Difference between revisions of "Movement:Bunnyhopping"

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{{Infobox manual/Header}}
 
==Technique==
 
==Technique==
  
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[[Category:Movement_Systems]]
 
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Revision as of 16:41, 31 December 2007


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.

This is simply an initial value for testing. Please read the discussion tab for other potential solutions.