Bhop Question...

TTribaLLTTribaLL 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-->

Comments

  • itsmemoitsmemo Join Date: 2003-07-17 Member: 18232Members, Constellation
    Marine bhop was removed.

    however you can do it in the RR
  • TTribaLLTTribaLL Join Date: 2005-02-25 Member: 42498Members
    n/m...I got it. I can Bhop in the ready room until I join a team. After that once I go back to the RR it doesn't work.

    No biggie.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited February 2005
    As of version 2.0, bunnyhopping as a marine has been severely limited. 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. If you are not bunnyhopping, this has no real effect, as you can start moving again immediately to regain base speed. However, if you attempt to jump the instant you land, you will begin the jump with very little speed, thus taking away the original point of jumping the instant you land.

    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.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited February 2005
    The reason you couldn't bunnyhop in the RR the second time is that your player state carries over from the previous game. When you first join the server, or if you were dead at the end of the game, you're put in the default state in the ready room, basically the same as marines but with unrestricted bunnyhopping. If you were a marine upon going to the RR, you'll still be under the effect of the bunnyhopping restriction.
  • SlinkSlink Join Date: 2003-07-01 Member: 17829Members
    and as usual, a civilian has got the technicalities and inner workings of the game nailed to the wall with the quake 1 super nail gun...

    good to know.
  • TTribaLLTTribaLL Join Date: 2005-02-25 Member: 42498Members
    And can someone explain the RIGHT way to bhop? I look down to the right about 40 degrees, and I hold forward and left strafe then do the opposite for the next jump. As a skulk I can only get around 400-420 speed.

    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-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    initially the rines in the readyroom are not normal marines... they are readroom players who just happen to be using the marine models and playerhulls. Since when the game finishes you retain the status of whatever lifeform you were when the final clock tics (ditto for when you F4) you remain a normal marine after reentering the readyroom, and hence you cannot hop due to the normal marine movement code. If you F4 or game end from the dead state, you will spawn as a ready room player rather then your last lifeform, and thus you will still be able to bunnyhop, and obviously none of the aliens are affected by the ready room in thier ability to bunnyhop.
  • ElectricSheepElectricSheep Join Date: 2003-04-21 Member: 15716Members
    There is no need to look down and you should never ever ever in the entire world hold down forward when bhopping.
  • Curlydave1Curlydave1 Join Date: 2005-02-27 Member: 42685Members
    Actually, RR marines a seperate class to themselves. If you use custom models for marines, in game and post-game they'll be used, but the defaults will be used for the rr models unless you replace those too.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited February 2005
    <!--QuoteBegin-TTribaLL+Feb 27 2005, 08:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TTribaLL @ Feb 27 2005, 08:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And can someone explain the RIGHT way to bhop? I look down to the right about 40 degrees, and I hold forward and left strafe then do the opposite for the next jump. As a skulk I can only get around 400-420 speed.

    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.
  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    edited February 2005
    Just to clarify:

    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-->
  • ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
    <!--QuoteBegin-Traken+Feb 28 2005, 01:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Traken @ Feb 28 2005, 01:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just to clarify:

    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.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Toothy+Feb 28 2005, 01:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Toothy @ Feb 28 2005, 01:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Traken+Feb 28 2005, 01:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Traken @ Feb 28 2005, 01:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just to clarify:

    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...
  • mr_drug_lordmr_drug_lord Join Date: 2005-01-11 Member: 34836Members
    yes, sometimes the marine in game bhop applies in the ready room also. i have yet to find a pattern, but i have not tried to figure it out at all. it doesn't happen on new connect i think
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin-mr drug lord+Feb 28 2005, 02:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mr drug lord @ Feb 28 2005, 02:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yes, sometimes the marine in game bhop applies in the ready room also. i have yet to find a pattern, but i have not tried to figure it out at all. it doesn't happen on new connect i think <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Err... That was explained above in three separate posts.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited February 2005
    <!--QuoteBegin-ElectricSheep+Feb 27 2005, 08:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ElectricSheep @ Feb 27 2005, 08:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is no need to look down and you should never ever ever in the entire world hold down forward when bhopping. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Soylent green+Feb 28 2005, 04:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Feb 28 2005, 04:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ElectricSheep+Feb 27 2005, 08:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ElectricSheep @ Feb 27 2005, 08:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is no need to look down and you should never ever ever in the entire world hold down forward when bhopping. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • mr_drug_lordmr_drug_lord Join Date: 2005-01-11 Member: 34836Members
    <!--QuoteBegin-a civilian+Feb 28 2005, 02:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Feb 28 2005, 02:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-mr drug lord+Feb 28 2005, 02:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mr drug lord @ Feb 28 2005, 02:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yes, sometimes the marine in game bhop applies in the ready room also.  i have yet to find a pattern, but i have not tried to figure it out at all.  it doesn't happen on new connect i think <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin-Soylent green+Feb 28 2005, 04:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Feb 28 2005, 04:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's applied when you jump again too quickly, <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • adi0adi0 Join Date: 2004-10-07 Member: 32142Members
    <!--QuoteBegin-Soylent green+Feb 28 2005, 04:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Feb 28 2005, 04:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, you can bunnyhop sideways using exclusively forwards and backwards...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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>
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--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-->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--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.)
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-a civilian+Feb 28 2005, 09:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Feb 28 2005, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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.) <!--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.
Sign In or Register to comment.