In different Quake games there are different mechanics for gaining speed. That being said, the true benefit of bunny hopping really comes into play when combined with other techniques designed to gain speed. This can be useful in order to aim at others whilst simultaneously moving in another direction, like the turret of a tank. In addition, whilst doing this you should note that you can turn your view to wherever you desire and it wont affect your character's movement at all. You can repeat jumping to maintain walking speed indefinitely. If you do it right you should keep going forward at walking speed even though you have released the forwards key. whilst your character is in a parabolic arc) and then bunny hopping by jumping as soon as you land. You can test this principle in Quake games by simply running forward, jumping, releasing the forwards key in mid-air (i.e. In GoldSrc games I believe you have to time the jump perfectly to the exact frame, which is practically impossible to do, so players tend to use a script to hammer the jump command multiple times in order to make it much more forgiving. In other games it may still be possible, but you may have to time the key-presses more accurately. In Quake this is pretty easy to do, as simply holding down the jump key whilst you're in the air will cause you to immediately jump again once you hit the ground (though you will still have to release the key and re-press it again after each jump). Without bunny hopping, the extra speed gained would be quickly nullified by the ground friction that is applied to your character once you land. For example, you could use a simple horizontal rocket jump from a wall to give you a quick boost in speed, and then by repeatedly jumping you can maintain that extra speed indefinitely (or at least until you bump into something). Given that there is no air friction modelled in the game, this means that any speed gained whilst in the air can therefore be maintained by repeatedly jumping. The real reason for bunny hopping in games such as Quake (all 4 of them) is that no ground friction is applied to your character if you jump again immediately in the same frame that you land. It works differently in different games, but typically bunny hopping on its own doesn't increase speed (the exceptions that I know of being Warsow's new movement style and Painkiller).
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