#WallJump / WallRun "LatchPoint" Mechanic

4 messages · Page 1 of 1 (latest)

hollow thistle
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a common issue for both creators and players is inconsistency with landing on walljumps / wallruns; you never land in the same spot, and this can lead to annoyance in certain situations. to fix this, I suggest having a creator-set position that you get teleported to, a LatchPoint

a latchpoint would teleport you either to the middle of the latchpoint or to an TeleportTo attachment inside the part - allowing creators to personally choose the exact landing spot. TeleportTo would also be able to be duplicated, instead teleporting the player to the attachment theyre closest to / the one with the highest priority. wallruns would be able to control the exit point (via the exitpoint attribute), working in the exact same way

the only issue w/ this is that the teleport will likely look weird, but you can somewhat counter this via changing the Lock attributes so that only a certain part of your position gets changed and also just generally having a small latchpoint region

golden steppe
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Ehhh this doesn’t feel like the dream fix for this issue

quasi ravine
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kinda just a launch orb

keen island
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I personally just do high momentum <1 speed wallruns