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Thread: anti-bunnyjumping idea?

  1. #1
    Edad Tace's Avatar
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    anti-bunnyjumping idea?

    hey

    got the idea that could prevent ppl from jumping up and down rapidly to avoid getting hit...

    1: u can't shoot while u're jumping
    2: u won't be able to shoot again before after 0,5-1 sec after u're on the ground again
    3: u won't be able to jump again for another 1-1,5 sec

    had another idea for something else but forgot what it was

  2. #2
    Fuchs's Avatar
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    My fix:

    - You can not jump.
    - You can only climb on objects, if your close to a wall, press a certain key and your character climbs over it.

    And if you give restrictions on jumping time like 1 to 1,5 seconds, thats really annoying for the guy who wants to climb up a wall but can't make it everytime.

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    Edad Tace's Avatar
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    thought of no-jumps too, but that's also very annoying. but u could do combine our 2 ideas on something like this:

    1: u can't shoot while u're jumping
    2: u won't be able to shoot again before after 0,5-1 sec after u're on the ground again
    3: u won't be able to jump again for another 0,5-1,5 sec
    4: u can climp up on walls, u're close to by pushing a buttom

    thought of the climbing option too (might have been parts of the idea i forgot?) - a bit like in call of duty - with that the waittime on jumping up on walls won't be just as annoying

  4. #4
    Fuchs's Avatar
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    But if the climb option is there why would you jump then? What use does it have to jump? Remember your a soldier with a big pack of supplies on your back, your also carrying a firearm. Why would you jump

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    MrGuybrush's Avatar
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    Quote Originally Posted by Fuchs View Post
    But if the climb option is there why would you jump then? What use does it have to jump? Remember your a soldier with a big pack of supplies on your back, your also carrying a firearm. Why would you jump
    Agreed, jumping just makes you an obvious target to all enemy units. Why would you want to jump in the middle of combat? Diving would be a different matter, but jumping up in the air is simply redundant.

    This is worth looking at. Darkshadow at crymod made a mirrors edge demo. It's missing a few animations, but it'd be essentially what you're looking for.


  6. #6
    Edad Tace's Avatar
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    i'd really preffer that u still are able to jump - fps games without jumping just seems wrong to me - tried a game where u couldn't jump once and that really annoyed me...
    of course u can't jump just as high as normal with that heavy backpack - also with the fix i have suggested, u can easy pwn ppl who used to do that bunny jumping

  7. #7
    Fuchs's Avatar
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    Why Edad? Why would you randomly jump in a field? Look at realistic WW2 shooters, Red Orchestra, Resistance and Liberation, no jumping = realism. Climbing is the thing.

    Totally matches Guybrush! Only more realistic, with 25kg on equipment we wont wall jump obviously. Maybe wall climb for medium walls, hop over small garden walls, etc. And just climbing so you can get on rocks and stuff.

  8. #8
    MrGuybrush's Avatar
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    Quote Originally Posted by Edad Tace View Post
    i'd really preffer that u still are able to jump - fps games without jumping just seems wrong to me - tried a game where u couldn't jump once and that really annoyed me...
    of course u can't jump just as high as normal with that heavy backpack - also with the fix i have suggested, u can easy pwn ppl who used to do that bunny jumping
    The only reason jumping should be included is to allow the player to jump if he gets stuck. But then if he's stuck thats a map issue rather than a control issue.

    The only other scenario I can think of when jumping would be useful is if the player needed to jump over a ditch. A forward jump like a skip, where you spring forward with one foot. If you used Fuchs system, the player wouldn't be able to get over it unless he jumped into the ditch and then climbed out. A forward skip over the ditch (as long as it was narrow) would be useful.

    I used to jump all over the place when I was younger. Mainly thanks to Quake3 Arena, I soon stamped it out when I started playing clan matches in CSS.

  9. #9
    Edad Tace's Avatar
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    Quote Originally Posted by MrGuybrush View Post
    The only reason jumping should be included is to allow the player to jump if he gets stuck. But then if he's stuck thats a map issue rather than a control issue.

    The only other scenario I can think of when jumping would be useful is if the player needed to jump over a ditch. A forward jump like a skip, where you spring forward with one foot. If you used Fuchs system, the player wouldn't be able to get over it unless he jumped into the ditch and then climbed out. A forward skip over the ditch (as long as it was narrow) would be useful.

    I used to jump all over the place when I was younger. Mainly thanks to Quake3 Arena, I soon stamped it out when I started playing clan matches in CSS.
    something like this?



    yeah - that's the kind of jump i'm talking about - would be annoying if u couldn't just jump over that kind of thing
    hm... just thought that u'd probaly drop most of ur backpack if u know u're going into combat?

  10. #10
    MrGuybrush's Avatar
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    Nice schematic

    Thats the general idea, i'd imagine a leap/skip would get you over that even with a backpack as long as its not over a metre wide. You'd need to limit the amount of jumps he can do mind you. You don't want people skipping about the map, probably 1 jump ever 6-8 seconds, by simply draining the stamina.

    Vertical jumping of any kind for me is a no no, and you shouldn't be able to jump side by side, if you're doing the above jump you should only be able to jump straight with a very minimum movement left/right.

    That would be my solution to jumping, with the integration of Fuchs climbing for getting ontop of vehicles/over walls/through windows etc etc.

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