File information

Last updated

Original upload

Created by

zhpete

Uploaded by

zhpete

Virus scan

Safe to use

Tags for this mod

About this mod

Allows you to use the MAGrope swing and pull-up anywhere.

Requirements
Permissions and credits
Changelogs
Donations
ABOUT

The MANIFOLD ATTACHMENT GEAR's targeting system has been upgraded to allow you to SWING from or PULL-UP to any surface between 3m and 15m thanks to its GRAPPLING TIP. Targeting will automatically activate once airborne.

Press F to toggle between modes. Double tap quickly to disable and single tap to re-enable.


HOW TO INSTALL

Mirror's Edge Catalyst mods are installed using Frosty Mod Manager. If you need help installing mods, please watch my tutorial.

If you own the game on any platform other than Origin (e.g EA Desktop, Steam or the Epic Games Store) you will need to use the 1.0.6 version (or later) of Frosty Mod Manager and set up platform launching in the settings to launch the game.

If you still need additional help, please join the Frosty Discord server and somebody should be able to help you there.


HOW TO REPORT ISSUES

If you have any issues with the mod, please check the bug reports and create a report if your issue is not listed. I will do my best to address the issue, though I can't guarantee that I will be able to fix it.


TIPS

  • Press the crouch key while doing a pull-up to cancel it early.
  • Pressing F to toggle between modes will show what mode is currently active for 1 second, even if a target isn't currently available.
  • The pull-up MAGrope target is slightly above your crosshair to help ensure you don't miss a ledge grab.
  • To pull-up to ledges reliably, aim slightly above the ledge you want to pull up to and hold down jump, then move your crosshair down until it hits the ledge. The MAG will automatically activate as soon as possible if you have the jump button held down.
  • For techincal reasons, it was hard to disable the MAGrope in the time between jumping and starting a springboard so you can end up activating the MAG accidentally when trying to springboard. You can avoid this with careful crosshair placement and late jump timing before a springboard.
  • If you look too far straight up, the MAGrope attachment point may not allow you to target it.
  • If you target a surface slightly behind a ledge you want to pull up to, you might find that you get stuck briefly and then fall rather than grabbing the ledge. This is because Faith automatically releases the MAG and tries to grab the ledge when she gets close to the attachment point, so if it is beyond the ledge she will simply keep trying to reel herself in. It's best to aim at the ledge you want to grab, rather than something just behind it.



FAQs

Q: Can I grapple on to moving objects?
A: No. Unfortunately this seems to be a limitation in the game's engine as MAGrope attachment points can not be moved once activated.


DISCLAIMER

I do not condone the use of this mod to gain an unfair advantage in challenges (e.g. Dashes).


PROJECT FILE

The project file is available for download, however it is provided “as-is” and I will not be able to provide help or support. It involves quite a lot of complex logic which was only realistically feasible thanks to a private build of Frosty that had a blueprint editor. It is likely very hard to make modifications until a public version of the blueprint editor becomes available, but feel free to have a try! I will outline how the mod works as best I can below.

Fundamentally, the mod works by placing a MAGrope attachment point a certain distance in the direction the player is facing. This is achieved by getting the rotation of the player camera from its transform, multiplying this unit vector by the distance away from the player we want to place the attachment point, and then adding that vector to the position vector of the camera. The maximum distance I decided on making the rope was 15m because that felt most natural. If you make it too long, you end up accidentally grappling random objects far in the distance that you didn’t intend to.

Always placing the attachment point 15m away is not always possible, as the point may be inside or behind an object. In order to ensure the attachment point is only active if the player is aiming at a surface, and that the attachment point is placed on that surface, a ray cast is used. The ray is cast to a point 15m in the direction of the player camera, and the point where it hits a surface is used to place the attachment point.

There are 2 kinds of attachment points: swing and pull-up. Both share a common problem which is that the same attachment point can not be attached to twice without landing first. However, if you attach to another attachment point, you can then attach to the previous one again. For this reason there needs to be at least 2 of each type of attachment point, with only one active at a time. When one is used, it is then disabled and the other is enabled. This is achieved by listening to a MAGrope event which toggles a boolean value, which in turn controls which attachment point is active. This allows infinitely attaching to attachment points without landing first.

Swing attachment points have a separate issue, which is that the length of the rope is not dynamic. The length has to be hard-coded, which is an issue when the distance to your attachment point might change. If you grapple to a point only 3m away but have a rope 15m long, you will suddenly drop 12m. There isn’t a median length that feels good in gameplay, so my solution was to use multiple attachment points - each at 1m intervals. For example, if grappling to a point between 14m-15m away, an attachment point with a 15m rope is used. By getting the distance of the ray cast, the attachment point with the closest length of rope can be enabled. Some people have asked for the maximum length of the rope to be increased, but it is difficult and time consuming for this reason. Remember; all of these intervals of attachment points need to be implemented twice.

To further reduce accidental activations of the rope and also constant repetitive beeping, it is only active while airborne and certain movement events (e.g. rolling) disable the mod for a short window of time.