candidate||Please consult the section on Selection Criteria for more information.|
|Apply Selection Criteria||Please consult the section on Selection Criteria for more information.|