How To Properly Bhop With Skulks?

sp0inKsp0inK Join Date: 2005-02-28 Member: 42779Members
What is the button combo to bhop with skulk?
W+A/D..... or
A,d,a,d....

Comments

  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited March 2005
    Bunnyhopping is not done through a simple button combination. It is performed through both keypresses and mouse movements. Nor, however, should it be done through a strict combination of keypresses and mouse movements. Good bunnyhopping is very fluid and dynamic. If you want to actually master bunnyhopping, you should read <a href='http://www.unknownworlds.com/forums/index.php?showtopic=34704&view=findpost&p=472955' target='_blank'>this post</a> (and <a href='http://www.unknownworlds.com/forums/index.php?showtopic=34704&view=findpost&p=1355373' target='_blank'>this</a> along with it) in order to understand how and why it works. However, as you seem to be looking for a simple combination of actions, I will attempt to explain how to bunnyhop in those terms.

    Firstly, when you're a skulk, always hold the duck key while bunnyhopping. If you don't do this, the skulk's wallclimbing code will interfere with the bunnyhop.

    To initiate a bunnyhop, you usually want to start with a so-called "glidejump". To do this, hold forward and a strafe* key, and turn (move the mouse) in the direction that you're strafing. This will increase your speed. Next, after reaching a good speed, jump. To get a good speed, you'll need to experiment with different turn rates and distances. (To see your speed, set cl_showspeed to 1. Note that this will require sv_cheats 1.)

    <span style='font-size:7pt;line-height:100%'>*left or right directional command</span>

    Once you've started the bunnyhop, you increase your speed and change your direction by strafeturning, and maintain your speed by jumping the instant you touch the ground. I will get to strafeturning later. To jump the instant you touch the ground, you usually want to use either the mousewheel or a script to spam the jump command in order to help with timing the jump. It is possible to time the jumps without aid, but it is difficult and highly vulnerable to framerate fluctuations and latency. Anyway, to use the mousewheel, bind it to +jump and roll it just as you are about to hit the ground. If you choose to use a script, you would use something like:<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->alias +3jump "+jump;wait;-jump;wait;+jump;wait;-jump;wait;+jump"
    alias -3jump -jump
    bind <key> +3jump   // <key> is whatever key you want to bind it to, usually your normal jump key<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->With that script, you would press the key just before hitting the ground. Note that this script will interfere with lerk flight, so you might want to use a toggle. For more information, visit the <a href='http://www.unknownworlds.com/forums/index.php?showforum=62' target='_blank'>scripting forum</a>.

    To determine whether you're effectively jumping the instant you touch the ground, try this simple test. While facing into a long hallway, move forward, jump, and then release all directional commands and keep jumping. If you don't lose any significant amount of speed, you're doing it correctly.

    Now as I said, you increase your speed and change your direction by strafeturning. Strafeturning is the act of strafing and turning (moving the mouse) in the same direction. For instance, to strafeturn left, you would hold the +moveleft key ('a' by default) while moving the mouse to the left. Strafeturning, when done correctly (which pretty much means not turning too rapidly), will increase your speed. Strafeturning will also change your direction of motion so that it remains perpendicular to the direction of the strafe. In this case, that means you will continue to move in your forward direction, the direction you're aiming. Because of this, if you want to gain speed while bunnyhopping in a straight line, you will need to alternate left and right strafeturning so as not to veer off to the side.

    As with glidejumping, try bunnyhopping around with cl_showspeed 1 in order to get a feel for how to best gain speed.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=89165&view=findpost&p=1397744' target='_blank'>How to bunnyhop without scripting.</a>

    Warning: may be hard as hell to get used to
  • stickybootstickyboot Join Date: 2004-01-29 Member: 25711Members, Constellation
    Sry this is a n00b question as well, but was this bunny hopping techniqe intended by the devs?
  • NorsemanNorseman Join Date: 2005-02-27 Member: 42655Members
    <!--QuoteBegin-stickyboot+Mar 1 2005, 10:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (stickyboot @ Mar 1 2005, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sry this is a n00b question as well, but was this bunny hopping techniqe intended by the devs? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Think about it.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=81373&st=135#entry1252682' target='_blank'>http://www.unknownworlds.com/forums/index....35#entry1252682</a>
    <!--QuoteBegin-Nemesis Zero+Sep 23 2004, 07:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Sep 23 2004, 07:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->a) Alien bunnyhopping is intentionally left in the game. In case you didn't know, I'm NS' Producer, so this counts as dev statement. Bhop is here to stay. The game is balanced around it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    yes it was intended by the devs.

    The hardest thing about bhopping without a script is to get the timing right. You want to spam your mwheel just slightly before you land. It's kinda like driving a car and knowing how far you need to turn on an intersection so you don't hit the curb.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Actually, it's exactly like what you described.

    Bunnyhopping is sort of like a three-dimensional slalom race involving your mouse, your mousewheel, and your strafe keys. I've seen some people who have a bunnyhop that goes in a giant circle. It's pretty cool. My view just goes up and down and side to side. It's true, you can straighten out your bunnyhop by switching strafeturn directions in midair. But you need to be really twitchy to get regular with it.

    Bhopping is also like riding a bike, in that once you learn to do the basic motion, you can invent your own style. The skulk, using this analogy, has the potential of a tricked out BMX. Some kid just learning to ride is going to wobble and barely navigate corners. Someone who has been doing it every day for years will be able to jump the bike onto it's front tire, spin the rest of the bike around it like a top, and use one of his feet to push the front wheel forward and slowly unicycle the bicycle-top down the street like a dervish of chains and aluminum.

    Since bhop is intended to be in the game, might as well read up on it. :|
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