<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3) Everyone else does(this one's popular ) or everyone can write such a script if they don't allready have one. These people are usually from a quake/TFC background where scripting, even movement scripting, is very common and no one gives it much thought.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ok, maybe I'm a bit biased. I always thought those people jumping around looked like idiots, I don't need to jump to pwn in Quake1 vanilla DM, my rocketlauncher will do that for me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->lol your such a noob, dont even know what you're talking about- i would smack the hell out of you 50-0 in halflife deathmatch. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I've heared simular threats before... didn't stop me from pwning them though. lol <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> oh wait, HL deathmatch? no, I was talking about QUAKE DM.
You might find some common ground to duke it out in death match classic then <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ... except there is no 'lag prediction'(you don't hit what's on your screen, you hit what the server see's when the message arrives) making it a pain in the behind to play on anything but a LAN. Sad really, or I'd play it more often.
do you mind explaining how you did that? I could bunnyhop, but my speed is pathetic compared to yours <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Remember to hold duck as a skulk(at least while you land). You are capped at 1.7 times the normal run speed of your class, when you have reached this speed going in an almost straight line is fastest(but you are easier to hit).
Try to get far with only jumping with your normal binds(no holding forward or strafe jumping after the initial run) do you slow down too quickly? If you do then that is the most likely problem as speed you gain is lost due to friction. If you do not slow down you need to practice strafejumping.
If your just learning to bunnyhop I can recommend you bind +jump to the mousewheel(mwheelup and/or mwheeldown) and roll it down/up whenever you land(or start just before).
Timing with a mousewheel is childsplay so that lets you practice strafejumping.
You accelerate as long as you strafe in the proper direction and don't turn too fast. Turn too fast and you loose speed(you can turn pretty fast with skulks and really fast with gorges). Strafe in the wrong direction and you loose speed(this could happen if you start turning in the opposite direction and hold down the previous strafe key too long).
If you need to see how fast you are going(as it is not allways easy to tell) you can use sparky utils v1, this is client-side hook containing some usefull features(mostly for TFC, this hook was/(is?) allowed in many TFC leagues) including a speedometer giving your speed in units/second, percent of max, and run speed of your class in units per second. It is slightly buggy so it's probably best to just use it too figure out what you are doing wrong or figuring out how to get a good start etc.
A good strafe turn on the ground can get you going at ~50 % above normal running speed, this is very usefull to learn.
You could also record a video and I(any one else interested) can tell you if I(they) see anything you are doing poorly.
I offered a similar position as the one that Bo stated, and nobody jumped on me. I do not like the idea of bhop, but having a publicly SANCTIONED post here at NS.org about SCRIPTING IT just boggles my mind.
I don't understand how you can see it as good, simply because other games have it, and that it is common. Do you remember way back in previous versions of the game? perhaps 1.04, when I started to play? Scripting was greatly frowned upon, and bhopping was a thing of only a few clans, like some simple and hard to notice exploits would be now. The times have changed, but I still don't have to like it.
Bunnyhopping is very annoying without even simple scripts, not because it works badly or is harder to do, but because you will miss entirely now and then and you come to a complete halt. This is not a skill thing because no one has good enough timing to consistently bunnyhop well without occasionally jumping to soon. This is the reason why people use such scripts.
If bunnyhopping is to remain(and the NS dev team seems to think it should for the aliens) then people are going to use scripts for the simple reason that it is really annoying and pretty random without it. A simple fix for this would be for the dev team to dissallow any scripting with +jump except for direct key binds(IE bind space +jump) and change the way +jump works so that it behaves as a simple bunnyhop scripts for all but the lerk.(IE make jumping work like it did in quake 1 without the need for scripting and disable more complex jump-scripts)
If bunnyhopping is going to be in there and officially allowed it should not be a skill of only the "leet claners" it should be in the public domain, including the scripting that usually comes with it. This might have the effect of either people rejecting it and the dev team changing their mind, or the dev team supporting it better, either would be good news to me.
(Personally I think it would be a good idea to set the speed limit of bunnyhopping(the speed you get when you land, currently 1.7 times normal running) to 1. That means you can jump like a moron and be all dodgy but you gain no speed, yet strafejumping works exactly like normal. I would also like to see better official support for it. Either that or the removal entirely of bunnyhopping(this could be done by setting the speed limitation to 1 and diabling any scripts with +jump exluding directly binding +jump, this makes bunnyhopping unpredictable and therefor annoying as well as of no or very little speed advantage))
I've been here since 1.02. I lurked the boards for a bit then joined.
Movement-scripting yes indeed, if it was complex(scripting that does several things at the press of a button), such as fireing the pistol rapidly while holding the button. Scripting like toggle mike on/off on press of a key, increase/decrease volume, teamsay that you need a res node, show the scoreboard and net_graph simoultaneously when pressing tab etc. has never been frowned upon.
I know how to bunnyhop, just that I don't think I ever bunnyhopped that fast before.
I saw some more demos of vets bunnyhopping. Why is it that on their starting jump, they sort of do a circular mouse movement? Are they moving their mouse differently thus allowing them to gain a lot more speed faster?
If they are doing it while on the ground then they are "strafe-running" just as you would in air, but on the ground you can turn alot faster than in the air without slowing down and thus gain more speed. Up to ~1.5 times normal running speed, which means you are allready very close to your max speed of 1.7 times normal running speed.
Marines can do this too but the cannot continue to jump of course, it is however sometimes useful when dodging skulks and what not.
I made a cheesy little map(this is a 10 minute + testing(about an hour <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) map, don't expect grand graphics).
Go marine, toss your weapons(they slow you down a little) and try to get as far as possible, the first to jumps can be made without any special moves. The next 3 are impossible to jump a cross normally, you need to strafe and turn then jump.
If you can get far it means your going fast, and this is good if you want to get good at picking up speed quickly on your first jump when bunnyhopping(it might also help when trying to dodge skulks).
The last jump is nearly impossible(256 units), in one hour of testing I spent 50 minutes trying to get across that jump(I put the player spawn at "level 4" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->, so I didn't have to do the first 4 jumps every damn time), I made it only once.
I think i'm bunnyhopping better. I could do a leap and start bhopping, and I'll be at my max speed. Can you explain how exactly I should do the 1st jump?
<!--QuoteBegin--BOBDOLOL+Dec 8 2003, 01:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BOBDOLOL @ Dec 8 2003, 01:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think i'm bunnyhopping better. I could do a leap and start bhopping, and I'll be at my max speed. Can you explain how exactly I should do the 1st jump? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Same here, help us with the opening jump! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If you play that cheesy map I made and get to "level 4" consistently(drop the guns they slow you down a little) then your as good as I am.
You know how you can strafe jump in the air, do the exact same thing on the ground but turn faster, if you do it correctly you will get ~ 1.5 times the starting speed and it is almost guaranteed to get you at least 20% even if you do it badly. Jump when you think you are going fastest then bunnyhop as normal.
I hope <a href='http://hem.bredband.net/congal/temp/bunnystart.zip' target='_blank'>this</a> demo clears things up more than it confuses. What I am trying to show is "strafe turning" on the ground as well as "strafe turning" on the ground followed by hopping.
Strafing sideways and turning in the same direction is probably the most useful but it works just as well with "strafing forward" and "strafing backwards" while turning(+forward and +back are identical in behaviour to the regular strafe-commands).
Well here's a demo of me bhopping <a href='http://www.geocities.com/maxquest1@sbcglobal.net/bhop.zip' target='_blank'>http://www.geocities.com/maxquest1@sbcglob...al.net/bhop.zip</a> . What do you think? good, bad, horrible, ****?
I think geocities sucks, I get a file not available error. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Apparently that works... but why? It should work just as well clicking on the link because I end up at the exact same page <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->.
You appear to strafe in the wrong direction at one point, when you are bunnyhopping you do not at all need to push any of the movement keys if you only want to keep going in the same direction at the same speed. You can use this by leting go of strafe first then moving the mouse in the opposite direction and start strafing again after that. Adding a little pause in the strafing helps you do it consistently without accidentally strafing in the wrong direction and slowing down.
At the start you appear to "strafe turn" only briefly while on the ground, doing it for longer would probably help. If you start turning in the opposite direction that quickly you must be good at switching directions quickly when strafejumping without accidentally strafing in the wrong direction(even briefly hurts your speed alot).
You bunnyhop pretty descently but the starts look a little iffy still.
It's quite hard figuring out how fast you are going and what works well without either a speedometer tool or some other form of measure. The cheesy map I made and posted a link to earlier in the thread should be a pretty descent messure of how fast you are going on your first hop(as even marines can "strafe turn" on the ground as good as the aliens, but they cannot continue to hop when they land)
It makes me feel happy that you continued to post to this thread. I was bunnyhopping some more today, and here's the best way (I've found) to do the "opening jump":
Move the cursor 90 degrees away from the way you are going, then do a quick sweep AND at the same time press duck + jump. Duck + jump makes the player jump just a tad further, and the sweep gives the speed. Then just keep bhopping.
Today I practiced a lot. I practiced jumping without using triplejump script, and it's starting to go well.
The speed. The speed is so ... lovely. I love it. From a leap to perfect level 3 celerity bunnyhopping. That's the best thing in NS. Speed. Can't wait for NS 3.0. Want to test out the lerk already!
EDIT: I recorded a small demo (ns_eclipse) on how to start your jumping.
Just try it. Every time you start the bunnyhopping, press duck + jump. Actually, I press duck + jump every time I hit the ground, because it's harder to hit the skulk that way. It's easier to hop, but also easier to hit you if you hold duck all the time.
Comments
Ok, maybe I'm a bit biased. I always thought those people jumping around looked like idiots, I don't need to jump to pwn in Quake1 vanilla DM, my rocketlauncher will do that for me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
be nice
oh wait, HL deathmatch? no, I was talking about QUAKE DM.
do you mind explaining how you did that? I could bunnyhop, but my speed is pathetic compared to yours
do you mind explaining how you did that? I could bunnyhop, but my speed is pathetic compared to yours <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Remember to hold duck as a skulk(at least while you land). You are capped at 1.7 times the normal run speed of your class, when you have reached this speed going in an almost straight line is fastest(but you are easier to hit).
Try to get far with only jumping with your normal binds(no holding forward or strafe jumping after the initial run) do you slow down too quickly? If you do then that is the most likely problem as speed you gain is lost due to friction. If you do not slow down you need to practice strafejumping.
If your just learning to bunnyhop I can recommend you bind +jump to the mousewheel(mwheelup and/or mwheeldown) and roll it down/up whenever you land(or start just before).
Timing with a mousewheel is childsplay so that lets you practice strafejumping.
You accelerate as long as you strafe in the proper direction and don't turn too fast. Turn too fast and you loose speed(you can turn pretty fast with skulks and really fast with gorges). Strafe in the wrong direction and you loose speed(this could happen if you start turning in the opposite direction and hold down the previous strafe key too long).
If you need to see how fast you are going(as it is not allways easy to tell) you can use sparky utils v1, this is client-side hook containing some usefull features(mostly for TFC, this hook was/(is?) allowed in many TFC leagues) including a speedometer giving your speed in units/second, percent of max, and run speed of your class in units per second. It is slightly buggy so it's probably best to just use it too figure out what you are doing wrong or figuring out how to get a good start etc.
A good strafe turn on the ground can get you going at ~50 % above normal running speed, this is very usefull to learn.
You could also record a video and I(any one else interested) can tell you if I(they) see anything you are doing poorly.
I don't understand how you can see it as good, simply because other games have it, and that it is common. Do you remember way back in previous versions of the game? perhaps 1.04, when I started to play? Scripting was greatly frowned upon, and bhopping was a thing of only a few clans, like some simple and hard to notice exploits would be now. The times have changed, but I still don't have to like it.
If bunnyhopping is to remain(and the NS dev team seems to think it should for the aliens) then people are going to use scripts for the simple reason that it is really annoying and pretty random without it. A simple fix for this would be for the dev team to dissallow any scripting with +jump except for direct key binds(IE bind space +jump) and change the way +jump works so that it behaves as a simple bunnyhop scripts for all but the lerk.(IE make jumping work like it did in quake 1 without the need for scripting and disable more complex jump-scripts)
If bunnyhopping is going to be in there and officially allowed it should not be a skill of only the "leet claners" it should be in the public domain, including the scripting that usually comes with it. This might have the effect of either people rejecting it and the dev team changing their mind, or the dev team supporting it better, either would be good news to me.
(Personally I think it would be a good idea to set the speed limit of bunnyhopping(the speed you get when you land, currently 1.7 times normal running) to 1. That means you can jump like a moron and be all dodgy but you gain no speed, yet strafejumping works exactly like normal. I would also like to see better official support for it. Either that or the removal entirely of bunnyhopping(this could be done by setting the speed limitation to 1 and diabling any scripts with +jump exluding directly binding +jump, this makes bunnyhopping unpredictable and therefor annoying as well as of no or very little speed advantage))
edit: <!--QuoteBegin-- Asal+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ( Asal)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Scripting was greatly frowned upon<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->.
I've been here since 1.02. I lurked the boards for a bit then joined.
Movement-scripting yes indeed, if it was complex(scripting that does several things at the press of a button), such as fireing the pistol rapidly while holding the button. Scripting like toggle mike on/off on press of a key, increase/decrease volume, teamsay that you need a res node, show the scoreboard and net_graph simoultaneously when pressing tab etc. has never been frowned upon.
I saw some more demos of vets bunnyhopping. Why is it that on their starting jump, they sort of do a circular mouse movement? Are they moving their mouse differently thus allowing them to gain a lot more speed faster?
Marines can do this too but the cannot continue to jump of course, it is however sometimes useful when dodging skulks and what not.
Go marine, toss your weapons(they slow you down a little) and try to get as far as possible, the first to jumps can be made without any special moves. The next 3 are impossible to jump a cross normally, you need to strafe and turn then jump.
If you can get far it means your going fast, and this is good if you want to get good at picking up speed quickly on your first jump when bunnyhopping(it might also help when trying to dodge skulks).
The last jump is nearly impossible(256 units), in one hour of testing I spent 50 minutes trying to get across that jump(I put the player spawn at "level 4" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->, so I didn't have to do the first 4 jumps every damn time), I made it only once.
<a href='http://hem.bredband.net/congal/temp/ns_fun_hoppingchallenge.zip' target='_blank'>here(67 KB)</a>
Same here, help us with the opening jump! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You know how you can strafe jump in the air, do the exact same thing on the ground but turn faster, if you do it correctly you will get ~ 1.5 times the starting speed and it is almost guaranteed to get you at least 20% even if you do it badly. Jump when you think you are going fastest then bunnyhop as normal.
I hope <a href='http://hem.bredband.net/congal/temp/bunnystart.zip' target='_blank'>this</a> demo clears things up more than it confuses. What I am trying to show is "strafe turning" on the ground as well as "strafe turning" on the ground followed by hopping.
Strafing sideways and turning in the same direction is probably the most useful but it works just as well with "strafing forward" and "strafing backwards" while turning(+forward and +back are identical in behaviour to the regular strafe-commands).
What do you think? good, bad, horrible, ****?
You appear to strafe in the wrong direction at one point, when you are bunnyhopping you do not at all need to push any of the movement keys if you only want to keep going in the same direction at the same speed. You can use this by leting go of strafe first then moving the mouse in the opposite direction and start strafing again after that. Adding a little pause in the strafing helps you do it consistently without accidentally strafing in the wrong direction and slowing down.
At the start you appear to "strafe turn" only briefly while on the ground, doing it for longer would probably help. If you start turning in the opposite direction that quickly you must be good at switching directions quickly when strafejumping without accidentally strafing in the wrong direction(even briefly hurts your speed alot).
You bunnyhop pretty descently but the starts look a little iffy still.
It's quite hard figuring out how fast you are going and what works well without either a speedometer tool or some other form of measure. The cheesy map I made and posted a link to earlier in the thread should be a pretty descent messure of how fast you are going on your first hop(as even marines can "strafe turn" on the ground as good as the aliens, but they cannot continue to hop when they land)
I was bunnyhopping some more today, and here's the best way (I've found) to do the "opening jump":
Move the cursor 90 degrees away from the way you are going, then do a quick sweep AND at the same time press duck + jump.
Duck + jump makes the player jump just a tad further, and the sweep gives the speed. Then just keep bhopping.
Today I practiced a lot. I practiced jumping without using triplejump script, and it's starting to go well.
The speed. The speed is so ... lovely. I love it. From a leap to perfect level 3 celerity bunnyhopping. That's the best thing in NS. Speed.
Can't wait for NS 3.0. Want to test out the lerk already!
EDIT:
I recorded a small demo (ns_eclipse) on how to start your jumping.
<a href='http://www.mbnet.fi/~gale/nsmm/jumpyjump.zip' target='_blank'>http://www.mbnet.fi/~gale/nsmm/jumpyjump.zip</a>
Just try it. Every time you start the bunnyhopping, press duck + jump.
Actually, I press duck + jump every time I hit the ground, because it's harder to hit the skulk that way. It's easier to hop, but also easier to hit you if you hold duck all the time.
Good luck. ^_~