Since timing a jump via the spacebar can be difficult it's recommended to bind jump to your mouse wheel. When bunnyhopping, it's very important to time your jumps correctly, else you will lose speed if you stay on the ground long enough for the game to apply enough friction to slow you down. A way to bypass that is to use Duckroll as the ducking speed is not capped in the engine. If you exceed that speed, the game will simply slow you down on your next jump. In later versions, including the Steam version, bunnyhopping speed limit is capped to 544ups. In the WON versions of the game, up to version 1.1.0.8, you can gain speed until you reach maxvelocity, which is 2000ups. The amount of speed you gain increases if your fps is higher. It’s important not to hold forward, or it will not work. By doing this, you will gain speed upon every successful jump. if you strafe right, you turn your mouse right. In order to bunny hop in Half-Life and its expansions, you must strafe using the A/D keys while turning the mouse in that direction, i.e. Since Half-Life is based on Quake 1 Engine, this movement glitch has been carried over to GoldSrc. The first run to use bunny hopping was Quake done Quick Lite in September 1998. Bunny Hopping was discovered around 1997-1998 in Quake as an adaption of zig-zagging where being airborne did not cause any speed loss and additional jumps could increase the player's speed towards the engine limit.
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