is it easier to bhop in the lj area?

Started by scorefax
24/01/2009 19:26
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SchlumPF26/01/2009 06:42

edited my post :P

Grrr26/01/2009 12:27

Originally posted by SchlumPF
bhopljing on bhoplongjump blocks which are usually func_doors which move down on touch is harder than bhopling on a ground which doesnt move down, because you jump of the bhopblock when it has already moved about 1 units down. in fact, accoding to raver, the heightdifference depends on the speed set to func_doors.

i hope i answered this question the last time.... if you want to know why i know this: i had to test around while creating kz_stats and this was one of my results.

kkthxbye


I have a 2nd question... does the speed set to func_doors is the same at kz_ljs2 as kz_ljs ?

Om126/01/2009 17:13

Originally posted by raver
The speed of the func_doors is also a value you dont need to forget. When its higher then a certain value, the player will get dragged down.

is that the reason why some bhopmaps are really buggy to bhop on? cuz alot of ppl blame the server to suck when it happens

Nekso26/01/2009 17:44

guess I was right at least about the VHE speed then :P

Originally posted by Nekso
(I'm not sure, but I'd say the amount of distance the block moves down depends on the amount of frames the player stays in contact with the bhop-block and the movement speed it is given at Valve Hammer Editor)


So....
If the func_door speed attribute of VHE is measured with Units/sec,
lets say the player maintains contact for 1 frame, the block speed is 100, and we have a constant 100 fps.
In that example we'd have a contact time of 0.01 seconds; multiplied by the speed that is 100 Units/sec
which gives us a total of 1 unit that the block traveled down, before we were able to bhop it.

I could be awfully wrong this time..
just a theory xD

SchlumPF26/01/2009 19:26

idk and i really dont want to test this ^^

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