The hook grabs an anchor behind a wall or one that pulls you backwards
When an AI character or an aim assist picks a grapple point, it takes the nearest one, even if a wall is in the way or it swings the character the wrong direction. Here is how to rate anchors by progress and by a line that is really clear.
Why this works
The nearest hook point is often the wrong one: it may sit behind a wall or pull the character away from the goal. A point is good only if the rope can reach it in a clear line, and best if it brings the character closest to where they want to go.
When not to use it
Skip it when the player picks the anchor by hand, or when the rope can wrap around corners or swing through gaps, since the straight-line check would refuse good shots. Then let the player aim, and use the rating only as a hint.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 33 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "The hook grabs an anchor behind a wall or one that pulls you backwards" (read_entry pick-a-grapple-anchor-with-clear-line) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP