Bhop Question...
TTribaLL
Join Date: 2005-02-25 Member: 42498Members
<div class="IPBDescription">Need an answer :P</div> Alright, when I reinstalled NS I went to a normal pub and I was bhopping across the ready room. As a marine that is. When a new game started I joined rines and tried to bhop...all it would do was jump and stop once I land. I went back to the ready room and tried it but I coundn't do it (same thing), even though I was doing it PERFECTLY the game before.
Someone want to explain? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Someone want to explain? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Comments
however you can do it in the RR
No biggie.
There is, however, an exception to this rule. Whether it is applied depends on how much time you spend in the air before landing. The deceleration is only applied if the duration of your jump exceeds a certain time span. If it does not, the deceleration will not be applied, and you will be able to bunnyhop. This means that you can still bunnyhop up slopes or other map architecture, because in those cases, you spend less time in the air. In addition, this time span itself varies. I have found that it varies proportionally with your base speed. This means that with heavy equipment, you will not be able to bunnyhop on many of the shallow slopes or only slightly elevated pieces of map architecture that you could bunnyhop on as a stock marine. Similarly, with a catalyst pack and sufficiently light equipment, you can actually bunnyhop across a flat plane without suffering the deceleration effect.
As a reminder, this only applies to marines. Aliens can still bunnyhop as normal.
(Yes, this is a copy-paste from a previous post of mine. Too lazy to explain it again.)
Edit: The reason you can bunnyhop in the readyroom after joining the game is that upon joining, you have the marine model, but are not technically of the marine class. This also happens when you go to the readyroom from spectator mode, or from a team while dead. The reason you can't bunnyhop after leaving the marine team (while alive) is that your ingame class is preserved into the readyroom.
good to know.
Maybe someone can supply a demo? <!--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-->
Maybe someone can supply a demo? <!--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--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
you should not be holding forward. Hold left strafe, jump into the air and while sailing slowly glide your mouse across your mousepad so you are steadily turning left the same direction your strafe key is held. If done properly you will gain a fair bit of speed, however, since you are holding left, as soon as you hit the ground your direction of movment will change and you will stop dead unless you are instantly in the air again after the moment of inpact. As soon as you are in the air again, repeat the process except do it moving right with right strafe held. As long as you are in the air you will maintain forward momentum even though you are not pressing the forward move key. In fact you will rapidly gain speed without pressing forward at all.
It isn't nessicary to look down 40 degrees to bunnyhop. It is a common practice because for some reason the brain is able to time jumps better if you can properly see the ground coming up to you. but the speedgain doesn't really change with looking down or looking straight ahead.
If you haven't done so already, bind mousewheelup to jump (because scripting is lame, and you will get pwned on BS servers if you do it) and use the WASD or ESDF keys for movement. You need to keep your fingers close to the 1234 buttons so that you can still weapon switch without the mousewheel and aren't so dependent on lastinv when it comes to fading onosing or lerking, and it helps alot with skulk and gorge too when you get to hive 3-4. You will need a secondary jump key (shuch as spacebar or something else closeby) because mousewheel up is neither reponsive enough or has the ability to be held down for jetpacking and lerking. Mousewheel down is more or less useless at this point, either unbind it, bind it to jump as well in your config (can't be done from in game, but people who belive binding more than two keys to an acton is scripting are stupid), don't bother binding it to attack for your pistoling, trust me, the mousewheel is crap for pistoling, it is far better to just learn to click fast. Use the upmousewheel key for your jump bind because from my maticulous testing the majority of people have a mousewheel upstroke that runs slower (and thus takes longer) then thier downstroke. The slow speed won't affect anything in terms of jump timing, but the extra time on the stroke makes it WAY WAY easier to roll when aproaching the ground and be sure your jump will hit when you want it to.
[edit] this has been a bunnyhopping tutorial by some nub who doesn't script, and plays bs servers the vast majority of the time. Bunnyhopping is very possible without scripts, but will still require the mousewheel, so if you aren't willing to change your bind configs a little, forget you just read this whole thing. Because you will never learn due to the fact that you don't want to. This tutorial teaches you how to learn how to bunnyhop properly with the mousewheel, and what to do to still get all your nessicary binds in. Trust me, don't start scripting, you will just hurt yourself when you can't adapt worth **** when someone challenges you to play on a bs server.
[edit2] I forgot to mention, the duck key must be held at all times for skulk bunnyhopping (doesn't matter for gorges fades or onos, although onos don't fit many places well without ducking as they hop...)
I do this by binding one of the thumb buttons on my MX510 to the duck command, but it can be done just as well with any of the zxc or v buttons as they still leave you 2 fingers free for the strafe keys, so they shouldn't get much in the way of a normal bunnyhop.
When you hold Left Strafe you should be turning your mouse to the left?
When you hold Right Strafe you should be turning your mouse to the right?
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
When you hold Left Strafe you should be turning your mouse to the left?
When you hold Right Strafe you should be turning your mouse to the right?
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes.
When you hold Left Strafe you should be turning your mouse to the left?
When you hold Right Strafe you should be turning your mouse to the right?
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you do the opposite, you will still bunnyhop, it will just be inconventianly backwards...
Err... That was explained above in three separate posts.
Well, you can bunnyhop sideways using exclusively forwards and backwards...
<!--QuoteBegin-a civilian+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Upon touching the ground after a jump, a very potent deceleration is applied for a brief moment, leaving you at only a small fraction of your previous speed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It's applied when you jump again too quickly, sometimes you see marines taking a single 'glide-jump' at a time repetedly, this gives some speed over normal running but strafing left and right alternately while holding forward and just running is more efficient.
Well, you can bunnyhop sideways using exclusively forwards and backwards...
<!--QuoteBegin-a civilian+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Upon touching the ground after a jump, a very potent deceleration is applied for a brief moment, leaving you at only a small fraction of your previous speed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It's applied when you jump again too quickly, sometimes you see marines taking a single 'glide-jump' at a time repetedly, this gives some speed over normal running but strafing left and right alternately while holding forward and just running is more efficient. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I combine the two. I glide jump as much as I can handle, and as soon as I hit the ground I'm instantly wiggle walking until I can get my next glide charged up. Glidejumping when done well is faster then wiggle walking, and a goodwallstrafe beats them both.
Err... That was explained above in three separate posts. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i don't care bout the problem, and hence i cannot read the whole thread
It's applied on touching the ground. Try jumping as a marine with sv_friction 0; you will be slowed even if you don't jump again.
i thought it was impossible, as only strafes give you boost while turning the mouse. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
<!--QuoteBegin-Swiftspear+Feb 28 2005, 07:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Feb 28 2005, 07:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Glidejumping when done well is faster then wiggle walking, and a goodwallstrafe beats them both.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
what exactly is wallstrafing? do you mean sliding on slopes with your strafe key?
here you will find basic animated tutorial:
<a href='http://fidosrevenge.com/bhop/' target='_blank'>http://fidosrevenge.com/bhop/</a>
No, it works with any directional command, and even combinations of directional commands (you can bunnyhop in a diagonal direction).
<!--QuoteBegin-adi0+Feb 28 2005, 08:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (adi0 @ Feb 28 2005, 08:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->what exactly is wallstrafing? do you mean sliding on slopes with your strafe key?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Wallstrafing is the act of running forward while strafing into a wall that runs parallel to the direction you're moving. (More broadly, it could be defined as running into a wall at approximately a 45 degree angle.)
Wallstrafing is the act of running forward while strafing into a wall that runs parallel to the direction you're moving. (More broadly, it could be defined as running into a wall at approximately a 45 degree angle.) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Exactly. Try it and you will understand instantly what we mean. Just find a nice flat wall, and run right parallel to it with pressing forward, and then additionally press the strafe key into the wall. It is instantly obvious what is happening.