What true BUNNY HOPPING is. In HL mods such as CS, TFC and DM you can script a jump so when you crouch jump your feet never touch the ground. This is done by the script making the jump happen so fast that you never get friction from map brushes. This is important, TRUE BUNNY HOPPING MEANS YOU NEVER TOUCH THE GROUND. I know that the NS community has taken to calling a marine or alien stafe jumping as bunny hopping but that is incorrect.
In CS 1.1 I saw people bunnyhopping really madly, going twice as fast as normal. Quite an advantage in getting to the vital chokepoints early. How's that done?
The most effective bunnyhopping does not require that you hold the forward motion key. The increased speed is gained from the strafing motion, while turning somewhat to the side so you are strafing "forward".
Since the whole idea is to jump fast enough that the ground never affects your speed, the forward key is pointless.
I freely and willingly bunnyhop, for rines i use it jumping just before skulk bites me so i get away from him, and for aliens i use it to get speed increase when attacking a marine.
all u whiners who moan cos u cant do it? f/o <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Mythr1l+Jun 15 2003, 02:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mythr1l @ Jun 15 2003, 02:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I freely and willingly bunnyhop, for rines i use it jumping just before skulk bites me so i get away from him, and for aliens i use it to get speed increase when attacking a marine.
all u whiners who moan cos u cant do it? f/o <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It's exactly because of opinions like this I'm happy that it's soon gone.
Why are so many people confusing "Strafe Jumping" with "B-Hopping"? Bunny hopping can still be done with stamina, i see people do it in CS 1.5 all the time. You just have to have the right script and skills. However you cannot strafe jump.
<!--QuoteBegin--Brave Ulysses+Jun 11 2003, 02:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brave Ulysses @ Jun 11 2003, 02:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--That Annoying Kid+Jun 11 2003, 11:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (That Annoying Kid @ Jun 11 2003, 11:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I want to see a demo of a celerity onos bunnyhopping, that would be awesome! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Someone here once linked to a demo of a firstperson view of a bunnyhopping onos. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That was me:
No one has given him a proper, indepth explanation yet so i better do it -
<Supar-In-Depth-BH-Explanation>
First, to make sure everyone is on the same page. When i say 'Bunnyhopping' in this post, I refer to the technique of jumping to avoid ground friction for the purpose of increasing your speed. As used in the HL engine.
There are 2 main principles behind bunnyhopping, the first is the actual act of bunnyhopping itself:
- <b>Bunnyhopping</b>
The word 'Bunnyhop' under this definition only refers to 1 specific thing - Jumping again the instant you touch the ground. Half Life, being a game, has a physics model that approximates certain aspects of 'real' physics, but is obviously not an exact replica of real life. Certain things such as friction are modelled by Half Life.
In HL, friction is only applied to contact with the floor. The is no air resistance, and no friction when colliding with walls or cielings. This system is designed for 1 thing only - Bringing a player to a halt once they land from a jump or release a movement key. The engine has a value for friction which causes a player to decelerate at a specified rate. Upon landing from a jump, you lose your speed at so many units per second / per second. One consequence of this comes when you realise there is no delay between landing from a jump, and jumping again. Effectively if you press jump at the exact moment in which you land, you will jump again instantly. As far as friction is concerned your time spend on the floor was 0 seconds, so ground friction has no effect on you.
If we're being scientific about this, the word 'bunnyhopping' should only be used to reference the above technique, but people also throw in a couple of other techniques under the description, because these techniques are always used together. If you're paying attention, you'll realise the ability to avoid ground friction in itself is not particularly useful, but it ties in with a few other physics quirks which i'll get to in a second.
To perform the 'bunnyhop' technique described above, all you have to do is press jump the instant you land. The timing can be a little iffy at first but you get the hang of it. It is also possible to bind jump to your mouse wheel or use a script to hammer jump a couple of times, which makes it easier to time the jump but is not necessary. Try the following test to make sure you are timing the jump correctly:
Run forwards and jump, immediately after jumping release all your movement keys. Now as you land, press jump to hop. If you time the jump correctly, you will continue bouncing forwards at your normal running speed, despite the fact that you are not holding the forwards key. Normally, friction would slow you as you land, causing you to stop still after the first jump, the bunnyhop negates this friction. This is simple to pick up, anyone can pull this off, on its own however, this technique is basically useless.
- <b>Air brakes and the Slingshot Effect</b>
The Halflife engine, as most people are aware, is basically the Quake 1 engine, with added Quake 2 renderers. HL's physics system is ripped directly from Q1, meaning it inherits most of its quirks. One of these quirks are the 'Air brakes' and the unintended tricks you can perform with them which make quake style air control so unique. In Q1, or in HL, if you are in the air, and press a movement command, you will generate a very very small amount of acceleration in that direction. This is a feature of just about every FPS, as it is necessary to make certain types of jumps more intuitive: eg. If you walk right up against a box, then jump and hold forwards, you will jump up and land ontop of the box. Without this small amount of air acceleration, this would not be possible. You would touch the box at the beginning of your jump, lose all forwards acceleration, then travel straight up and straight down again without landing ontop of the box.
In Q1/HL this acceleration is extremely small, whereas in Q3 or UT it is quite large. However, Q1 has an additional quirk to its air control which is not present in Q3/UT. If you apply a directional command that acts as a decelerator to your current motion, then the potency of that directional command is massively boosted. Basically, if you're flying forwards through the air, and you pull back to slow yourself down, you will stop almost instantly - Air Brakes. This works with any directional command that opposes your direction of motion, if you fly forwards, turn your view 90 degrees to the left and then press left strafe, you'll still get the instant brake effect. This was probably an intentional feature added by id software to make it easier to land on platforms and control jumps. However, it has a side effect they didn't originally consider:
If you are travelling forwards through the air, and you apply a directional command 90 degrees to the side of your current motion, you can then turn your mouse to slowly redirect this directional command away from your current direction of motion. Turn it, and it will reach an angle of 91 degrees, this directional command is now opposing your direction of motion. Which means it kicks in the extremely fast deceleration of the air brakes. Now you have a very powerful force pulling on your player at an angle of 91 degrees from your current motion, while you fly forwards at a decent speed. What happens next is easy to understand if you've seen any hollywood movie about space travel :)
The directional command tugs on you from the side, and causes you to change direction. This is equivalent to 'Slingshotting around the moon' or the old batman films where the batmobile would fire a grappling hook at a lamp post to corner quickly. To put it into simple terms so you can try it in the game:
Jump forward, preferably off a very high platform if you haven't got the hopping technique down yet. Release all directional commands. Make sure you are facing exactly in the direction you are travelling, and then hold a strafe key. Turn the mouse, slowly, in the direction of your strafe key, so the strafe command begins to turn away from your current direction of motion.
This will cause you to change direction in the air. The nice thing about using the strafe keys to do this is that you'll travel whereever you point the mouse, which is quite intuitive, remember that to turn the opposite direction you have to use the opposite strafe key. Also remember that you can use any directional command or combination of directional command to perform this: If you turn your view 90 degrees to the side and hold +forwards, you are essentially doing the same thing where the +forward command is replacing the strafe key. You can turn in exactly the same way, except you face a different direction as you turn. This is pretty handy once you get to the point where you're hopping midfight, or wanting to shoot things as you hop. Using +forwards for example, you can hop in a circle around something while shooting at it. This technique works anywhere in any mod wherever the physics have not been specifically changed. In otherwords you can use this while jetpacking, you can use it while leaping, etc. etc. Unfortunately it doesn't work with the lerk because of its altered air control.
If you've tried this in the game you'll also notice something else about this technique - as you turn, you speed up.
- <b>Acceleration bugs</b>
All FPS'ers have a maximum running speed for their characters, that caps your ground speed to a certain value. And pretty much every FPS fails miserably in enforcing this :)
Since the days of Doom people have been able to travel faster than they were 'supposed' to. In Doom your +forward command causes your character to move forwards at a certain speed, x units/s. Pressing a strafe key causes your character to move sideways, at x units/s. Unfortunatly for id Software they didn't catch on to the fact that if you pressed strafe and forwards at the same time, your speed would not be x units/s in a diagonal direction. You actually moved x u/s sideways and x u/s forwards at the same time giving you ground speed much higher than normal. Obviously this is a very simple acceleration bug, and it has been fixed in all modern FPS'ers, but quirks like this exist everywhere and there are many different ways of raising your speed above normal.
To go off on a sideline for a second, i'm going to give a quick definition of strafe jumping, since it seems to be confused alot. A bug exists in the quake engine games, most prominently in Q2 and Q3, where pressing strafe and forwards together (ala-Doom) will give you a boost above normal speed, but only for a very brief moment. Of course, this is exploitable by jumping just in that brief moment, so that you carry the speed into the air where there is no friction. Pressing strafe + jump together as you run forwards in Q2 will give you a noticable speed boost that allows you to jump some gaps you wouldn't otherwise be able to cross. Of course that speed boost would be lost as soon as you touch the floor due to friction - Unless you bunnyhop upon landing, letting you maintain and increase your speed. You can try this in HL, but the speed isnt really that great, you're much better off slingshotting.
In HL/Q1, when you turn in the air as described previously, you build up speed. The faster you turn the faster you will accelerate, up to a point where you lose your 'grip' on the turn and oversteer. You'll know when you do this because you'll lose alot of speed quickly and you'll no longer be travelling where you're looking. So turning in your jump accelerates you, and as you can probably imagine, hopping upon landing maintains this speed, allowing you to increase it even further in the next jump. This is the main principle behind bunnyhopping for speed in HL, and when most people say the word 'Bunnyhopping' they automatically imply the use of this turning technique. There are a few other things worth knowing about this technique - First of all, the principle still applies when you're on the floor. Running forward, holding a strafe key and turning in the direction of your strafe will temporarily increase your ground speed, and you can make use of this before you start hopping to give you a big acceleration boost:
The original name for this technique, as taken from Quake is the circle strafe jump. Run forwards at an angle to the direction you want to hop in, hold strafe and turn quickly towards your desired direction, and as you gain ground speed, jump to carry that speed into the air. You can then turn in the air to accelerate further. The turn on the ground should be done quite quickly and often looks like a 'flick'. Practice will yield better acceleration, as a quick test try the following:
Clear the water in tanith's double res location, from the top railing across the widest part of the water to land on the ground near the resources nodes. Can be done in 1 hop. Start at the high entrance nearest the Marine start, circle strafe jump once, to land ontop of the railing, then hop on the railing, accelerating in the air to clear the water. This is a nice jump to build up your quick acceleration.
- <b>The BH Speed limit</b>
A few patches ago valve added a restriction on bunnyhopping speed, to prevent people from accelerating forever. The cap is set at 170% of your base speed, and works in the following way:
Any time you pass 170% of your base speed in the air, you trigger a switch that will bring you back to base speed upon landing. You can still pass 170% of base speed while in the air, but upon landing you cannot hop to maintain it. Obviously the higher your base speed the faster 170% of it will be, meaning celerity skulks can still hop pretty damn quickly.
- <b>Ramp Acceleration</b>
This is another little quirk worth knowing, Q1 had quite interesting ramp physics where hopping while on a ramp would redirect your motion in certain ways. Jumping up a ramp would convert a percentage of your forwards motion into height, meaning if you flew into a ramp at high speed and bunnyhopped, you'd go flying into the air. And hopping down a ramp would do the opposite, converting vertical motion into horizontal motion and causing you to fly forwards. HL made some changes to the way jumps are buffered which semi-broke these physics, but hopping down a ramp for speed lives! (Sort of). If you are in the air, land on a downwards sloping ramp, and hop immediately, you will be flung forwards at high speed depending on the angle of the ramp and the rate at which you were falling. However there are 2 problems with this: Firstly it doesn't always work, why it doesn't always work i cant be sure, i can only guess that the timing of the jump is inhumanly dodgy making it impossible to get it every time. Secondly, the speed boost is often so great that you will pass the 170% limiter and lose all your speed when you touch the floor, which kind of sucks, but when it comes off right it looks great ;)
- <b>Wallrunning</b>
Most people know this, but it does tie into bunnyhopping in an indirect way. If you are running parralel to a wall, and strafe up against it, you will get a small boost to your ground speed. This is most often done in vents, because in the open you would be better off bunnyhopping for speed. But wallrunning can be done to start a bunnyhop, for an immediate acceleration boost. My favorite application of this being as a skulk, to wallrun through a high vent, and upon reaching the end of the vent pull a wallrun-assisted circle strafe jump out of the vent, then accel in the air. You really do fly out of the vent, and with a bit of turning can land on the head of a marine a good distance from the vent, making him scream 'OMGWTHBBQ??!'
- <b>Crouch Hopping</b>
Forgot this bit :\
As a marine, crouching silences all movement sounds. Which is a bit of a silly idea since it allows you to jump and climb ladders silently. Crouching bunnyhopping is exactly the same as 'regular' bunnyhopping except you hold crouch after the first jump and keep it held, that's all there is to it. It does not make the hopping any harder. If crouching seems to prevent you from hopping, it can only be because you were relying on a movement command to keep your speed up inbetween jumps rather than hopping to avoid friction. In otherwords you weren't bunnyhopping, you were just jumping around randomly and looking silly.
One last important point is hopping as a skulk - Always hold crouch when hopping as a skulk to disable the wallrunning code. This isnt to stop you sticking to walls/cielings, the wallrunning actually screws up regular hopping and will cause you to 'stick' to the floor. Basically it really gets in the way if you don't disable it, just do it and don't ask questions ;)
The only exception to the above is if you're trying to hop in with your model at an angle to make yourself a harder target, and that's a whole other topic.
<Supar-in-depth-BH-Explanation>
So to conclude, 'Bunnyhopping' is simply the act of jumping exactly as you touch the floor. But when people use the phrase they are usually referring to the wide range of techniques that allow you to accelerate above normal running speed - these techniques all benefit from bunnyhopping allowing them to avoid floor friction.
Its kinda hard to describe... Its rather easy to learn how to bhop by watching someone doing it because I'm so used to do it that I couldnt say what Im exactly doing (Ol' BH style in tfc was so so fun :|). But u should learn cuz its damn good <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Excellent TeoH, Very Thorough!!! Shame it took 3 pages for someone to get back on track but we got there!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Started practising this as an alien last night and already people are finding it harder to hit me!!
I must exploit it while there's still time. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--{DEAD}scott+Jun 14 2003, 06:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ({DEAD}scott @ Jun 14 2003, 06:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What true BUNNY HOPPING is. In HL mods such as CS, TFC and DM you can script a jump so when you crouch jump your feet never touch the ground. This is done by the script making the jump happen so fast that you never get friction from map brushes. This is important, TRUE BUNNY HOPPING MEANS YOU NEVER TOUCH THE GROUND. I know that the NS community has taken to calling a marine or alien stafe jumping as bunny hopping but that is incorrect. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> This is wrong u touch the ground while bunnyhopping and there is no Bunnyhopping script I'm 100% percent sure b/c I bunnyhop since quake1. I wouldn't believe everything I hear.
<!--QuoteBegin--Imp3+Jun 17 2003, 07:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Imp3 @ Jun 17 2003, 07:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is wrong u touch the ground while bunnyhopping and there is no Bunnyhopping script I'm 100% percent sure b/c I bunnyhop since quake1. I wouldn't believe everything I hear. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The only bunnyhop 'script' you can create in HL is a quick bind to make your jump key jump several times in quick succession (As in, within a fraction of a second). What this does is make the timing of the jump slightly easier. You can also bind the jump command to your mouse wheel, and roll the wheel to jump for the same effect.
If you're familiar with quake you'll know that quake 1-3 allow you to buffer your hop by simply releasing the jump key and holding it down again before you land, which will cause you to hop as you hit the floor. This doesn't work in HL.
None of the air control, movement or acceleration techniques can be scripted in any meaningful way. Which means if someone is hopping faster than you, it's because his technique is better, nothing to do with scripting.
Ahem. Play TFC for 6 months and you'll know everything there is to know about bhopping.
Ahhh TFC. The one great mod where they decided to leave the art of the bhop in. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
my i put in a little side note <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
while there are many ways of making greater speed ... TFCers named almost everyone of them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
the true way to BUNNYHOP is with only strafe keys, the jumpkey and your mouse to turn. then there is the DUCKJUMP, only jumping and croughing, what most marines do. there also is STRAFEJUMPING, this is a combination of forward, strafe and jumping. and finaly CROUCHJUMPING, this is duckjumping with good coordination. the last 2 are also known as longjumping within the TFC scene
there is also something called Chopping ( banned in most leagues ) witch lets u hovar above the grouond by pressing the crouch button rapidly ( script ) mostly used for hovaring up ramps and slopes, where it is hard to bhop.
shoot me if i'm wrong <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> cause i guess i made a fault somewhere <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If you bunnyhop I will personally hunt you down and beat you with a pipe and stick soap in your mouth......jk just dont add to the situation. Sure it might be "Your game so I can do whatever I want" But the devs could say "Its my code, hardwork, dream, fun, life and I will make you pay two fiddy for it" So, it isnt JUST your game, so try not to ruin it for the other psycho paths without lifes like me, ok? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--CommunistWithAGun+Jun 22 2003, 01:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Jun 22 2003, 01:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you bunnyhop I will personally hunt you down and beat you with a pipe and stick soap in your mouth......jk just dont add to the situation. Sure it might be "Your game so I can do whatever I want" But the devs could say "Its my code, hardwork, dream, fun, life and I will make you pay two fiddy for it" So, it isnt JUST your game, so try not to ruin it for the other psycho paths without lifes like me, ok? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> If u have no life and learn Bunnyhop u'll like it, doesn't matter how well it fits into NS, it's a fun in NS it isn't really useful (except for outrunnig skulks :-)) but if u play a game like 3 years and learned alot and then anything (what u've trained hard) will get removed then u can say YEAH remove the sh*t it doesn't fit right into it.
Every Gamer needs a challenge, right now I don't see any challenge 4 me in NS (except a better aim, but hell who doesn't need that =) ) and in time U'll have too no challenge and what then? I think it's worth to learn bunnyhop just to see how funny it could be.
<!--QuoteBegin--CommunistWithAGun+Jun 22 2003, 08:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Jun 22 2003, 08:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you bunnyhop I will personally hunt you down and beat you with a pipe and stick soap in your mouth[...]<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> For someone who has been threatened to be crotchspanked with a frozen asparagus and actually <b>has tried eating soap</b> (a little), those are hollow threats. I laugh in your face!
<!--QuoteBegin-Zaggy+May 6 2004, 05:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zaggy @ May 6 2004, 05:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Shadowcat+May 6 2004, 12:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowcat @ May 6 2004, 12:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Stop reviving threads to say something stupid, its something called spam.
Heres an idea: Set his post count to -99999. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <3 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> LOL That would rock <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Just to clarify this thread is so old I actually love bhop and use it quite frequently <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Comments
Since the whole idea is to jump fast enough that the ground never affects your speed, the forward key is pointless.
all u whiners who moan cos u cant do it? f/o <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
all u whiners who moan cos u cant do it? f/o <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It's exactly because of opinions like this I'm happy that it's soon gone.
Bite me n00bs.
Someone here once linked to a demo of a firstperson view of a bunnyhopping onos. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That was me:
<a href='http://www.oclube.com/usuarios/teoh/bunnyhopping_onos.rar' target='_blank'>http://www.oclube.com/usuarios/teoh/bunnyh...opping_onos.rar</a>
Enjoy.
No one has given him a proper, indepth explanation yet so i better do it -
<Supar-In-Depth-BH-Explanation>
First, to make sure everyone is on the same page. When i say 'Bunnyhopping'
in this post, I refer to the technique of jumping to avoid ground friction
for the purpose of increasing your speed. As used in the HL engine.
There are 2 main principles behind bunnyhopping, the first is the actual act
of bunnyhopping itself:
- <b>Bunnyhopping</b>
The word 'Bunnyhop' under this definition only refers to 1 specific thing -
Jumping again the instant you touch the ground. Half Life, being a game, has
a physics model that approximates certain aspects of 'real' physics, but is
obviously not an exact replica of real life. Certain things such as friction
are modelled by Half Life.
In HL, friction is only applied to contact with the floor. The is no air
resistance, and no friction when colliding with walls or cielings. This
system is designed for 1 thing only - Bringing a player to a halt once they
land from a jump or release a movement key. The engine has a value for
friction which causes a player to decelerate at a specified rate. Upon
landing from a jump, you lose your speed at so many units per second / per
second. One consequence of this comes when you realise there is no delay
between landing from a jump, and jumping again. Effectively if you press
jump at the exact moment in which you land, you will jump again instantly.
As far as friction is concerned your time spend on the floor was 0 seconds,
so ground friction has no effect on you.
If we're being scientific about this, the word 'bunnyhopping' should only be used to reference the above technique, but people also throw in a couple of other techniques under the description, because these techniques are always used together. If you're paying attention, you'll realise the ability to avoid ground friction in itself is not particularly useful, but it ties in with a few other physics quirks which i'll get to in a second.
To perform the 'bunnyhop' technique described above, all you have to do is press jump the instant you land. The timing can be a little iffy at first but you get the hang of it. It is also possible to bind jump to your mouse wheel or use a script to hammer jump a couple of times, which makes it easier to time the jump but is not necessary. Try the following test to make sure you are timing the jump correctly:
Run forwards and jump, immediately after jumping release all your movement keys. Now as you land, press jump to hop. If you time the jump correctly, you will continue bouncing forwards at your normal running speed, despite the fact that you are not holding the forwards key. Normally, friction would slow you as you land, causing you to stop still after the first jump, the bunnyhop negates this friction. This is simple to pick up, anyone can pull this off, on its own however, this technique is basically useless.
- <b>Air brakes and the Slingshot Effect</b>
The Halflife engine, as most people are aware, is basically the Quake 1 engine, with added Quake 2 renderers. HL's physics system is ripped directly from Q1, meaning it inherits most of its quirks. One of these quirks are the 'Air brakes' and the unintended tricks you can perform with them which make quake style air control so unique. In Q1, or in HL, if you are in the air, and press a movement command, you will generate a very very small amount of acceleration in that direction. This is a feature of just about every FPS, as it is necessary to make certain types of jumps more intuitive: eg. If you walk right up against a box, then jump and hold forwards, you will jump up and land ontop of the box. Without this small amount of air acceleration, this would not be possible. You would touch the box at the beginning of your jump, lose all forwards acceleration, then travel straight up and straight down again without landing ontop of the box.
In Q1/HL this acceleration is extremely small, whereas in Q3 or UT it is quite large. However, Q1 has an additional quirk to its air control which is not present in Q3/UT. If you apply a directional command that acts as a decelerator to your current motion, then the potency of that directional command is massively boosted. Basically, if you're flying forwards through the air, and you pull back to slow yourself down, you will stop almost instantly - Air Brakes. This works with any directional command that opposes your direction of motion, if you fly forwards, turn your view 90 degrees to the left and then press left strafe, you'll still get the instant brake effect. This was probably an intentional feature added by id software to make it easier to land on platforms and control jumps. However, it has a side effect they didn't originally consider:
If you are travelling forwards through the air, and you apply a directional command 90 degrees to the side of your current motion, you can then turn your mouse to slowly redirect this directional command away from your current direction of motion. Turn it, and it will reach an angle of 91 degrees, this directional command is now opposing your direction of motion. Which means it kicks in the extremely fast deceleration of the air brakes. Now you have a very powerful force pulling on your player at an angle of 91 degrees from your current motion, while you fly forwards at a decent speed. What happens next is easy to understand if you've seen any hollywood movie about space travel :)
The directional command tugs on you from the side, and causes you to change direction. This is equivalent to 'Slingshotting around the moon' or the old batman films where the batmobile would fire a grappling hook at a lamp post to corner quickly. To put it into simple terms so you can try it in the game:
Jump forward, preferably off a very high platform if you haven't got the hopping technique down yet.
Release all directional commands.
Make sure you are facing exactly in the direction you are travelling, and then hold a strafe key.
Turn the mouse, slowly, in the direction of your strafe key, so the strafe command begins to turn away from your current direction of motion.
This will cause you to change direction in the air. The nice thing about using the strafe keys to do this is that you'll travel whereever you point the mouse, which is quite intuitive, remember that to turn the opposite direction you have to use the opposite strafe key. Also remember that you can use any directional command or combination of directional command to perform this: If you turn your view 90 degrees to the side and hold +forwards, you are essentially doing the same thing where the +forward command is replacing the strafe key. You can turn in exactly the same way, except you face a different direction as you turn. This is pretty handy once you get to the point where you're hopping midfight, or wanting to shoot things as you hop. Using +forwards for example, you can hop in a circle around something while shooting at it. This technique works anywhere in any mod wherever the physics have not been specifically changed. In otherwords you can use this while jetpacking, you can use it while leaping, etc. etc. Unfortunately it doesn't work with the lerk because of its altered air control.
If you've tried this in the game you'll also notice something else about this technique - as you turn, you speed up.
- <b>Acceleration bugs</b>
All FPS'ers have a maximum running speed for their characters, that caps your ground speed to a certain value. And pretty much every FPS fails miserably in enforcing this :)
Since the days of Doom people have been able to travel faster than they were 'supposed' to. In Doom your +forward command causes your character to move forwards at a certain speed, x units/s. Pressing a strafe key causes your character to move sideways, at x units/s. Unfortunatly for id Software they didn't catch on to the fact that if you pressed strafe and forwards at the same time, your speed would not be x units/s in a diagonal direction. You actually moved x u/s sideways and x u/s forwards at the same time giving you ground speed much higher than normal. Obviously this is a very simple acceleration bug, and it has been fixed in all modern FPS'ers, but quirks like this exist everywhere and there are many different ways of raising your speed above normal.
To go off on a sideline for a second, i'm going to give a quick definition of strafe jumping, since it seems to be confused alot. A bug exists in the quake engine games, most prominently in Q2 and Q3, where pressing strafe and forwards together (ala-Doom) will give you a boost above normal speed, but only for a very brief moment. Of course, this is exploitable by jumping just in that brief moment, so that you carry the speed into the air where there is no friction. Pressing strafe + jump together as you run forwards in Q2 will give you a noticable speed boost that allows you to jump some gaps you wouldn't otherwise be able to cross. Of course that speed boost would be lost as soon as you touch the floor due to friction - Unless you bunnyhop upon landing, letting you maintain and increase your speed. You can try this in HL, but the speed isnt really that great, you're much better off slingshotting.
In HL/Q1, when you turn in the air as described previously, you build up speed. The faster you turn the faster you will accelerate, up to a point where you lose your 'grip' on the turn and oversteer. You'll know when you do this because you'll lose alot of speed quickly and you'll no longer be travelling where you're looking. So turning in your jump accelerates you, and as you can probably imagine, hopping upon landing maintains this speed, allowing you to increase it even further in the next jump. This is the main principle behind bunnyhopping for speed in HL, and when most people say the word 'Bunnyhopping' they automatically imply the use of this turning technique. There are a few other things worth knowing about this technique - First of all, the principle still applies when you're on the floor. Running forward, holding a strafe key and turning in the direction of your strafe will temporarily increase your ground speed, and you can make use of this before you start hopping to give you a big acceleration boost:
The original name for this technique, as taken from Quake is the circle strafe jump. Run forwards at an angle to the direction you want to hop in, hold strafe and turn quickly towards your desired direction, and as you gain ground speed, jump to carry that speed into the air. You can then turn in the air to accelerate further. The turn on the ground should be done quite quickly and often looks like a 'flick'. Practice will yield better acceleration, as a quick test try the following:
Clear the water in tanith's double res location, from the top railing across the widest part of the water to land on the ground near the resources nodes. Can be done in 1 hop. Start at the high entrance nearest the Marine start, circle strafe jump once, to land ontop of the railing, then hop on the railing, accelerating in the air to clear the water. This is a nice jump to build up your quick acceleration.
- <b>The BH Speed limit</b>
A few patches ago valve added a restriction on bunnyhopping speed, to prevent people from accelerating forever. The cap is set at 170% of your base speed, and works in the following way:
Any time you pass 170% of your base speed in the air, you trigger a switch that will bring you back to base speed upon landing. You can still pass 170% of base speed while in the air, but upon landing you cannot hop to maintain it. Obviously the higher your base speed the faster 170% of it will be, meaning celerity skulks can still hop pretty damn quickly.
- <b>Ramp Acceleration</b>
This is another little quirk worth knowing, Q1 had quite interesting ramp physics where hopping while on a ramp would redirect your motion in certain ways. Jumping up a ramp would convert a percentage of your forwards motion into height, meaning if you flew into a ramp at high speed and bunnyhopped, you'd go flying into the air. And hopping down a ramp would do the opposite, converting vertical motion into horizontal motion and causing you to fly forwards. HL made some changes to the way jumps are buffered which semi-broke these physics, but hopping down a ramp for speed lives! (Sort of). If you are in the air, land on a downwards sloping ramp, and hop immediately, you will be flung forwards at high speed depending on the angle of the ramp and the rate at which you were falling. However there are 2 problems with this: Firstly it doesn't always work, why it doesn't always work i cant be sure, i can only guess that the timing of the jump is inhumanly dodgy making it impossible to get it every time. Secondly, the speed boost is often so great that you will pass the 170% limiter and lose all your speed when you touch the floor, which kind of sucks, but when it comes off right it looks great ;)
- <b>Wallrunning</b>
Most people know this, but it does tie into bunnyhopping in an indirect way. If you are running parralel to a wall, and strafe up against it, you will get a small boost to your ground speed. This is most often done in vents, because in the open you would be better off bunnyhopping for speed. But wallrunning can be done to start a bunnyhop, for an immediate acceleration boost. My favorite application of this being as a skulk, to wallrun through a high vent, and upon reaching the end of the vent pull a wallrun-assisted circle strafe jump out of the vent, then accel in the air. You really do fly out of the vent, and with a bit of turning can land on the head of a marine a good distance from the vent, making him scream 'OMGWTHBBQ??!'
- <b>Crouch Hopping</b>
Forgot this bit :\
As a marine, crouching silences all movement sounds. Which is a bit of a silly idea since it allows you to jump and climb ladders silently. Crouching bunnyhopping is exactly the same as 'regular' bunnyhopping except you hold crouch after the first jump and keep it held, that's all there is to it. It does not make the hopping any harder. If crouching seems to prevent you from hopping, it can only be because you were relying on a movement command to keep your speed up inbetween jumps rather than hopping to avoid friction. In otherwords you weren't bunnyhopping, you were just jumping around randomly and looking silly.
One last important point is hopping as a skulk - Always hold crouch when hopping as a skulk to disable the wallrunning code. This isnt to stop you sticking to walls/cielings, the wallrunning actually screws up regular hopping and will cause you to 'stick' to the floor. Basically it really gets in the way if you don't disable it, just do it and don't ask questions ;)
The only exception to the above is if you're trying to hop in with your model at an angle to make yourself a harder target, and that's a whole other topic.
<Supar-in-depth-BH-Explanation>
So to conclude, 'Bunnyhopping' is simply the act of jumping exactly as you touch the floor. But when people use the phrase they are usually referring to the wide range of techniques that allow you to accelerate above normal running speed - these techniques all benefit from bunnyhopping allowing them to avoid floor friction.
Started practising this as an alien last night and already people are finding it harder to hit me!!
Stand Still You Slimey Dog!!!
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This is wrong u touch the ground while bunnyhopping and there is no Bunnyhopping script I'm 100% percent sure b/c I bunnyhop since quake1. I wouldn't believe everything I hear.
The only bunnyhop 'script' you can create in HL is a quick bind to make your jump key jump several times in quick succession (As in, within a fraction of a second). What this does is make the timing of the jump slightly easier. You can also bind the jump command to your mouse wheel, and roll the wheel to jump for the same effect.
If you're familiar with quake you'll know that quake 1-3 allow you to buffer your hop by simply releasing the jump key and holding it down again before you land, which will cause you to hop as you hit the floor. This doesn't work in HL.
None of the air control, movement or acceleration techniques can be scripted in any meaningful way. Which means if someone is hopping faster than you, it's because his technique is better, nothing to do with scripting.
Ahhh TFC. The one great mod where they decided to leave the art of the bhop in. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
while there are many ways of making greater speed ... TFCers named almost everyone of them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
the true way to BUNNYHOP is with only strafe keys, the jumpkey and your mouse to turn.
then there is the DUCKJUMP, only jumping and croughing, what most marines do.
there also is STRAFEJUMPING, this is a combination of forward, strafe and jumping.
and finaly CROUCHJUMPING, this is duckjumping with good coordination.
the last 2 are also known as longjumping within the TFC scene
there is also something called Chopping ( banned in most leagues ) witch lets u hovar above the grouond by pressing the crouch button rapidly ( script ) mostly used for hovaring up ramps and slopes, where it is hard to bhop.
shoot me if i'm wrong <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
cause i guess i made a fault somewhere <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Greatings Lura
there a just short scenes where u can see the technique.
I don't host 'em b/c I've no ftp to upload 'em :-/
If u have no life and learn Bunnyhop u'll like it, doesn't matter how well it fits into NS, it's a fun in NS it isn't really useful (except for outrunnig skulks :-)) but if u play a game like 3 years and learned alot and then anything (what u've trained hard) will get removed then u can say YEAH remove the sh*t it doesn't fit right into it.
Every Gamer needs a challenge, right now I don't see any challenge 4 me in NS (except a better aim, but hell who doesn't need that =) )
and in time U'll have too no challenge and what then? I think it's worth to learn bunnyhop just to see how funny it could be.
just my 2 cent!
For someone who has been threatened to be crotchspanked with a frozen asparagus and actually <b>has tried eating soap</b> (a little), those are hollow threats. I laugh in your face!
*<insert naughty word here> thread necromancy*
Heres an idea: Set his post count to -99999.
Heres an idea: Set his post count to -99999. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<3
Heres an idea: Set his post count to -99999. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<3 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
LOL That would rock <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Just to clarify this thread is so old I actually love bhop and use it quite frequently <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->