Difference between revisions of "Movement:Double Jump"

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{{Infobox manual/Header}}
 
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Please note that doubling the Z ''velocity'' will '''not''' double the jump ''height'', as gravity affects the calculations.
 
Please note that doubling the Z ''velocity'' will '''not''' double the jump ''height'', as gravity affects the calculations.
 
If you really care about why this is:
 
[[Movement:Velocity Versus Height|Velocity Versus Height]].
 
  
 
==Applications==
 
==Applications==
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[[Category:Movement_Systems]]
 
[[Category:Movement_Systems]]
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{{Infobox manual/Footer}}

Latest revision as of 16:52, 31 December 2007


Content

The double jump is a name given to a quick series of two jumps.

Conditions

  • The second jump must be triggered within 400ms of the previous jump's execution
  • If, at the beginning of a regular jump, the player's Z velocity is u units per second, then the player's Z velocity should be 1.5 * u per second when initiating a successful double jump. This is an initial value and will require tweaking. Discussion page for ideas / suggestions -- Defrag

Please note that doubling the Z velocity will not double the jump height, as gravity affects the calculations.

Applications

Double jumps can be performed in a variety of ways. Some examples:

  • Jumping from a low area onto higher ground, thus enabling the second jump to occur quickly.

Example 1: Jump from the flat area below the shutdown2 ramp, then immediately jump into the ramp to trigger the double jump.

Example 2: Jump onto a box top from the floor then jump immediately once more.

  • Jumping against low ceilings or overhead objects to force contact with the ground more quickly.

Example: Jump under the monkey_l pit ramp, hit the underside of it and then bounce back into the ground, jumping again when touching the ground. Do so in a way that one is no longer under the ramp when performing the second jump.

  • Jumping onto a ladder's lower rungs then immediately dismounting and then jumping again once hitting the ground.

Example: Jump onto the shutdown 2 ramp room ladder, dismount and head towards the elevated switch exit, perform a second jump and bounce up to the elevated switch entrance.

  • Double jumps can be combined with bunnyhopping, concs and trimps to form very potent moves.

Double jumps can not be triggered multiple times in a row to create cumulative effects. I.e. no triple or quadruple jumps. We may have to tinker with the order of trimp & double jump velocity being added depending on how effective this is.