Lets Test Pm_airaccelerate

kalimxskalimxs Join Date: 2005-04-30 Member: 50543Members
edited April 2005 in Scripting Discussion
<div class="IPBDescription">build your own strafe-jump script</div> honestly i don't really care enough to work on this more then 20 minutes so figure out how to get 2354235253% groundspeed off a single strafe jump if you want.

<!--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-->
//set framerate for "wait" consistency.
fps_max 100
cl_yawspeed 210

//yawspeeds
alias "y" "cl_yawspeed 210" //1x
alias "2y" "cl_yawspeed 420" //2x
alias "3y" "cl_yawspeed 630" //3x
alias "4y" "cl_yawspeed 840" //4x
alias "5y" "cl_yawspeed 1050" //5x
alias "10y" "cl_yawspeed 2100" //10x
alias "20y" "cl_yawspeed 4200" //20x
alias "25y" "cl_yawspeed 5250" //25x

//wait's, "wait" == 10 ms.

alias "w" "wait"
alias "2w" "w;w"
alias "3w" "2w;w"
alias "5w" "3w;2w"
alias "10w" "5w;5w"
alias "12w" "10w;2w"
alias "15w" "10w;5w"
alias "20w" "10w;10w"
alias "25w" "20w;5w"
alias "35w" "25w;10w"
alias "50w" "25w;25w"
alias "100w" "50w;50w"
alias "200w" "100w;100w"
alias "500w" "200w;200w;100w"
alias "1000w" "500w;500w"

//left movement binds.

alias l "+left;w;-left"
alias 2l "+left;2w;-left"
alias 3l "+left;3w;-left"
alias 5l "+left;5w;-left"
alias 10l "+left;10w;-left"
alias 12l "+left;12w;-left"
alias 15l "+left;15w;-left"
alias 20l "+left;20w;-left"
alias 25l "+left;25w;-left"
alias 35l "+left;35w;-left"

//right movement binds

alias r "+right;w;-right"
alias 2r "+right;2w;-right"
alias 3r "+right;3w;-right"
alias 5r "+right;5w;-right"
alias 10r "+right;10w;-right"
alias 12r "+right;12w;-right"
alias 15r "+right;15w;-right"
alias 20r "+right;20w;-right"
alias 25r "+right;25w;-right"
alias 35r "+right;35w;-right"

//jump waits

alias jw "+jump;w;-jump"
alias 2jw "jw;w"
alias 3jw "2jw;jw"
alias 5jw "3jw;2jw"
alias 10jw "5jw;5jw"
alias 12jw "10jw;2jw"
alias 15jw "10jw;5jw"
alias 20jw "15jw;5jw"
alias 25jw "20jw;5jw"
alias 30jw "20jw;10jw"
alias 35jw "30jw;5jw"

//left movement jumps
alias lj "+left;jw;-left"
alias 2lj "+left;2jw;-left"
alias 3lj "+left;3jw;-left"
alias 5lj "+left;5jw;-left"
alias 10lj "+left;10jw;-left"
alias 12lj "+left;12jw;-left"
alias 15lj "+left;15jw;-left"
alias 20lj "+left;20jw;-left"
alias 25lj "+left;25jw;-left"
alias 30lj "+left;30jw;-left"
alias 35lj "+left;35jw;-left"

//right movement jumps

alias rj "+right;jw;-right"
alias 2rj "+right;2jw;-right"
alias 3rj "+right;3jw;-right"
alias 5rj "+right;5jw;-right"
alias 10rj "+right;10jw;-right"
alias 12rj "+right;12jw;-right"
alias 15rj "+right;15jw;-right"
alias 20rj "+right;20jw;-right"
alias 25rj "+right;25jw;-right"
alias 30rj "+right;30jw;-right"
alias 35rj "+right;35jw;-right"
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
e.g. it might look like this

<!--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 sjump "+forward;+duck;3y;15r;5r;2r;+moveleft;3y;10l;5l;+jump;-forward;2y;20l;-moveleft;-jump;-duck"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

which obtains roughly 365 u/sec off a normal 270 u/sec run, a whopping 135% groundspeed and moves 19 l's (approx "cl_yawspeed 3990;+left;wait;-left") to the left.

post your resulsts itt (in this thread) thanks

if you said you couldn't script bunnyhopping you're a liar too fyi

Comments

  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    That isn't bunnyhopping - what you've scripted is called glidejumping. They work on completely different principles.
  • kalimxskalimxs Join Date: 2005-04-30 Member: 50543Members
    <!--QuoteBegin-DragonMech+Apr 30 2005, 03:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DragonMech @ Apr 30 2005, 03:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->That isn't bunnyhopping - what you've scripted is called glidejumping. They work on completely different principles.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    i should be clearer, this isn't bunnyhopping as it is, but it would not be difficult at all to modify the alias's (specifically, some alterations to the "w" alias's, to make them "+jump;wait;-jump", etc to link it into a bunnyhoping script.)

    Now it would be completly unfesible to actally use because it would lock you up, but it's a proof of concept really.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited April 2005
    Which unit goes 270 base? Skulks walk 290, marines 175-220 (depending on weapon and ammo loadout).

    Edit : Also linking several of these is pointless, as the whole idea behind using air acceleration is the control it involves - having a first jump, provided you can get the correct turn rate to top out perfectly, however would be useful. How exploitive it is considering the inflexibility, well judge for yourself. *shrug*
  • kalimxskalimxs Join Date: 2005-04-30 Member: 50543Members
    edited April 2005
    <!--QuoteBegin-SaltzBad+Apr 30 2005, 04:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Apr 30 2005, 04:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Which unit goes 270 base? Skulks walk 290, marines 175-220 (depending on weapon and ammo loadout).

    Edit : Also linking several of these is pointless, as the whole idea behind using air acceleration is the control it involves - having a first jump, provided you can get the correct turn rate to top out perfectly, however would be useful. How exploitive it is considering the inflexibility, well judge for yourself. *shrug*<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    there might be something odd with my listenserver i guess, skulks have base 270 u/sec and celerity doesn't effect them on it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    irregardless, yes, it would be almost uselss to link several of them, and i rather doubt even one would be useful, but i think it's interesting simply because, it may actally be possible to obtain an absurdly high speed off a single jump -- i know i've seen one or two VERY good strafe jumpers who could reach > 150% groundspeed in a single jump.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited April 2005
    Yawspeed 320, 35l and 35y during the jump - 420 groundspeed (which is what I get manually). Problem : It only releases the controls back to you at the end of the jump, making it hard to time. Lets see if I can maybe lower the amount of turning to get 420 a bit.

    Edit : Oh, and theres a cap on the first jump anyway afaik. I don't think you can break 420 ground on the first <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> (Sans movedown or elongated jumps via dropping)

    Edit 2 : Well, doing it manually I seem to get 460-480 almost the instant I touchdown for the second jump if done correclty, but I'm assuming that reading comes after the first landing.

    Edit 3 :
    alias jjump "+forward;+duck;2y;25r;5r;2r;+moveleft;2y;25l;5l;-forward;+jump;-forward;y;35l;-moveleft;+moveright;y;35r;-moveright;-jump;-duck"

    440. Albeit a bit slow. Roughly the equivalent of the manual jump, just done a bit more slowly. 2y = yawspeed 340.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    445 at yawspeed 360 and fps_max 125. Anyway, that was some fun experimenting, thanks (and considering I was too lazy to write up a set of testing aliases as you did myself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->). Now I'm off to get some food, maybe I'll try again later this evening - see if 480-500 can be reached in one jump.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--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 ds "cs;cs;cs;cs;cs;cs;cs;cs;cs;cs" //decisecond
    alias cs "wait" //centisecond

    alias testglide "centerview; m_pitch 0; cl_pitchspeed 3000; cl_yawspeed 294; +lookdown; cs; -lookdown; +left; +moveleft; ds; ds; ds; +jump; wait; -jump; -left; -moveleft; cl_pitchspeed 225; cl_yawspeed 210; m_pitch 0.022; centerview"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    Gets a 1.52 to 1.54 factor speed increase, or 441 to 447 units of speed, at 100 fps.
  • kalimxskalimxs Join Date: 2005-04-30 Member: 50543Members
    edited April 2005
    hmm ok i did a little bit of work, i figure the problem of control might be solved best if it does a strafe jump plus a jump after that. otherwise, it's very hard to bring into a bunnyhop.

    also yawspeed probably is far far too high once it's past 3x or so, i hadn't accounted for it really.


    <!--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-->
    //jump waits

    alias jw "+jump;w;-jump"
    alias 2jw "jw;w"
    alias 3jw "2jw;jw"
    alias 5jw "3jw;2jw"
    alias 10jw "5jw;5jw"
    alias 12jw "10jw;2jw"
    alias 15jw "10jw;5jw"
    alias 20jw "15jw;5jw"
    alias 25jw "20jw;5jw"
    alias 30jw "20jw;10jw"
    alias 35jw "30jw;5jw"

    //left movement jumps
    alias lj "+left;jw;-left"
    alias 2lj "+left;2jw;-left"
    alias 3lj "+left;3jw;-left"
    alias 5lj "+left;5jw;-left"
    alias 10lj "+left;10jw;-left"
    alias 12lj "+left;12jw;-left"
    alias 15lj "+left;15jw;-left"
    alias 20lj "+left;20jw;-left"
    alias 25lj "+left;25jw;-left"
    alias 30lj "+left;30jw;-left"
    alias 35lj "+left;35jw;-left"

    //right movement jumps

    alias rj "+right;jw;-right"
    alias 2rj "+right;2jw;-right"
    alias 3rj "+right;3jw;-right"
    alias 5rj "+right;5jw;-right"
    alias 10rj "+right;10jw;-right"
    alias 12rj "+right;12jw;-right"
    alias 15rj "+right;15jw;-right"
    alias 20rj "+right;20jw;-right"
    alias 25rj "+right;25jw;-right"
    alias 30rj "+right;30jw;-right"
    alias 35rj "+right;35jw;-right"
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    there may be an issue with one or two jump's being missed, specifically because jw is <!--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-->"+jump;wait;-jump"<!--c2--></td></tr></table><div class='postcolor'><!--ec2--> and jw;jw would be done as <!--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-->"+jump;wait;-jump;+jump;wait;-jump"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->, but it's relatively a non-issue i think. note that 2jw is <!--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-->"+jump;wait;-jump;wait"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    i.e. a full starting jump would be

    <!--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 jjump2 "+forward;+duck;2y;25r;5r;2r;+moveleft;2y;25l;5l;-forward;+jump;-forward;y;35l;-moveleft;+moveright;y;35rj;-moveright;-jump;-duck"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    control is released within ~50 ms of the jump i figured, as a 30 wait/jump sequence did not hit the jump.

    speed is 270 units [weird base, dunno what's wrong] to between 400 and 440, usally around 425, or 1.57 groundspeed when control is given back.
  • MutliMutli Join Date: 2005-05-27 Member: 52526Members
    guys...where shall i write my code..??

    in the consol....or are there a program to open the scripts in the windows??

    plzz if there....do u got a link to download it??

    Mutli
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin-Mutli+May 27 2005, 02:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mutli @ May 27 2005, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> guys...where shall i write my code..??

    in the consol....or are there a program to open the scripts in the windows??

    plzz if there....do u got a link to download it??

    Mutli <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    As was said in your other thread, Notepad will run open .cfg files just fine.

    Winkey+R, Notepad

    If you right-click on your .cfg files in your NS directory, you can select "open with", then "chose program". (Or the Danish equivalent, in your case.)
    Scroll down to "notepad" or "wordpad" and select it. Tick "always use..." checkbox.
  • xKORExslimxKORExslim Join Date: 2003-01-11 Member: 12182Members
    Hmm, interesting. If you guys want to get into these kinds of experiments, your best bet is to go into Quake 3.

    Quake 3's straf jumps are a little different then the ones on the HL engine, but they follow similar principles... Although the speeds you can attain in Q3A are enormous.


    You can reach something like 1000Us easily without any rocketjump aid, if you add in rocket jumps to the equasion your speed just skyrockets and such, but rocketjumps dont involve much strafjumping.


    When straf jumping in quake 3, you use no scripts. There are quite a bit of variables to take into consideration. Now as for <a href='http://www.own-age.com/vids/video.aspx?id=1950' target='_blank'>trickjumping</a>, well the number of variables triples. Quake 3 is the single best game for trickjumping. A Trickjump tourney will be held at QuakeCon 2005. Watch the video in the link for a collection of the best trickjumpers and trickjumps (its a large video, but its worth it)..


    The video has a README! Read the readme if you want to be able to play the video! There are HTML files included for downloading Windows Media player Classic which is STRONGLY reccomended if you want the video to play properly.


    Good day <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • xxxacexxxxxxacexxx Join Date: 2004-11-13 Member: 32765Members, Constellation
    bind [key] "towhat?
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    Waits are 10ms now? I'd like to see some proof of that, I cannot remember valve ever changing how waits work <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> The original Q1 'wait' command was based off cpu cycles, not time. A single wait on person x's computer could differ a lot from person y's computer, which made for some very difficult times back in Q1 scripting, which was passed onto the HL engine, and which then made HL scripting just as hard. If you can, please, proove me wrong (I havent done much scripting for a while), but if you cant, something like this would change drastically from PC to PC. It made testing scripts on multiple computers a **** years ago because it was near impossible to make them exactly the same on two PC's, and sometimes led to heated arguments on the best settings <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • obuhobuh Not Quite Smart at NS Join Date: 2003-03-31 Member: 15072Members, Constellation
    The duration of the wait command is still one frame. If the game runs at 100fps, one wait effectively lasts 1/100 of a second (10ms).
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