Just To Prove Something
waller
Join Date: 2004-04-28 Member: 28281Members
<div class="IPBDescription">Bunnyhop scripting.</div> Well i was on a server today and kept getting kicked for "Bunnyhop scripting" can someone just clarify they don't exist.
Or they do exist but the HL engine makes it so you can't do anything while the script is being executed.
Or they do exist but the HL engine makes it so you can't do anything while the script is being executed.
Comments
Admins note:
This thread will be locked upon the first remark beginning with "All scripts are..." or a similiar expression. This is <i>one</i> specific issue, touching on <i>no</i> 'ethics', so either play by the rules or don't play at all.
Or they do exist but the HL engine makes it so you can't do anything while the script is being executed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Bhop scripts do not exist in the sense that they are useful. You could probably make one that does the movements for you, the jumping for you, and stuff, but three things will need to be consistant with this script:
1. Ping
2. FPS
3. Enviroment
Obviously the first two might be easy to have remain constant, but the third is impossible.
What's the point of turning to the left now when there is a wall to your left? Also while you using this script you will be unable to attack or stop it once it's executed.
There is only one word for a bhop script: Completely useless.
So by all logic, bhop scripts do not exist, since no one uses them, although if you like to script they can be fun to make.
<!--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 +p "+jump"
alias -p "-jump; wait; +jump; wait; -jump; +jump; wait -jump"
bind jumpkey +p
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
If that's got any errors in it please correct me, i've just wrote it now.
I understand there's a 3 jump script as stated above, but all that does it jump 3 times really fast, this can help you with nothing but timing, and bunny hopping is more then timing jumps..
Please confirm this
(i'm going to show this thread the the server admin just to prove a point that he's a stupid noob)
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
Additionally - don't bother "showing" this to the admin. No admin that kicks people for breaking his imaginary rules runs a server worth playing on.
Edits, can one last person, confirm they don't exist. and if they did they would be totally useless, i'm nearly ready to show him this ^_^
The best way to introduce bunnyhop into NS is to use the same method <a href='http://www.planethalflife.com/si/' target='_blank'>Science and Industry</a> uses.
I believe they incorporate a 3jump script into a normal jump, and their manual explains how to do air manuevers and bunnyhop. They also have a toggleable speedometer.
Here's a section from their manual.
<!--QuoteBegin-Science and Industry manual+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Science and Industry manual)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Air Control
When you are in the air, after a Tau Jump for example, it is possible to control where you are going. You are not forced to go straight, you can change direction in air. In order to control the direction, there are some tips to follow:
Release forward. You can't have any air control if you keep holding forward in air.
Turn to the direction you want to go to.
When turning, press the strafe key that corresponds to your mouse movement. This means that if you turn left, you have to hold the strafe left key, and strafe right if you're turning right.
If you follow these tips, you should be able to change your movement direction when in the air. Air control is not easy at first, but once you're familiar with it it becomes completely natural.
Bunny Jumping
Bunny Jumping is a movement technique that allows you to increase your speed. It is done by constantly jumping while releasing the forward key, and performing a special mouse and strafe movement.
The technique: bunny jumping is based on Air Control. You have to master air control before being able to bunny jump. Once you do, bunny jumping is easy: all you have to do is keep jumping and perform air control movements. A bunny jumping sequence can look like this: go forward, jump, release forward, turn left and strafe left, jump, turn right and strafe right, jump, turn left and strafe left, jump... You don't have to go left-right-left-right, this just allows to go straight, but if you keep going left for example, it works too. Just remember to keep jumping: as soon as you land you should be jumping right away. You can just start pressing jump when in the air so you are sure to jump right away when you touch the ground.
Note that you can get some speed right from the first jump: if you have the Super Jump, just use it as your first jump. And if you don't, you should try to perform an air control kind of movement on the ground before performing the first jump (example: forward + strafe left + turn left, and then jump, this is usually called an "Accel Jump").
Strafe Jumping
Strafe Jumping is a movement technique very similar to Bunny Jumping. This technique allows you to get speed faster than when bunny jumping, however you can not turn in the air when performing it. That's why the best move is to combine both Strafe Jumping and Bunny Jumping.
The technique: the jumping is the same as in bunny jumping - you have to keep jumping. It's the movement performed in the air that is different, and this movement is not easy to explain. First, here you have to keep holding your forward key. Since you hold forward, you don't have much air control, that's why you can only go almost perfectly straight when strafe jumping.
Here's an example of a strafe jumping sequence:
Go forward, jump (and keep holding forward)
Turn to the left slowly while holding strafe left
Jump and turn very quickly to the right. If you were at for example 15 degrees to the left of your movement direction, turn quickly to 15 degrees to the right of your movement direction.
Turn to the right slowly while holding strafe right
The faster you go, the bigger the starting angle after a jump will become, but since there are limitations (see below), you can keep a low starting angle.
Limitations
While bunny jumping and strafe jumping allow to go faster, the speed increase is very limited. Each time you touch the ground and perform a jump, your speed is more or less reduced. You can not gain more than a 40% to 60% speed increase when bunny jumping, and about 40% to 80% when strafe jumping.
If the server on which you play has set the variable si_action to 1 however, the limit evolves depending on what Cybernetic Leg Implant your company has researched. Without any, the limit is around 40%, with Cybernetic Legs MkI, the limit is around a 100% increase, and finally with Cybernetic Legs MkII, there is no limit. But when you are carrying a scientist or a resource, the limit is always set at 40% no matter what Cybernetic Leg Implant you have. In Steam's server browser, servers with si_action set to 1 have their "Game" name changed to "S&I (Action)" instead of just "S&I".
Movement Demo
A movement demo is provided with the game, showing the different movement possibilities explained above. To watch it, just start S&I, bring down the console, and type "viewdemo movement_demo". <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
There are scripts that aid in making bunny hopping easier (aka +3jump), but it can be easily mistaken for a "bunnyhop script" that does every action for you.
They would assume that you have a bunnyhop script that does everything for you ranging from the initial jump, to going up a slope. This is not the case since there really are no such automated scripts. In the case of bhop aid-scripts like +3jump, which make it a tad easier, the user will still have to do the same annoying left right motions like a regular bhopper will do.
And even if automated bhop scripts did exist, they would be useless because of what Forlorn said as well. Not every map is a box. They may be really complicated boxes with stairs though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
If you did have an automated bunnyhopper, it would be a client hook (aka h4x) rather than a script TBH.
lol
And he wants to know how he can use such scripts as the pistol script...
Thanks anywayz <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
mouse wheel or use a key on the keyboard, which is easier to hit quickly.
qwertyuasdfghjzxcvbnm oh and p
i've also only got 2 mouse buttons.
I use qwasdr, crtl and space
and my 2 mouse buttons. Thats about it
I use qwasdr, crtl and space
and my 2 mouse buttons. Thats about it <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No, it doesn't block anything, there was a last minute bug.
And it's not gonna be "mp_blockscripts 1" it's gonna be "sv_blockscripts 1" as it makes more sence, at least that's what i think.
It's gonna be lame when every sever in the land bans scripting...
Only recently I realized that it still takes skill to work with the 3 jump script even if it is less than the work needed for another guy who isn't scripting.
Now, since I don't script, I'm going to question your sexuality. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
No you've probably just wrote them wrong, post it up i'll help ya see what's wrong.
And how does one bunnyhop? That info link there says to strafe in the direction your turning. Seems to me thats if you wanted to go backwards really fast.
and whats this I hear for skulks you have to be holding +duck?
and whats this I hear for skulks you have to be holding +duck? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
While travelling forward through the air, release the forward key and turn gradually in the desired direction while at the same time strafing in that direction. This will increase your speed and keep you moving in the direction you're aiming.
Holding duck disables the wallwalk code, which interferes with bunnyhopping.
lol <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
priceless
On topic, it is possible to script strafe jumps. Strafe jumps are one way to start a bunnyhop. This kind of script can get you to 400+ SU right away, but anything after that would have to be done manually for bunnyhop since it would be too easy to screw up the movement by activating the scripts too early or too late.
So yes, "bunnyhop scripts" are useless. Ignition scripts could be okay to start bunnyhop and could be a nice little custom addition to have handy. There are two types of ignition scripts that could be made - one for strafe jump and another for a wallwalk code exploit (similar to strafing against a wall to boost speed, but involving point of view angle). Both could be useful for the first jump, but after that it is guidance and timing (possible assist with jump scripts/mousewheel/etc.).
Or they do exist but the HL engine makes it so you can't do anything while the script is being executed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm pretty sure it's HL-Guard detection. However its detection algorithm is pretty stupid at least last I checked. It checks for regular aliases used for those 3jump-scripts and classify them as bunnyhop scripts. I fixed this issue by simply renaming the jump-script to something wierd.
I think the actual blockscripts command only blocks scripts that are bind directly to a key, and are not executed by an alias. So: <!--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--> bind F1 "jointeamone; wait; exec bla.cfg" <!--c2--></td></tr></table><div class='postcolor'><!--ec2--> would be blocked,
<!--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-->bind MOUSE2 "+bhop"
alias +bhop "..."<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->not.
And must a skulk always be +duck to bhop safely or just that if your near a wall or other structure itll screw you up?
I know I hold crouch whenever I go on a leap spree.