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ultranewb
CODE

alias 5w "wait; wait; wait; wait; wait"
alias 4w "wait; wait; wait; wait"
alias 3w "wait; wait; wait"
alias 2w "wait; wait"
alias jmp "+jump; wait; -jump"

alias +turn +left
alias -turn -left
alias +strafeturnleft "+moveleft;+left"
alias -strafeturnleft "-moveleft;-left"
alias +strafeturnright "+moveright;+right"
alias -strafeturnright "-moveright;-right"


alias leftturn "alias +turn +strafeturnleft; alias -turn -strafeturnleft; alias switchturn rightturn;"
alias rightturn "alias +turn +strafeturnright; alias -turn -strafeturnright; alias switchturn leftturn;"
alias switchturn leftturn

alias y1  "cl_yawspeed 70"
alias y2  "cl_yawspeed 90"
alias y3  "cl_yawspeed 120"
alias y3a "cl_yawspeed 150"
alias y3b "cl_yawspeed 170"
alias y3c "cl_yawspeed 215"
alias y4  "cl_yawspeed 350"
alias y4a "cl_yawspeed 400"
alias y5  "cl_yawspeed 580"
alias y5a "cl_yawspeed 700"

alias preglide "fps_max 55;wait;  y5a; +right;5w;y4;5w; -right"
alias glide "3w;+strafeturnleft; +forward; y2;5w;2w; y2;5w;5w; y3;5w;y3b;4w; y3c;3w;y4a;2w; y5;4w; y4a;2w;y3;2w; -forward;-strafeturnleft"
alias lrstrafe "switchturn; +turn; jmp; y1; 5w; y2;4w;y3;4w; y3a;5w;y3a;2w; y3b;2w; y3c;2w; y3b;2w; y3;5w;y2;5w; -turn"

alias autojump "leftturn; preglide; +duck; glide; lrstrafe; lrstrafe; lrstrafe; lrstrafe;-duck;fps_max 100;"

// Usage: bind [key] autojump


Just to prove it was possible, yet not very useful, I created an automated bunnyhop script. The script starts out by performing a glide (strafe+forward+turning) for about 400 units of speed and then strafe jumps 4 time to achieve about 500 units of speed.

It requires a long and wide hallway (like ns_bhop) and a system that can consistanly produce 55 frames per second to accurately time the steps. With more trail-and-error, the script could be made to do smaller arcs and accelerate to full speed in 3 jumps.

The most use this script could have would be to show someone, on their system, the pauses and accelerations required in mouse movement to bunny hop and the jump timing. While the script performs perfectly on my system, I suspect it won't perform reliable on others without alteration of fps_max. I'm also unsure if cl_yawspeed is dependant on "sensitivity" for keyboard turning base speed.
a_civilian
I wrote a glidejump script a while ago also as proof of concept and to see how much speed could be obtained in a "perfect" execution of the maneuver. Requires 100 fps though.
QUOTE (a civilian @ Apr 30 2005, 06:36 PM)
CODE
alias ds "cs;cs;cs;cs;cs;cs;cs;cs;cs;cs" //decisecond
alias cs "wait" //centisecond

alias testglide "centerview; m_pitch 0; cl_pitchspeed 3000; cl_yawspeed 294; +lookdown; cs; -lookdown; +left; +moveleft; ds; ds; ds; +jump; wait; -jump; -left; -moveleft; cl_pitchspeed 225; cl_yawspeed 210; m_pitch 0.022; centerview"

Gets a 1.52 to 1.54 factor speed increase, or 441 to 447 units of speed, at 100 fps.

Edit: the script turns 88.2 degrees in .3 seconds while performing the glidejump.
joee
yeah this thread might have some stuff or something to help you on your quest, but it started as an attempt to script an incredibly fast strafe/glide jump.
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