Wall Jump Bug

riveraya

New member
View attachment wallbounce_bug_1.mp4

If you do a fatigued wall jump (melee then wall jump or wall jump after another wall jump before the grace period)

If you do a wall jump then your inputs will be messed with depending on whether or not you are facing the wall. (Even if its not fatigued, you can lose a lot of momentum due to "moving towards the wall", but as far as I can tell you only minimally gain bonus momentum from "moving away from the wall" depending on your input)

If you are facing the wall (or away) your A and D keys will take you forwards / backwards (towards the wall) / (away from the wall) for a split second.

If you are facing perpendicularly to the wall your W and S keys will take you rightwards / leftwards (towards the wall) / (away from the wall) for a split second.

It appears to be related to whether or not your character's model is "facing" the wall when you jump, or not.

This may be related to the infinite wall jump spots around the map (these also have directionality).
 
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1744158418538.png

Above is an example of how it affects momentum, instead of moving relative towards your character's model, it gives you perpendicular momentum towards / away from the wall based on the angle you are looking at and what key you are holding. (In the example above the keys are shown of what you need to press to gain momentum towards the wall.)

In shorter words if your input vector would intersect with the wall (if it was extended forever) you will go towards the wall, and vice versa.
 
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the fatigued one could be bug, but the normal one looks reasonable. because wall jump direction is not prefect perpendicular to the wall (it looks like perpendicular tho), and you could press WASD to adjust the airborne velocity (just small adjustment tho, but due to the airborne time is longer when wall jump, it could be evident).Like the picture below.dir.png
For same reason
View attachment o3.mp4

But since the dev keep adjusting the system, it could be changed in future.
 
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