Difference between revisions of "Movement:Bunnyhopping"
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| − | = | + | ==Technique== |
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| + | 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: | ||
| + | |||
| + | * 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. | ||
| + | |||
[[Category:Movement_Systems]] | [[Category:Movement_Systems]] | ||
Revision as of 12:11, 15 February 2006
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.