Walljumps

Walljumps are parts you can latch onto and jump off of. To create a walljump from scratch, assign any part a _action string attribute and set it to WallJump, though it’s a good idea to take one from the kit or insert using the TRIA plugin, since those come with the default walljump texture placed on the part’s front face.

You can add a Timeout number attribute to set the amount of seconds a player can stay on the walljump before falling off.

By default, players can latch onto any face of a WallJump part. You can change it to front face only by adding a UseFrontOnly boolean attribute. This is generally good practice, as it prevents (quite literal) edge cases from occuring.

Wallruns

Wallruns (_action attribute set to WallRun) are essentially walljumps with an added movement mechanic, where attached players move along the part in the direction indicated by the beam. The wallruns included in the kit/plugin come with a Speed attribute using studs/second.

You can resize the wallrun as you like, though you may need to manually adjust the width of the beam by going into the Beam’s properties and changing properties Width0 and Width1.

By connecting wallrun pieces together, you can create curved or even upside-down wallruns!

Momentum Wallruns

Momentum wallruns make it so you retain a certain amount of speed from the wallrun after you jump off by adding a Momentum number attribute, where Wallrun Speed * Momentum gives you how much speed a player will inherit. With a high momentum value, you can easily send players flying, no matter how fast the actual wallrun is, which can make for some fun behavior.

Normal wallruns and momentum wallruns are color coded in the map kit, and I’d recommend you do this too if you plan on using both of them in the same map, for example by changing the color as seen in the map kit.


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