It's mainly controlled by using a hotkey to disable the "to feet" and "to hang" moves. In some instances that isn't enough to enable it so I have a separate script that can force it in those scenarios. Only problem is that on occasion this can cause me to jump into walls but aside from that it works fine.
@@IIADBIDTISTso you’ve found disables in ce of those settings and was it only to hang and to feet you disabled? I tried in mirage (file edit) and it was kinda unclear why jump to feet was still working in some contexts but no others. Also, can you accept the friend I sent? I noticed you accepted 2 weeks ago but then now I’m not again 😅
@@michaelm1221 Yeah, when it comes to leaping, there's mainly just 3 possible actions in the games post Origins as opposed to Unity's 6. So just disabling 2 is enough to force the remaining in most cases. The lack of vault down, reverse grind and leap to facade makes it simpler in that way. There's also disables for things like "to ground" and "to vshape" but those are pretty indistinguishable from to feet which is probably why it looked like to feet was still working in some contexts in Mirage. Climbing wise it works the same. I can disable climbing and 2 of the 3 leaping actions plus "to corner" to force whichever one I want (target still needs to be in range). An example of this is in the previous video. Not sure what happened with the discord thing. I accepted your request again.
@@AM-ld7qb I'm sure there's a way to bind it with controller but I don't use it so I don't know what would feel comfortable. Even translating the keybinds to KBM is a bit of a headache since I use mouse buttons for parkour as opposed to the vanilla control scheme that's all keyboard. Leaping wise, there's only 3 actions that would need to be binded so I think there's room on the controller for that.
It would be great if we can do it we controls
So is this done with tweaking the parkour settings file under “to climb” (presumably with ce tweaking in real time)?
It's mainly controlled by using a hotkey to disable the "to feet" and "to hang" moves. In some instances that isn't enough to enable it so I have a separate script that can force it in those scenarios. Only problem is that on occasion this can cause me to jump into walls but aside from that it works fine.
So how I understand it, it only works in K&M because you need a hot key in order to do it
@@IIADBIDTISTso you’ve found disables in ce of those settings and was it only to hang and to feet you disabled? I tried in mirage (file edit) and it was kinda unclear why jump to feet was still working in some contexts but no others.
Also, can you accept the friend I sent? I noticed you accepted 2 weeks ago but then now I’m not again 😅
@@michaelm1221 Yeah, when it comes to leaping, there's mainly just 3 possible actions in the games post Origins as opposed to Unity's 6. So just disabling 2 is enough to force the remaining in most cases. The lack of vault down, reverse grind and leap to facade makes it simpler in that way. There's also disables for things like "to ground" and "to vshape" but those are pretty indistinguishable from to feet which is probably why it looked like to feet was still working in some contexts in Mirage. Climbing wise it works the same. I can disable climbing and 2 of the 3 leaping actions plus "to corner" to force whichever one I want (target still needs to be in range). An example of this is in the previous video.
Not sure what happened with the discord thing. I accepted your request again.
@@AM-ld7qb I'm sure there's a way to bind it with controller but I don't use it so I don't know what would feel comfortable. Even translating the keybinds to KBM is a bit of a headache since I use mouse buttons for parkour as opposed to the vanilla control scheme that's all keyboard. Leaping wise, there's only 3 actions that would need to be binded so I think there's room on the controller for that.