Bhopping In The Hl Engine

2»

Comments

  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    edited February 2005
    <!--QuoteBegin-tjosan+Feb 28 2005, 09:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Feb 28 2005, 09:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Feb 28 2005, 09:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Feb 28 2005, 09:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-tjosan+Feb 28 2005, 08:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Feb 28 2005, 08:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Walking or running normally on the ground, however, holding duck will actualy slow you down. So while doing your first glidejump to gain initial speed, dont hold duck, then just before you hit thr ground for your second jump, hit duck and continue to hold it while bhopping. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Holding duck doesn't slow down either skulks or gorges... holding walk is something totally different, and doesn't fix the skulks broken movemnt code while wallwalking. This does however apply to onos and to a lesser degree fades... Fades don't really need to duck while Bhopping, they are small enough to fit comfortably in the hallways, but you can avoid some fire if you are ducking since your hitbox shrinks consederably. Onos are just too big to Bhop without ducking, so you must duck while bhopping or you won't have enough room to glide... Onos must start thier bunnyhop from standing and then start ducking sometime during the first glidejump to ensure they will have enough room for hopping. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    But it does, holding duck will slow you down as a skulk... test it yourself. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Doing an +duck glide jump will give a lot more speed for the initial jump than trying to glide (except you aren't really gliding) jump with no duck on.

    Also, using +duck doesn't slow you don't really, its more that when not ducking you can look into the ground and gain speed as skulk. So when you duck, you remove the speed gain and reset to the (intended) skulk base speed.
    Edit: Oops didn't read the posts after :o
    Ignore that last paragraph
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    Hah, you're right... you learn something new every day
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    <!--QuoteBegin-Nadagast+Feb 28 2005, 02:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nadagast @ Feb 28 2005, 02:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-tjosan+Feb 28 2005, 09:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Feb 28 2005, 09:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Feb 28 2005, 09:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Feb 28 2005, 09:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-tjosan+Feb 28 2005, 08:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Feb 28 2005, 08:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Walking or running normally on the ground, however, holding duck will actualy slow you down. So while doing your first glidejump to gain initial speed, dont hold duck, then just before you hit thr ground for your second jump, hit duck and continue to hold it while bhopping. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Holding duck doesn't slow down either skulks or gorges... holding walk is something totally different, and doesn't fix the skulks broken movemnt code while wallwalking. This does however apply to onos and to a lesser degree fades... Fades don't really need to duck while Bhopping, they are small enough to fit comfortably in the hallways, but you can avoid some fire if you are ducking since your hitbox shrinks consederably. Onos are just too big to Bhop without ducking, so you must duck while bhopping or you won't have enough room to glide... Onos must start thier bunnyhop from standing and then start ducking sometime during the first glidejump to ensure they will have enough room for hopping. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    But it does, holding duck will slow you down as a skulk... test it yourself. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Doing an +duck glide jump will give a lot more speed for the initial jump than trying to glide (except you aren't really gliding) jump with no duck on.

    Also, using +duck doesn't slow you don't really, its more that when not ducking you can look into the ground and gain speed as skulk. So when you duck, you remove the speed gain and reset to the (intended) skulk base speed.
    Edit: Oops didn't read the posts after :o
    Ignore that last paragraph <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's why I never crouch, I can go faster looking down then I ever could bhopping ;D
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Alkiller+Feb 28 2005, 03:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Alkiller @ Feb 28 2005, 03:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Nadagast+Feb 28 2005, 02:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nadagast @ Feb 28 2005, 02:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-tjosan+Feb 28 2005, 09:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Feb 28 2005, 09:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Feb 28 2005, 09:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Feb 28 2005, 09:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-tjosan+Feb 28 2005, 08:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Feb 28 2005, 08:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Walking or running normally on the ground, however, holding duck will actualy slow you down. So while doing your first glidejump to gain initial speed, dont hold duck, then just before you hit thr ground for your second jump, hit duck and continue to hold it while bhopping. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Holding duck doesn't slow down either skulks or gorges... holding walk is something totally different, and doesn't fix the skulks broken movemnt code while wallwalking. This does however apply to onos and to a lesser degree fades... Fades don't really need to duck while Bhopping, they are small enough to fit comfortably in the hallways, but you can avoid some fire if you are ducking since your hitbox shrinks consederably. Onos are just too big to Bhop without ducking, so you must duck while bhopping or you won't have enough room to glide... Onos must start thier bunnyhop from standing and then start ducking sometime during the first glidejump to ensure they will have enough room for hopping. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    But it does, holding duck will slow you down as a skulk... test it yourself. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Doing an +duck glide jump will give a lot more speed for the initial jump than trying to glide (except you aren't really gliding) jump with no duck on.

    Also, using +duck doesn't slow you don't really, its more that when not ducking you can look into the ground and gain speed as skulk. So when you duck, you remove the speed gain and reset to the (intended) skulk base speed.
    Edit: Oops didn't read the posts after :o
    Ignore that last paragraph <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That's why I never crouch, I can go faster looking down then I ever could bhopping ;D <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You can't get even close to a fraction of the speedgain you do bunnyhopping by just looking down. Even wiggle walking while pressing +duck will pretty much get you the same speed boost as simply looking down without pressing +duck would.
  • adi0adi0 Join Date: 2004-10-07 Member: 32142Members
    as for the original question about HL engine:

    <i>You accelerate so fast when bunny hopping because the Half-Life engine will speed you up when turning corners. To witness this effect try slow walking in CS or TFC, then hold down strafe and turn 90 degrees, you will probably hear footsteps as you accelerate when cornering. In the air you have no friction, so the idea is to spend as much time as possible in the air while using the air control to do little turns which accelerate you to ever greater speeds.</i>

    here's whole article
    <a href='http://ukfortress.com/guides/bunnyhopping/' target='_blank'>http://ukfortress.com/guides/bunnyhopping/</a>
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    <!--QuoteBegin-Swiftspear+Feb 28 2005, 07:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Feb 28 2005, 07:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Alkiller+Feb 28 2005, 03:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Alkiller @ Feb 28 2005, 03:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Nadagast+Feb 28 2005, 02:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nadagast @ Feb 28 2005, 02:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-tjosan+Feb 28 2005, 09:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Feb 28 2005, 09:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Feb 28 2005, 09:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Feb 28 2005, 09:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-tjosan+Feb 28 2005, 08:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Feb 28 2005, 08:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Walking or running normally on the ground, however, holding duck will actualy slow you down. So while doing your first glidejump to gain initial speed, dont hold duck, then just before you hit thr ground for your second jump, hit duck and continue to hold it while bhopping. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Holding duck doesn't slow down either skulks or gorges... holding walk is something totally different, and doesn't fix the skulks broken movemnt code while wallwalking. This does however apply to onos and to a lesser degree fades... Fades don't really need to duck while Bhopping, they are small enough to fit comfortably in the hallways, but you can avoid some fire if you are ducking since your hitbox shrinks consederably. Onos are just too big to Bhop without ducking, so you must duck while bhopping or you won't have enough room to glide... Onos must start thier bunnyhop from standing and then start ducking sometime during the first glidejump to ensure they will have enough room for hopping. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    But it does, holding duck will slow you down as a skulk... test it yourself. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Doing an +duck glide jump will give a lot more speed for the initial jump than trying to glide (except you aren't really gliding) jump with no duck on.

    Also, using +duck doesn't slow you don't really, its more that when not ducking you can look into the ground and gain speed as skulk. So when you duck, you remove the speed gain and reset to the (intended) skulk base speed.
    Edit: Oops didn't read the posts after :o
    Ignore that last paragraph <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That's why I never crouch, I can go faster looking down then I ever could bhopping ;D <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You can't get even close to a fraction of the speedgain you do bunnyhopping by just looking down. Even wiggle walking while pressing +duck will pretty much get you the same speed boost as simply looking down without pressing +duck would. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    While this is correct in general... you know the long slopes at beta deck access on ns_lost? Look down at the correct angle and "nosegrind" your way up, and you'll reach speeds over 510.

    It's pretty useless unless you're just using it to quickstart a bhop, but its still cool I think <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Sign In or Register to comment.