Difference between revisions of "Movement:Bunnyhopping"
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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. | 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. | ||
| − | + | =Movies= | |
| + | [http://www.stage6.com/user/ArxFF/video/1959078/Fortress-Forever---Tutorial-4---Bunny-Hopping A demonstration of bunnyhopping by Arx.] | ||
[[Category:Movement_Systems]] | [[Category:Movement_Systems]] | ||
{{Infobox manual/Footer}} | {{Infobox manual/Footer}} | ||
Revision as of 08:23, 2 January 2008
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TechniqueBunnyhopping 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:
Bunnyhopping is simply the same technique, but with jumps performed in a timely fashion every time you touch the ground. ImplementationBunnyhopping 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. Movies |