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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Movement:Bunnyhopping&amp;diff=9538</id>
		<title>Movement:Bunnyhopping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Movement:Bunnyhopping&amp;diff=9538"/>
		<updated>2010-05-15T20:53:21Z</updated>

		<summary type="html">&lt;p&gt;ChewburyJr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Technique==&lt;br /&gt;
&lt;br /&gt;
Bunnyhopping is yet another extension of [[Movement:Strafe_Jump|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:&lt;br /&gt;
&lt;br /&gt;
* Jump forwards.&lt;br /&gt;
* Release the forward key.&lt;br /&gt;
* Hold a strafe key&lt;br /&gt;
* While keeping the strafe key held, begin to smoothly turn the mouse in the same direction as the strafe&lt;br /&gt;
* You should now be turning in a circular fashion and slowly accelerating&lt;br /&gt;
* Now, swap strafe keys and begin turning in the other direction.  Again, do this smoothly&lt;br /&gt;
&lt;br /&gt;
Bunnyhopping is simply the same technique, but with jumps performed in a timely fashion every time you touch the ground.&lt;br /&gt;
&lt;br /&gt;
==Implementation==&lt;br /&gt;
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&amp;#039;s speed until they are no longer breaching the 170% cap.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The same technique works with crouching, using the same principle but is rarely used because it is more difficult than bunnyhopping and looks stupid.&lt;br /&gt;
&lt;br /&gt;
=Movies=&lt;br /&gt;
[http://www.stage6.com/user/ArxFF/video/1959078/Fortress-Forever---Tutorial-4---Bunny-Hopping A demonstration of bunnyhopping by Arx.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movement_Systems]]&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>ChewburyJr</name></author>
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