I don't know how I figured this out. This is pretty awesome. Yes, you heard me right. Wall jumping. Without scripts. And the craziest part is, it actually works. O.O
It's tricky to set up, but once you've done it once, you can use it as many times as you want.
Result: In side view when Link jumps on the side of a wall, he will have a small amount of time to press the opposite direction and leap off the wall. If Link doesn't jump off, he will fall to the bottom of the wall. I would put up a video but I don't know how. It works pretty well. It's definitely functional. I personally think it's awesome. It adds TONS of new gameplay possibilities and makes you feel like a parkour master.
Basic Idea of How it Works: It works because of a lot of fancy combo cycling which I'm not going to explain. You can figure it out if you really want to. The wall actually consists of nine separate combos which I will refer to as A, B, C, D, E, F, G, H, and I. The combos should be arranged on the combo sheet starting with A, going to the right, and finishing with I.
Instructions: First make a graphic of half a wall, the right half of a wall if you are making a right wall, the left half if you are making a left wall. All combos of the wall should use this graphic.
COMBO: A
TYPE: Step Next (Same)
SOLIDITY: NONE
ANIMATION FRAMES: 0
ANIMATION RATE: 0
CYCLE TO: NONE
COMBO: B
TYPE: NONE
SOLIDITY: NONE
ANIMATION FRAMES: 1
ANIMATION RATE: 1
CYCLE TO: C
COMBO: C
TYPE: Step Next
SOLIDITY: NONE
ANIMATION FRAMES: 1
ANIMATION RATE: 3
CYCLE TO: F
COMBO: D
TYPE: NONE
SOLIDITY: NONE
ANIMATION FRAMES: 1
ANIMATION RATE: 1
CYCLE TO: E
COMBO: E
TYPE: NONE
SOLIDITY: NONE
ANIMATION FRAMES: 1
ANIMATION RATE: 20 (This determines how long Link holds on to the wall before falling off)
CYCLE TO: H
COMBO: F
TYPE: Step Next
SOLIDITY: If you are making a left wall, one block in the top left corner. If a right wall, one in the right.
ANIMATION FRAMES: 1
ANIMATION RATE: 20 (This determines how long Link holds on to the wall before falling off)
CYCLE TO: H
COMBO: G
TYPE: NONE
SOLIDITY: NONE
ANIMATION FRAMES: 1
ANIMATION RATE: 1
CYCLE TO: E
COMBO: H
TYPE: Step Next (Same)
SOLIDITY: None
ANIMATION FRAMES: 1
ANIMATION RATE: 20 (If this is too low, Link will be able to wall jump onto the wall he jumped off of)
CYCLE TO: A
COMBO: I
TYPE: NONE
SOLIDITY: NONE
ANIMATION FRAMES: 1
ANIMATION RATE: 1
CYCLE TO: H
NOTE: All combos should have the boxes Refresh Animation on Room Entry and Restart Animation when Cycled to checked.
All you have to do now is place the A combo where ever you want it.
So there you go! I know it's tedious, but it's pretty awesome. It took me forever to figure out. Credit would be nice though it's definitely not necessary.
-Strike
Edited by strike, 09 October 2013 - 04:57 PM.