Got bored of waiting for Shadows so I did this. Can be pretty finnicky but works in many spots. I don't know if it works the same in later games *video made with AI
Пікірлер: 7
@esiokles7623Ай бұрын
Impressive 😮
@maniakb1603Ай бұрын
Wow
@michaelm1221Ай бұрын
lol, I was like who this who knows about climb pass. Then I checked and oh it was you 😂, thought you had disappeared like random. So you found a way to force it in contexts that allow it? I only know in unity a jump function has jmps you can change to make climb pass the default.
@IIADBIDTISTАй бұрын
Yeah this one forces a certain set of moves in the correct contexts and disables others sort of like the jump down script. But this one is more aggressive so in some cases where the climb pass isn't triggered, other jumps get disabled and he just free jumps. I'm still looking through to see how to make it more consistent, so far using it with super hop is having good results Also for making climb pass the default, I'm not sure if it's the same code but for syndicate and unity I basically just made enable/disable scripts for most every type of jump to force the moves that way.
@michaelm1221Ай бұрын
Very nice, wonder if the later games left this in at all. Obviously mirage will benefit the most if it has it. Did you make scripts for Unity too? I only have a half ass climbpass eject target extend working, that I don’t know how it even works 😂
@IIADBIDTISTАй бұрын
@@michaelm1221 I know the climb pass function is still in later games, but I don't know if it's possible to enable it or if the animations are even there. I made a couple scripts for Unity but mostly for syndicate. Finding the functions that handle enabling those climbpass exits helped with extending range a bit and being able to use them with parkour up which for some reason is disabled in syndicate by default. I have the steam version so I don't know if the address is slightly different for other versions, but there is a call r10 at ACU.exe+1B499B that most moves run through in order to be activated. You can set a breakpoint there and perform a move to trace to the function for that move as well as the functions for any other move that could work in that context. ACU fixes causes this code to be constantly running while on a wall (probably some eject optimization) so you should disable that while you do this.