Bunnyhopping/air strafing in ue4 engine download free






















When I release 8 or 9 but keep A or D pressed the movement doesn't start. To do so I have to repress A or D. First, let's actually try to change the code with the "buffer" I suggested. Using the above code instead will mean there needs to be at least an 11 pixel difference to air strafe.

That should mean you won't need your mouse perfectly still. You can change 10 into something else to see what feels best for you in your gameplay. Then I'm bunny hopping all the time because it is always spamming SpaceBar. I tried to remove bunny hopping but the mousemovent still is almost not recognized.

I only realize that A or D are pressed when I stand still. But I have to spin the mouse very fast and only move a very little bit on the ground. However when I release the SpaceBar in that moment A or D are still being pressed and the character continues to walk sideways until I have pressed both, A and D to release or press Space again, stop moving the mouse and then release space. I have a feeling that the UP command do not work in that case. You're going to need to toy with the Timer speed and Sleep duration to get something that is acceptable for you.

You're going to be looking to strike a balance between how quickly the script responds and making sure that it doesn't respond unexpectedly.

If you move don't move your mouse for 40ms while you try to move your mouse to the left or right like if you had to physically lift your mouse off the table to move it back to the opposite side of your mousepad, or just mouse area if you don't have a pad , it'll end up spending Space.. In CS:GO you are able to change your direction during a jump by pressing a movement key like A or D and moving your mouse to the same direction.

Combined with bunny hopping it somehow allows you to slightly acceIlerate in mid air which can be useful to move faster and reach certain spots I know it's weird. I need to be able to do 1 at the same time as I do 2 and 3. I realize that this won't be possible. So I have already a script for bunny hopping 1 when holding the SpaceBar. I think it is better to do a seperate script for strafing 2 and 3 on another key like B for example.

What I have already tried modifying your script:. That seems to be better because the two actions don't block each other. It allows me to strafe and bunny hop at the same time.

But there is still the main problem: When I release B while moving the mouse A or D are still pressed so I keep walking after I landed on the ground. I may have goofed When you release space it'll release those keys as well. Might be problematic if you physically intended to hold those keys down, in which case, we can do this outside of the while-loop instead.

If any of those evaluate as true, none of the ones below it are checked. That's the purpose of the else statement. If you have a dime and a nickel, you're be told it's only a dime. If you dropped the else statements, then you would be told you have X money for every type of coin you have. If your mouse moved to the right, the yellow block is executed. Then it goes back to the top, where it's bolded in dark blue.

Then it goes back to the bolded dark blue at the top. Only if you did not move your mouse to the right and you are holding down the a key, can the green or pink blocks be chosen. The green block will execute if you instead moved the mouse to the left. The pink block will execute only if you didn't move the mouse at all, were holding down a , and you did not hold down d. With your latest version this issue is fixed but the script is still not like I want it to be.

I always use the speed and hop on one spot. I made a short YouTube video showcasing my problem as it is hard to describe. It should be uploaded in about 30 minutes. Community Forum Software by IP. Sign In Create Account. AutoHotkey Forums Members. Facebook Twitter. Javascript Disabled Detected You currently have javascript disabled. Thus, it may be useful to you as a game developer to "implement" bunnyhopping into your game. The purpose of this article is to define what bunnyhopping is, why it is important to consider as a game developer, and how to implement it mathematically into your FPS movement code.

All code examples are open-source and free to use, as always. The most important component of bunnyhopping is the concept of Air Strafing. In the clip above you may notice the player quickly wiggle his mouse left and right.

When he does this, he syncs his mouse movement with his movement keys. That is, when he moves the mouse to the left he holds the a left movement key, and when he moves the mouse to the right he holds the d right movement key.

The result of this from the player's perspective is a rapid increase in speed. This explains in part why bunnyhopping is such a skill-based mechanic. It takes great skill and accuracy to perfectly sync your mouse movement to your movement keys.

Air Strafing works because of the way movement acceleration is handled in the Quake Engine. It is possible in any game that is based off of the Quake engine, such as Source.

Keep in mind that both codebases contain engine-specific code so they aren't as easy to integrate as the code in this article. Nevertheless it is still interesting to see the origins of the mechanic. In the Quake III acceleration code, movement speed is limited in a very interesting and nonobvious way. Instead of limiting velocity directly, only the projection of the current velocity onto acceleration is limited.

To explain this further, I need to first explain what vector projection is. The projection of a vector a onto a vector b also known as the component of a onto b is "The orthagonal projection of a onto a straight line parallel to b " To quote Wikipedia. This concept is illustrated below. Figure 1: Projecting vector a onto vector b. This is preferable because it is faster to perform than a cosine calculation. I'll repeat here what I said before: Instead of limiting velocity directly, only the projection of the current velocity onto acceleration is limited.

This allows the player to exceed the maximum velocity in certain situations. Recall that in order to airstrafe you must sync your movement keys with your mouse movement. Let's model this mathematically:. Figure 2: Using projection to limit speed.



0コメント

  • 1000 / 1000