Difference between revisions of "Movement:Bunnyhopping"

From Fortress Forever Wiki
Jump to navigationJump to search
Line 17: Line 17:
  
 
The game has also been coded with an autoqueue (cl_jumpqueue). With this enabled (default), a player needs to simply hold the jump key and the game will queue the next jump for them. This can be turned off with the cvar cl_jumpqueue set to 0.
 
The game has also been coded with an autoqueue (cl_jumpqueue). With this enabled (default), a player needs to simply hold the jump key and the game will queue the next jump for them. This can be turned off with the cvar cl_jumpqueue set to 0.
 +
 +
The same technique works with crouching, using the same principle but is rarely used because it is more difficult than bunnyhopping and looks stupid.
  
 
=Movies=
 
=Movies=

Revision as of 13:53, 15 May 2010


Technique

Bunnyhopping is yet another extension of Strafe Jumping. At its basic level, bunnyhopping occurs due to an engine quirk in the movement system. Turning in quake-engine based games results in a slight acceleration; this acceleration is negligible when on the ground, as friction slows the player down. However, when constantly airborne, a player is not subject to ground friction. When a player jumps with good timing, they are deemed to barely touch the ground, so the friction is discounted. Hence, turning while repeatedly jumping can build up a great deal of speed. The simplest way to illustrate the air acceleration effect is to load up a map, set the gravity to a very low value and then:

  • Jump forwards.
  • Release the forward key.
  • Hold a strafe key
  • While keeping the strafe key held, begin to smoothly turn the mouse in the same direction as the strafe
  • You should now be turning in a circular fashion and slowly accelerating
  • Now, swap strafe keys and begin turning in the other direction. Again, do this smoothly

Bunnyhopping is simply the same technique, but with jumps performed in a timely fashion every time you touch the ground.

Implementation

Bunnyhopping is unrestricted up to 170% of the base speed of each class. Upon breaching the 170% cap, every subsequent jump saps 10% of the player's speed until they are no longer breaching the 170% cap.

The game has also been coded with an autoqueue (cl_jumpqueue). With this enabled (default), a player needs to simply hold the jump key and the game will queue the next jump for them. This can be turned off with the cvar cl_jumpqueue set to 0.

The same technique works with crouching, using the same principle but is rarely used because it is more difficult than bunnyhopping and looks stupid.

Movies

A demonstration of bunnyhopping by Arx.