by Urre » Wed Dec 10, 2008 10:48 am
scar3: interesting idea there about the wall damage and all. But you all seem to be overlooking the fact that bunnyhopping, first of all, isn't an on/off switch. It takes ages to learn how to control. Sure, everyone can release the jump button and then quickly hold it down again in order to recieve an instant jump after landing, but that's far from all there's to it. It takes delicate control of turning, timing and anticipation to actually benefit from it. The amount of control you lose by being airborn makes it a huge risk to bunnyhop at all. Then there's also the jump sound, obviously, but it annoys me to great lengths that it seems to be the only downside most opposers recognize. A lot of times, when bunnying around, you'd wish you didn't, when you see a rocket heading for the same spot your body is flying at 600qu/s, and there's not much you can do about it at that moment. So it's a big risk to be doing it at all, even though you might be accustomed to it.
Then, to anyone who keeps on thinking it's hard/impossible to disable in qc, it's not. Just make it check for a flag right after jumping, and don't clear it until atleast two frames after landing. Why two frames you ask? Because one frame means you could still gain the same benefit as normal bunnying if you manage to accurately time pressing your jump button at the same instant as you land. Admittedly, this is incredibly hard, atleast in singleplayer, but it might not be as hard in multiplayer where the server might run at 20fps, meaning you have 1/20th of a second to press your jump key. If you on the other hand keep it an extra frame, the momentum you've gained from a jump will die off almost completely, making it even worthless to try. Combine this with the fact that it's even harder to time jumps slightly after landing, than precisely when landing. So there's no need to mess around with people's velocities, that's just plain evil.
I was once a Quake modder