Post by Xarious on Sept 26, 2016 12:09:27 GMT -5
Wallrunning is a valuable resource for the would-be acrobat. While it is mostly pretty straight forward, there is actually even elements of complexity involved in this area of the game as well. For this, I'll start off explaining the basics of how it functions and then move on to the various little things that make it more complicated than meets the eye.
How Do I Do It?
Well, the concept is simple. There are two basic kinds of wallruns: side wall runs, and upward wallruns. I'll break down the explanation between these two. While a simplistic explanation would be sufficient enough to actually perform it with a 50/50 success rate, I think we all know by now that I have an addiction to explaining the actual physics of how things work.
-Upward Wallruns: In order to perform an upward wallrun, you first have to jump without using force. I can't stress this enough. If you use any force in your jump toward the wall, you will most likely do a wallgrab, not a wallrun. So, you essentially just need to hop toward the wall (quick tap of the space key). Secondly, you have to hit the jump key again once you hit the wall in order to begin the run, while also holding the forward key (W). Your location along the wall (high or low) does not matter to actually succeeding in wallrunning, it will only affect your maximum height for the wallrun (So, the higher up you start the run, the higher you will go. Because, logic.). Once you begin the wallrun, the only key you need to hold is the forward key. You do not want to hold the jump key, because it will toss you off the wall as soon as you're on. At the end of the wallrun's height, it will automatically throw you off the wall.
-Side Wallruns: These are much simpler than upward wallruns. In order to side wallrun, all you need to is hold forward + a the direction key toward the wall (so if the wall is on your left, you hold WA, on the right is WD) and then tap the jump key.
What's The Catch?
-You need a floor!: This applies to all wallruns. You cannot wallrun if there is no floor. Basically, the maximum height of a standard no-force hop is also the maximum height your feet can be off the ground in order to perform a wallrun. Remember my comment about not using force? Well the main reason behind it is body position. You CAN use force and still wallrun, but you have to have the right animation. As long as you fall below the height of a standard no-force hop, and you have the right animation, you can wallrun.
You need this animation:
Not this animation:
If the animation you have is the latter, you will be doing a wallgrab. You can learn more about those over here.
-Normally, you need more height: This is specific to upward wallruns. A lot of times, you get thrown off the wallrun just before reaching the height needed to succeed in... well, whatever you're trying. However, there is a way of actually increasing the height. If you watch for the animations, and get into the habit of pressing the jump key just before the animation locks you into being thrown off the wall, you can actually toss yourself significantly higher than the default wallrun will allow. You can also strafe the motion of jumping off from the wall when you manually do it, where if you wait for the wallrun to end, it sort of locks you up.
-You can use these for delays: I'm not going to get into the details of how to wallrun delay here, but I have another post about all the kinds of delays that you can check here for more info on that.
Questions? Comments? I got you covered, just post below!
How Do I Do It?
Well, the concept is simple. There are two basic kinds of wallruns: side wall runs, and upward wallruns. I'll break down the explanation between these two. While a simplistic explanation would be sufficient enough to actually perform it with a 50/50 success rate, I think we all know by now that I have an addiction to explaining the actual physics of how things work.
-Upward Wallruns: In order to perform an upward wallrun, you first have to jump without using force. I can't stress this enough. If you use any force in your jump toward the wall, you will most likely do a wallgrab, not a wallrun. So, you essentially just need to hop toward the wall (quick tap of the space key). Secondly, you have to hit the jump key again once you hit the wall in order to begin the run, while also holding the forward key (W). Your location along the wall (high or low) does not matter to actually succeeding in wallrunning, it will only affect your maximum height for the wallrun (So, the higher up you start the run, the higher you will go. Because, logic.). Once you begin the wallrun, the only key you need to hold is the forward key. You do not want to hold the jump key, because it will toss you off the wall as soon as you're on. At the end of the wallrun's height, it will automatically throw you off the wall.
-Side Wallruns: These are much simpler than upward wallruns. In order to side wallrun, all you need to is hold forward + a the direction key toward the wall (so if the wall is on your left, you hold WA, on the right is WD) and then tap the jump key.
What's The Catch?
-You need a floor!: This applies to all wallruns. You cannot wallrun if there is no floor. Basically, the maximum height of a standard no-force hop is also the maximum height your feet can be off the ground in order to perform a wallrun. Remember my comment about not using force? Well the main reason behind it is body position. You CAN use force and still wallrun, but you have to have the right animation. As long as you fall below the height of a standard no-force hop, and you have the right animation, you can wallrun.
You need this animation:
Not this animation:
If the animation you have is the latter, you will be doing a wallgrab. You can learn more about those over here.
-Normally, you need more height: This is specific to upward wallruns. A lot of times, you get thrown off the wallrun just before reaching the height needed to succeed in... well, whatever you're trying. However, there is a way of actually increasing the height. If you watch for the animations, and get into the habit of pressing the jump key just before the animation locks you into being thrown off the wall, you can actually toss yourself significantly higher than the default wallrun will allow. You can also strafe the motion of jumping off from the wall when you manually do it, where if you wait for the wallrun to end, it sort of locks you up.
-You can use these for delays: I'm not going to get into the details of how to wallrun delay here, but I have another post about all the kinds of delays that you can check here for more info on that.
Questions? Comments? I got you covered, just post below!