Read this forum, general discussion, competitive, etc... it's everywhere <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> No, not exploitative, as said by NS devs, although it <b>is</b> a bug inherent from the original Quake engine... it never got taken out because the NS devs found it a good way to give higher-skilled players some advantages. [ninja edit anyone <!--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-->]
Scripts for timing jumps are everywhere, or just use the mousewheel.
obuhNot Quite Smart at NSJoin Date: 2003-03-31Member: 15072Members, Constellation
No, the wait command is not 'intelligent'. It 'waits' during one frame. Thus the actual amount of time it waits is dependant on the framerate you get in the game.
Keep in mind, you need to press the bhop key <b>each time</b> you make a jump; the "wait" command doesn't automatically time them, it just makes it easier - so you don't have to use scrollwheel for jumping, or viciously tap your jump key <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
<!--QuoteBegin-2 of Eight+Apr 18 2005, 05:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (2 of Eight @ Apr 18 2005, 05:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Read this forum, general discussion, competitive, etc... it's everywhere <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> No, not exploitative, as said by NS devs, although it <b>is</b> a bug... never got taken out because the pro camp bitched too much about it.
Scripts for timing jumps are everywhere, or just use the mousewheel. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> would help if you got your facts straight before beginning your sermon.
<!--QuoteBegin-Malibu Stacey+Apr 19 2005, 10:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Malibu Stacey @ Apr 19 2005, 10:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-2 of Eight+Apr 18 2005, 05:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (2 of Eight @ Apr 18 2005, 05:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Read this forum, general discussion, competitive, etc... it's everywhere <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> No, not exploitative, as said by NS devs, although it <b>is</b> a bug... never got taken out because the pro camp bitched too much about it.
Scripts for timing jumps are everywhere, or just use the mousewheel. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> would help if you got your facts straight before beginning your sermon. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Indeed. 1/4, bhopping fills a role of increasing the utility of the skulk while at the same time steepening the learning curve at the higher level.
Nem0 has stated several times that it's function was intended for the game, but it would be replaced in a move to a more advanced engine should that ever happen.
Comments
No, not exploitative, as said by NS devs, although it <b>is</b> a bug inherent from the original Quake engine... it never got taken out because the NS devs found it a good way to give higher-skilled players some advantages.
[ninja edit anyone <!--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-->]
Scripts for timing jumps are everywhere, or just use the mousewheel.
anyone know a good one?
// JUMP SCRIPT
alias "jumper" "+jump; wait; -jump; wait"
alias "hop" "jumper; jumper; jumper; jumper; jumper; jumper; jumper; jumper"
//BINDS
bind "What Ever You Use To Jump" "hop"
Config.cfg
bind "m" "bind ctrl +jump" Turns script off
bind "n" "bind ctrl hop" Turns script on
No, not exploitative, as said by NS devs, although it <b>is</b> a bug... never got taken out because the pro camp bitched too much about it.
Scripts for timing jumps are everywhere, or just use the mousewheel. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
would help if you got your facts straight before beginning your sermon.
No, not exploitative, as said by NS devs, although it <b>is</b> a bug... never got taken out because the pro camp bitched too much about it.
Scripts for timing jumps are everywhere, or just use the mousewheel. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
would help if you got your facts straight before beginning your sermon. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Indeed. 1/4, bhopping fills a role of increasing the utility of the skulk while at the same time steepening the learning curve at the higher level.
Nem0 has stated several times that it's function was intended for the game, but it would be replaced in a move to a more advanced engine should that ever happen.