Could you ad a leg cyberware or a hand cyberware where this mod ads this feature and its like those ninja climbing things to make it immersive it would be cool if this was implemented to a type of Hand or leg cyberware with an activation or cool down maybe call it sticky Fingers or something i just want an excuse to use this while still being immersive haha looks fun.
SUPER fun. I tried your grapple hook mod previously and was very impressed with the coding/UI work/customization, and the fun factor. All of those features I love are present in this mod as well. Being able to tweak parameters on this mod allow me to make it feel exactly how I want it to feel naturally, and it feels very natural. So much fun.
You are one of my favorite modders of all time for these two mods.
Yeah that ui framework took forever to make. I didn't like the standard imgui look and wanted to define layout and binding more like you would for html or wpf using controls, relative layout, stylesheet, etc. I ended up with something a bit cumbersome to implement, but still allowed a good amount of flexibility
It started with grappling hook, then I copied to wall hang, then jetpack. I was trying to figure out how to make low flying v more configurable, but there's just too many hard coded settings dependent on each other
Any chance you can do a Spiderman 2077 (or Venom) mods, mixing this+ grappling hook? Maybe adding the Miles Morales suit?+ invisibility? plus electric shock? it would be like top ten hall of fame mods ever made.
Happy to help (don't know how to code but I know marketing and design)
First of all, thank you for this mod, it's a work of art honestly and the configs are so well done and well explained.
Is there a way to change the sound when wall jumping? Like you wrote in the Config, the double jump sound is too loud and gets on the nerves, but the sound you used while more subtle sounds like i'm stepping into a pond.
Could you add other sound in the game, like concrete stepping or metal stepping. Those would sound perfect I believe.
EDIT: Nevermind, I edited the "sounds.lua" and replaced with the sound IDs you left there, thanks : )
EDIT 2: One suggestion that I make is that, if you can make the character perform animations while "Hanging", maybe force the character to perform the "grabbing a ledge" animation and freezing midway or some other animation that the character does with his arms upfront would give the illusion of actually hanging instead of floating.
This mod is a gamechanger for me. Its one of those Must-have things. Of course I just started playing with it like a week before the 2.2. update and now I want to play the new update but not without this mod. Guess 2.2 has to wait, this walljump/run/hang is just too awesome not to use.
In the past, updates haven't really affected my mods once you update CET. For CET, you may need to get it from their github... see the comments on their page
The potential for adding some mantis animations and some decals and particles and you got a mantis climbing and perching mechanic. The one big loss from the E3 demo right there. Great work sir. I wish other modders would take notice of this framework and make something happen.
Which is called by the public RayCast function higher up in the file, which is called by quite a few places in the solution for various reasons
The important one for your case would be from processing\utilwallraycast.lua RayCast_NearbyWalls_Initial(), RayCast_NearbyWalls_CrawlBasic(), RayCast_NearbyWalls_CrawlBasic_OutsideCorner()
There may be others, but those should be the main ones
So if you wanted to change that, you'd need to make a second raycast function which uses different filters (or add an optional param to the existing, but that's a lot of dependencies to touch). Then call the new function
Now that I think about it, simply filtering on material won't solve what you're asking for
After finding a ray hit, a few extra hits would be needed above that to see if the face ends, then another one or two at a downward angle toward that end to see if there's a horizontal
371 comments
Good Work!
It doesn't look like there's a checkbox, but you can drag the three sliders to zero
You are one of my favorite modders of all time for these two mods.
Yeah that ui framework took forever to make. I didn't like the standard imgui look and wanted to define layout and binding more like you would for html or wpf using controls, relative layout, stylesheet, etc. I ended up with something a bit cumbersome to implement, but still allowed a good amount of flexibility
It started with grappling hook, then I copied to wall hang, then jetpack. I was trying to figure out how to make low flying v more configurable, but there's just too many hard coded settings dependent on each other
Any chance you can do a Spiderman 2077 (or Venom) mods, mixing this+ grappling hook? Maybe adding the Miles Morales suit?+ invisibility? plus electric shock? it would be like top ten hall of fame mods ever made.
Happy to help (don't know how to code but I know marketing and design)
Is there a way to change the sound when wall jumping? Like you wrote in the Config, the double jump sound is too loud and gets on the nerves, but the sound you used while more subtle sounds like i'm stepping into a pond.Could you add other sound in the game, like concrete stepping or metal stepping. Those would sound perfect I believe.EDIT: Nevermind, I edited the "sounds.lua" and replaced with the sound IDs you left there, thanks : )
EDIT 2: One suggestion that I make is that, if you can make the character perform animations while "Hanging", maybe force the character to perform the "grabbing a ledge" animation and freezing midway or some other animation that the character does with his arms upfront would give the illusion of actually hanging instead of floating.
Anyway, the mod is amazing, thanks!
In the past, updates haven't really affected my mods once you update CET. For CET, you may need to get it from their github... see the comments on their page
Thanks a ton for the mod and the reply. I tested it and it works like a charm on the new Version.
Steam Console:
download_depot 1091500 1091501 4350623720177810551
local raycast_filters =
{
--"Dynamic", -- Movable Objects
"Vehicle",
"Static", -- Buildings, Concrete Roads, Crates, etc
--"Water",
"Terrain",
"PlayerBlocker", -- Trees, Billboards, Barriers
}
function this.RayCast_Closest(spatial, from_pos, to_pos)
....
end
Which is called by the public RayCast function higher up in the file, which is called by quite a few places in the solution for various reasons
The important one for your case would be from processing\utilwallraycast.lua RayCast_NearbyWalls_Initial(), RayCast_NearbyWalls_CrawlBasic(), RayCast_NearbyWalls_CrawlBasic_OutsideCorner()
There may be others, but those should be the main ones
So if you wanted to change that, you'd need to make a second raycast function which uses different filters (or add an optional param to the existing, but that's a lot of dependencies to touch). Then call the new function
After finding a ray hit, a few extra hits would be needed above that to see if the face ends, then another one or two at a downward angle toward that end to see if there's a horizontal