OK well I used a code from the snppets above and it seems...the wall jump code doesnt wanna work for me accuratley.I achieved the wal jumping part..I jump off the wall...Problem is I cant make the wall jump use a different anim ...So basically My wall jump anim is a floor jump anim..No bueno(No good)Code: [State -1: Wall Jump Start]type = ChangeStatevalue = 40triggerall = (StateType = A) && (Ctrl) && (Pos Y < -30)trigger1 = ((command = "holdup") && (command = "holdfwd") && (Vel X <= 0) && (backedgebodydist <= 10) && (backedgebodydist > -10))trigger2 = ((command = "holdup") && (command = "holdback") && (Vel X >= 0) && (frontedgebodydist <= 10) && (frontedgebodydist > -10))persistent = 0[State -1: ChangeAnim] <--This is the change anim code posted in the code snippets topictype = Changeanimtrigger1 = (StateNo = 40) && (Pos Y < 0) && (!Time)value = 55555 <---My wall jump anim[State -1: StateTypeSet]type = StateTypeSettrigger1 = (StateNo = 40) && (Pos Y < 0)statetype = AEven after using this code in the cmd like said it was cool that I wall jumped...but my wall jump looked wack as hell...so...any luck out there for me? anyone? ???
sorry for come alive again, but that can be better if you use a new special state:for example in CMD y add a news change state if the player is near of wall and no close of floor, and no out of screen, the main wall jump state is 60.;---------------------------------------------------------------------------[State -1,Wall Jump]type = changestatetriggerall = command = "holdfwd" && StateNo != 60 && PrevStateNo != 60 && ctrltriggerall = anim = 42 || anim = 43trigger1 = pos y < -40 && screenpos x < 35 && facing = 1 || pos y < -40 && screenpos x > 285 && facing = -1value = 60;---------------------------------------------------------------------------[State -1,Wall Jump]type = changestatetriggerall = command = "holdback" && StateNo != 60 && PrevStateNo != 60 && ctrltriggerall = anim = 42 || anim = 43trigger1 = pos y < -40 && screenpos x < 35 && facing = -1 || pos y < -40 && screenpos x > 285 && facing = 1value = 60;---------------------------------------------------------------------------after i have to make a statedef for this jump;-------------------------------------------------------------------------------;Wall Jump[Statedef 60]type = Amovetype= Iphysics = Actrl = 0velset = 0,0,0;Anim 60 if for wall grab you can use other finite anim.anim = 60;Jump FX sound.[State 60, 0]type = PlaySndtrigger1 = Time =1value = f40,1; If the player jump FWD and he's close of front wall i have to make turn to make a correct orientation for him.[State 60, 1]type = Turntrigger1 = !Time && FrontEdgeDist <= 30;I set the player stay in of screen but cant move the camera, this effect is optional.[State 60, 2]type = ScreenBoundtrigger1 = Time < 8 && prevstateno != 50movecamera = 0value = 1;Dont move for 8 tics (Freeze pos)[State 60, 3]type = VelSettrigger1 = Time < 8x = 0y = 0;Apply a velociti to continue the jump effect... here you can put a new value or use exist values that is my case.[State 60, 5]type = VelSettrigger1 = !Animtimex = const(velocity.jump.fwd.x)y = const(velocity.jump.y);So i change to the jump state, to complete the jump states[State 60, 6]type = ChangeStatetrigger1 = !Animtimevalue = 50;I use jump foward anim, you can use any what you want.Anim = 42Ctrl = 1I hope that can help you, or complete the previous explain. I use this code in Athena and works pretty nice.Bye!...:::Le@n:::...