Difference between revisions of "Movement:Double Jump"

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Double jumps can be performed in a variety of ways.  Some examples:
 
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 onto the flat area below a ramp, then immediately jump into the ramp to trigger the second jump. Example 2: Jump onto a box top from the floor then jump immediately once more.
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* Jumping from a low area onto higher ground, thus enabling the second jump to occur quickly.  
* Jumping against low ceilings or overhead objects to force contact with the ground more quickly.  Example 1: Jump under a ramp (monkey_l pit, sd2 fr middle ramp), hit the underside of it and then bounce back into the ground, jumping again when touching the ground.
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'''Example 1:''' Jump from the flat area below the shutdown2 ramp, then immediately jump into the ramp to trigger the double jump.  
 +
 
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'''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.
 
* 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 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.

Revision as of 15:56, 4 October 2005

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 2*u per second when initiating a successful double jump.

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: Velocity Versus Height.

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.