Bhop

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Comments

  • KisanKisan Join Date: 2003-07-30 Member: 18564Members
    <!--QuoteBegin-Roger Dodger+Apr 22 2004, 10:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roger Dodger @ Apr 22 2004, 10:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm with Palin on this one.

    I feel bunnyhopping as a speed gain is acceptable also as tracking a faster target isnt that hard, BUT my problem with bhopping is the aircontrol issues, a skulk shouldnt be able to change trajectory from a normal jump. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    And how would we prevent this? Just change the entire HL engine? Yes! Lets do that.
  • PalinPalin Join Date: 2003-03-24 Member: 14848Members
    <!--QuoteBegin-Kisan+Apr 22 2004, 10:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kisan @ Apr 22 2004, 10:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Roger Dodger+Apr 22 2004, 10:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roger Dodger @ Apr 22 2004, 10:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm with Palin on this one.

    I feel bunnyhopping as a speed gain is acceptable also as tracking a faster target isnt that hard, BUT my problem with bhopping is the aircontrol issues, a skulk shouldnt be able to change trajectory from a normal jump. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    And how would we prevent this? Just change the entire HL engine? Yes! Lets do that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    quite simple really... since the speed isn't much of an issue for most just increase the speed universally (meaning you don't need bhop to attain those speeds) and then neuter the effectiveness of bhopping in some way (such as extremely neutering the air acceleration... you only need about x1.08 to effectively "climb" on boxes and such and the current multiplier is upwards of x1.7 i believe). You don't have to rewrite the game engine for this at all... merely change a few values here and there and viola.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited April 2004
    The thing that allows bunnyhopping and trajectory changes is the extreme boost to acceleration you get if you are accelerating in a direction that opposes your current one. This was added only to allow players to stop in midair, so it is by no means necessary.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    it wasn't added persay, and it can't simply be removed. The offending piece of code allows firstly for halflife players to stop in mid air, but its primary function in regards to bunny hopping is that it creats air momentum (the reason for this is so that you can jump up boxes).

    There are 2 standard was to fix this, 1 is to decrease the momentum of a character to nearly zero whenever they land a jump at a greater speed then thier maximum movement speed (the effect we see on marines and counter strike players), and the other is to charge stamina from a stamina bar that slows your current speed as your stamina lowers. The problem is that neither of these two methods can be implemented on the natural selection skulk without distroying his gameplay.

    If we decrease his momentum when he lands a jump to fast we have a very high chance of him getting stuck in the middle of a fire fight with nearly no momentum, and it should be noted that the skulk is supposed to bounce around in combat to aviod fire and reach jumpdodging marines, therefore this solution is quite problematic. If we tie the skulks speed to his stamina we find that the more he bites at marines the slower he gets, and he still can bunnyhop (unless we make jumping cost WAY more stamina then even biting, and in that case we distroy the skulks bouncy gameplay).

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and then neuter the effectiveness of bhopping in some way (such as extremely neutering the air acceleration... you only need about x1.08 to effectively "climb" on boxes and such and the current multiplier is upwards of x1.7 i believe).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    if we use this solution marines won't be able to jump onto boxes or buildings nine times out of ten, players will just get rediculously frustrated simply so that the elite player can't move with a slight advantage over new players.
  • PalinPalin Join Date: 2003-03-24 Member: 14848Members
    The initial existence of the incedibly high multiplier (x1.7) comes from HL wanting to retain the ability to bhop for DM since it was such a popular technique in Q2. That doesn't mean its needed in order to climb boxes. Like i said before... only about x1.08 is actually needed to effectively climb/jump on boxes. Many mods dating back to the days of Quake 2 have used a x1.1 modifier to address bhopping and it worked without killing box "climbability". Why can't we do this for NS? Has anyone actually TRIED fiddling with this modifier and seeing its effect on gameplay? I can't actually think of any other reason to NOT reduce the air acceleration considerably.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin-Swiftspear+Apr 26 2004, 12:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 26 2004, 12:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->it wasn't added persay, and it can't simply be removed.  The offending piece of code allows firstly for halflife players to stop in mid air, but its primary function in regards to bunny hopping is that it creats air momentum (the reason for this is so that you can jump up boxes).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I am not referring to air acceleration in general. I am referring to the extreme boost to air acceleration one gets if one accelerates in a direction that opposes one's current direction of movement. Removing this will not affect the ability to jump up crates, as only standard air acceleration is necessary for that.
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    <!--QuoteBegin-Last.+Apr 18 2004, 02:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Last. @ Apr 18 2004, 02:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> // 10x jump
    alias 1jump "+jump; wait; -jump; wait;"
    alias +3jump "1jump; 1jump; 1jump; 1jump; 1jump; 1jump; 1jump; +jump; wait"
    alias -3jump "-jump"

    then follow the instructions on said page.

    will all you "you don't need a script" people kindly learn to bhop consistently without a script or mwheel, then come back and talk? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    hi, i can bhop perfectly fine, you sir have no clue. Best way to learn to bhop is to load up cstrike 1.1 and practice from there, the game is perfect for bhopping. 1.04 ns marines were also very good. Bhopping onos is fun <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it wasn't added persay, and it can't simply be removed.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    It can be simply removed. Some of the physics code is available to the mod makers. In pm_airaccelerate(is that's what it's called?) at the start calculate the speed of the player, after the code in the function is run it has calculated a new velocity, crop that down to the original speed at the start of the function, now everything will feel exactly normal except you can't gain or loose speed while in the air(you can turn just as well as before) with one exception, you could still brake or if you where essentially still in the air you could get some small velocity in any direction by strafing. While experimenting with this I found jumping up on crates just as easy as normal.

    you can also change the bunnyhop speed cap (a constant called something like BUNNY_JUMP_MAX_SPEED, lower that and the player will be cropped down to BUNNY_JUMP_MAX_SPEED*<the players run speed> if they exceed this value when they land/jump(I have forgotten which), right now this is set at 1.7).

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->That doesn't mean its needed in order to climb boxes. Like i said before... only about x1.08 is actually needed to effectively climb/jump on boxes<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    This is only applied when you land or when you jump in half life(I forget which).

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I feel bunnyhopping as a speed gain is acceptable also as tracking a faster target isnt that hard, BUT my problem with bhopping is the aircontrol issues, a skulk shouldnt be able to change trajectory from a normal jump. Changing directions in midair with a leap i find acceptable as you pay the energy cost to achieve it.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That wouldn't be impossible to code but marines would need a big nerf for it to be balanced(something like not being able to turn in the air, not being pushed when bitten in the air and being slowed down temporarilly when injured. Or some other extreme nerf).

    You could for example make skulks gain a little speed each time they jump and not let them turn in the air unless they leapt.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> // 10x jump
    alias 1jump "+jump; wait; -jump; wait;"
    alias +3jump "1jump; 1jump; 1jump; 1jump; 1jump; 1jump; 1jump; +jump; wait"
    alias -3jump "-jump<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Why is it commented as 10x jump, namned 3jump and really is an 8x jump? Trouble with math or extreme laziness? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Best way to learn to bhop is to load up cstrike 1.1 and practice from there, the game is perfect for bhopping. 1.04 ns marines were also very good.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    1.04 marines are not good to learn bunnyhopping, if you actually exceed 1.7 times base speed you where slowed down to 1.0 times base speed(so where the aliens) which is quite easy to do, especially if you use a mousewheel or script. "todays aliens" only get slowed to the speed limit(1.7*base). The gorge is exceptionally easy to bunnyhop with as it is allowed to turn very quickly without slowing down.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    hey... while we're on the topic... what's the console command to display your speed? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    cl_showspeed 1 or something similar, you need to turn on cheats first(sv_cheats 1).
  • camO_ocamO_o Join Date: 2004-04-19 Member: 28028Members
    <!--QuoteBegin-Radagast+Apr 26 2004, 05:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Radagast @ Apr 26 2004, 05:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hi, i can bhop perfectly fine, you sir have no clue. Best way to learn to bhop is to load up cstrike 1.1 and practice from there, the game is perfect for bhopping. 1.04 ns marines were also very good. Bhopping onos is fun <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i would like to see your leet bhopping demo
  • God_KillerGod_Killer Join Date: 2004-02-16 Member: 26592Members
    I actually did a demo once...I'm better now on it trough.

    Ok bhop script make bhop extremely faster. Don't worry you can't be as good as this
    script. I get 3x speed gorge when going downhill, well same speed as celerity skulk about.

    It's funny my toggle ducking script was actually usefull for someone cos i don't use it hehe

    I have a sensivity script but its for when i lerk

    And im pretty sure that bhop messes with hl engine a bit combined with ping and all...
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    <!--QuoteBegin-hive+Apr 12 2004, 02:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (hive @ Apr 12 2004, 02:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hi, I was wondering if anyone of you could give me a bhopping script(or whatever needed to bhop) for ns3.0? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's all this poor guy asked for. Now you gave him a whole truckload of verbal diarrhea. Let's assume that we are all special and have our own unique opinions about bhopping even though the topic has been visited and revisited dozens of times.
  • v4rAv4rA Join Date: 2003-11-28 Member: 23672Members, Constellation
    Bunnyhop is there, if u want to use/learn it or not, its your decisiion. But with bunnyhop u will be better in ns, and if u are in love with the game as i am, u will try to learn bh and to practise it as much as possible. Normally lot of clan wars are decided by bh and fades, bh skulks can scout through the map much easier and kill rts faster.

    U dont like ppl bunnyhopping, dont play clan wars, u dont want ppl in publics bunnyhopping, pay your own server, and set it up as rule. U are to blind to see that bunnyhop is another weapon in the game that u need to learn how to use it, play in very low skilled pub servers. But dont say that bunnyhop should be removed only because u dont know how to do it. Flayra already have taked a decission about it , he removed marine normal bunnyhopping(not in rails), and then the game was more balanced, finish. If he doesnt removed the alien bunnyhopping, he probably have his reasons. As most of us cant, he can see the "big picture" of ns. :o do aonyone ask what the BUS is ? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->

    KILL, and be happy
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ok bhop script make bhop extremely faster. Don't worry you can't be as good as this
    script. I get 3x speed gorge when going downhill, well same speed as celerity skulk about.

    It's funny my toggle ducking script was actually usefull for someone cos i don't use it hehe

    I have a sensivity script but its for when i lerk

    And im pretty sure that bhop messes with hl engine a bit combined with ping and all...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The bunnyhop speed cap is 1.7x base speed. If you are going 3x faster it must somehow not realise that you touched the ground(airspeed cap is 3x) or your estimates are WAY off.
  • God_KillerGod_Killer Join Date: 2004-02-16 Member: 26592Members
    There a demo of me bhopping very short had to fit in 120k,
    I should of done a record demo script but anyway...

    Yeah maybe not 3x but it looks faster than 1.7x like this demo looks closer to 2x, and i didn't have celerity...
  • IceBaronIceBaron Join Date: 2003-02-25 Member: 13954Members
    I made a map for this, kinda like the old ns_bhop only cooler.
    download it <a href='http://home.comcast.net/~s.mcafee/ns_bhtrain.bsp' target='_blank'>here</a>.
  • napinapi Join Date: 2003-03-01 Member: 14172Members, Constellation
    ... soooo much ranting - i didn't bother reading all of it - got bored

    the truth is bunnyhopping is a skill. script or no script it's a skill (far more of a skill without script in my opinion <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)

    if you remove bunnyhop you better turn the shotgun into an automatic... just for those people that can't time their shot properly - make it so any prat can pick it up and win

    if you can't bunnyhop, either learn or quit whinging - flaming some one for their skill is like a broken pencil.... pointless (pun nabbed from BlackAdder III)
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Yeah maybe not 3x but it looks faster than 1.7x like this demo looks closer to 2x, and i didn't have celerity...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    But it can't be other than for brief periods while in the air(e.g. you might reach 1.8 while in the air but when you land it's back to 1.7 again), just use cl_showspeed 1 and you'll see. Also you're not going in a straight path but a very curved one so you are probably going quite a bit slower than 1.7.

    When you start maxing out and you just want to retain your speed(not dodge bullets) only wiggle as much as you need to regain lost speed.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    bind "SPACE" "+3jumps"

    alias +3jumps "+jump; wait; -jump; wait; +jump; wait; -jump; wait; +jump"
    alias -3jumps "-jump"
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    bind "insert whatever key you want between these quotation marks" bunny

    alias jumper "+jump; wait; -jump"
    alias bunny "jumper; jumper; jumper"

    if you find that you still can't time the jump well enough, just add more 'jumper' in the bunny alias.
  • IceBaronIceBaron Join Date: 2003-02-25 Member: 13954Members
    I want to point out one thing about bunny hopping that nobody ever seems to mention. The whole idea of taking it out for marines and even for cs was because it was a bit unrealistic. You can't hold your aim with a gun while bouncing around a room like a maniac and you shouldn't go faster the longer you do it. But kharra don't need aim and they are not human. They are faster, and they climb freaking walls for gods sake. If they leap like a frog, fly like a bird, blink/warp like the enterprise, can stomp their foot to stun you and wall crawl like spider man, bunny hopping should be the least of your worries. Just wanted to post this because too many new players will meet someone really good at bhopping and post on the main forums about how they feel it should be removed. This will never happen and posting this will get you flamed, people will laugh at you and mock you, and an admin will lock your thread. So don't bother, just adapt.
  • SilverWolfSilverWolf Join Date: 2003-05-20 Member: 16540Members
    v4rA said it all tbh
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