100+ pounds is a bit excessive.Imchicken1 wrote: Try putting on 100+ lb's of gear and telling us. I personally dont know and would like to find out
It is already pretty bad at 60 pounds.
100+ pounds is a bit excessive.Imchicken1 wrote: Try putting on 100+ lb's of gear and telling us. I personally dont know and would like to find out




Ok, so if the suggestion from this topic is implemented it will solve the bunnyhop problem (because then if you want to jump high you gotta hold your space bar for a little, the taps won't do the trick as it is in vanilla).Smeggles wrote:prevent bunny hopping.
No. PR already has anti-bunnyhopping measures.Lugi wrote:Ok, so if the suggestion from this topic is implemented it will solve the bunnyhop problem (because then if you want to jump high you gotta hold your space bar for a little, the taps won't do the trick as it is in vanilla).
Do you play in non teamwork oriented servers? By example, and i don't say all players in this server are like that, in the Hardcore Gaming server i allways find guys making bunnyhoping and moving from left to right, mostly of the times they survive with that technicSmeggles wrote:No. PR already has anti-bunnyhopping measures.
The reason jumping uses up so much stamina (besides the point that if you jumped like that IRL, it'd be tiring) is so that you can't sprint away after jumping about to avoid enemy fire, thus making bunny hoppers an easier target in the open.
If this suggestion is possible, it will mean that you don't have to use up a huge chunk of stamina just so you can hop over a small obstacle. The point is that this suggestion in theory, will keep the aforementioned bunnyhopping prevention.
Well PR's current 'anti bunnyhopping measures' are quite inadequate to be honest, you can still keep on jumping even without stamina. The height you can jump is also far from realistic (it's more than double than what an average man can jump especially with full gear) I prefer shooting a guy springting a straight line than a guy jumping and twitching.Smeggles wrote:No. PR already has anti-bunnyhopping measures.
The reason jumping uses up so much stamina (besides the point that if you jumped like that IRL, it'd be tiring) is so that you can't sprint away after jumping about to avoid enemy fire, thus making bunny hoppers an easier target in the open.
If this suggestion is possible, it will mean that you don't have to use up a huge chunk of stamina just so you can hop over a small obstacle. The point is that this suggestion in theory, will keep the aforementioned bunnyhopping prevention.
Been there done that. Its not tiring in the same way as its depicted in PR: running, I think, is yet slower and more tiring than it is in PR, but jumping a couple of times doesn't leave a soldier totally exhausted, even in full gear.Try putting on 100+ lb's of gear and telling us. I personally dont know and would like to find out
That would actually be quite good, no more bunny hoppingit would take up a weapon slot and you would need to switch to that weapon to be able to jump...
Rly? How often do you see bunny hopping happen? If it does happen, the bunny hopper is usually toast. It's not worth loosing a weapon slot just to implement this suggestion that way...dtacs wrote:That would actually be quite good, no more bunny hopping![]()
Code: Select all
ObjectTemplate.create Camera SoldierCamera
ObjectTemplate.saveInSeparateFile 1
include SoldierCamera.tweak
rem *******************************************************
rem *** TODO: Temporary tweak variables for soldier physics
rem *******************************************************
rem *** Adjust the soldier's speed. All stances are affected (crouch, etc)
Vars.Set phy-soldier-speed-factor 0.75
rem *** Adjust the soldier's jump height.
Vars.Set phy-soldier-jump-factor 0.92
rem *** Adjust soldier's acceleration/deceleration.
rem *** Higher means quicker acceleration/deceleration
Vars.Set phy-soldier-acceleration 0.2
Vars.Set phy-soldier-deceleration 0.2
rem *** Allow soldier to move a bit while in air.
rem *** 0 = no player controlled movement while in air.
Vars.Set phy-soldier-air-movement-factor 0
rem *** number of seconds the player must wait to fire weapon after jumping...
Vars.Set fire-delay-after-jump 2
rem *** number of seconds the player must wait to fire weapon after being prone...
Vars.Set fire-delay-from-prone 0.3
rem *** number of seconds the player must wait to go prone after jumping...
Vars.Set prone-delay-after-jump 2
rem *** number of seconds the player must wait to jump after being prone...
Vars.Set jump-delay-after-prone 3
rem *** number of seconds the player must wait to stand after going prone...
Vars.Set stand-delay-from-prone 0.8
rem *** number of seconds the player must wait to go prone after standing...
Vars.Set prone-delay-from-stand 1.5
rem *** number of seconds the player must wait before sprint meter starts recharging again after jumping...
Vars.Set sprint-recharge-delay-after-jump 3.0
Vars.Set camera-movement-speed-on-prone 0.15
Vars.Set camera-movement-speed-on-crouch 0.2
Vars.Set camera-movement-speed-on-stand 0.15
rem *** number of seconds that player body stays around...
Vars.Set armor-max-soldier-wrecktime 300
rem *** swimming speed
Vars.Set phy-soldier-swim-speed 0.7
Vars.Set phy-soldier-swimcrawl-speed 0.8
rem *** ragdoll physics
Vars.Setragdoll-max-inherit-speed 5.000000
Vars.Setragdoll_enableForce 1
Vars.Setragdoll_expRotateForce 6.000000
Vars.Setragdoll_gravityOverTime 0.500000
Vars.Setragdoll_sleep 2.500000
Vars.Setragdoll_slowMotion 1.000000
Vars.Setrd_dieForce 0.0
Vars.Setrd_dieInVehicleForce 1.000000
Vars.Setrd_expForceMod 0.500000
Vars.Setrd_hitForce 2000.000000
Vars.Setrd_hitUp 0.000000
Code: Select all
ObjectTemplate.create Soldier <SOLDIER>
. . .
ObjectTemplate.drag 1.0
ObjectTemplate.mass 200
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.SprintRecoverTime 80
ObjectTemplate.SprintDissipationTime 30
ObjectTemplate.SprintLimit 0.25
ObjectTemplate.SprintLossAtJump 0.4
