EzWallJump
I've created a mod to fix what I perceive as the problems with walljump. Primarily that it is too binary: in the right geometry with great skill, its useful, but in any other situation its useless. Secondarily that its very difficult to learn since you have no feedback as to when the engine decided you were attached to the wall and started the walljump timer. You do get some feedback later in terms of the audio cue for an OK or great walljump, but you don't really know <i>why</i> you got rewarded because there's actually 2 times you have to contend with: "when did I touch the wall?", and "did I wait the right amount after touching to jump?"
So, changes made:
1. Removed timing - Anytime you jump off a wall, you get the full walljump boost. Whether you jumped the moment you touched or have been wallrunning for a minute and then jumped off, you get the full boost.
2. Automatic jumps - Hold down the Jump key and you'll automatically jump the moment you touch the ground or the wall.
Net effect is that by holding down jump you auto walljump at full boost and auto bunnyhop to keep your speed on the ground.
Now I'm sure there will be people saying "no no no, you removed all the skill from it!" But having run around and used it for a while there is still plenty of skill involved: skill in <u>how you use it</u> not <u>can you do it at all</u>. Plotting a path so that you're airborne instead of on the ground when you arrive at the wall, zig-zagging down a hallway or hugging one wall, plotting a good path around odd geometry, etc. There is definitely still a skill curve to ascend, but its a curve instead of a brick wall.
<a href="https://www.dropbox.com/sh/c6vtgdf9sji1u2y/b7bTmdPsJm" target="_blank">Link to files</a>
Extract to C:\Program Files\Steam\steamapps\common\natural selection 2\ then add "-game ezwalljump" to your launch commandline.
So, changes made:
1. Removed timing - Anytime you jump off a wall, you get the full walljump boost. Whether you jumped the moment you touched or have been wallrunning for a minute and then jumped off, you get the full boost.
2. Automatic jumps - Hold down the Jump key and you'll automatically jump the moment you touch the ground or the wall.
Net effect is that by holding down jump you auto walljump at full boost and auto bunnyhop to keep your speed on the ground.
Now I'm sure there will be people saying "no no no, you removed all the skill from it!" But having run around and used it for a while there is still plenty of skill involved: skill in <u>how you use it</u> not <u>can you do it at all</u>. Plotting a path so that you're airborne instead of on the ground when you arrive at the wall, zig-zagging down a hallway or hugging one wall, plotting a good path around odd geometry, etc. There is definitely still a skill curve to ascend, but its a curve instead of a brick wall.
<a href="https://www.dropbox.com/sh/c6vtgdf9sji1u2y/b7bTmdPsJm" target="_blank">Link to files</a>
Extract to C:\Program Files\Steam\steamapps\common\natural selection 2\ then add "-game ezwalljump" to your launch commandline.
Comments
Exactly.
I can't personally try it but i'd love others to leave feedback. It would be great if it works well to be picked up by UWE in the official game.
You could even give a bonus at each jump, ground or wall. Why would it work only on wall, right?
not
C:\Program Files\Steam\steamapps\common\natural selection 2\
unless I'm wrong and parameters make you need to read off of a new directory
I've tried it out and it works really well. Now all we need is to remove all movement restriction from marines, up base speed and remove sprint.
that and for someone to make skulk bhop or if possible replace the physics with GSRC physics completely. With this mod it's possible to see a lot of problems with the physics, you can see that it doesn't handle surface detection really well to tell that you are on a wall, and that storing up momentum thing is still there so you can stop completely and as soon as you are in the air again it gives you maximum speed instantaneously. Another weird thing is if your speed goes above the cap as in by leap or something it stops you from walljumping, so leap is not good for speed? Interesting.
This more like an "jump-script" as is removes timing and doing things automatic. This should be serverside only, so everyone has the same change.
Actually the whole thing could be clientside if instead of autojumping the moment you touch the wall and changing the walljump timing algorithm, I could leave the algorithm as is and auto jump exactly .65 seconds after touching the wall (a perfectly timed walljump). Hmmmmmm....
Thinks for the feedback neorussia. Yeah, it's got some bugs still, I just hacked it together. Notably you can face into a wall, hold jump to do a ton of really fast wall jumps, then spin around and rocket off the wall. I had not tested the interaction with leap, will take a look at that when I have a chance.
Problem however is that there is no near linear skill to performance gain, meaning it does not scale with all skill levels. Speed is too easy to gain and hold, mouse movement for gaining and holding is necessery. Defining certain angle when jumping from ground/wall and as closer as you get to that angle better the gain.
Aircontrol needs to be adjusted to make it more smoother as well.
Also the mod is client sided meaning you can use it on any server, but it does not work the way it is intended.
Have you tried it? It's still quite possible to get bad or non-optimal jumps due to timing and angles, but they're much more understandable as to why, giving a smoother skill curve.
Would that go over better with those that think this is too easy?
I also tried some other stuff here: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=121022&view=findpost&p=1977798" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1977798</a>