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Re: [movement] Power up Jump
Posted: 2010-12-01 05:11
by ComradeHX
Imchicken1 wrote:
Try putting on 100+ lb's of gear and telling us. I personally dont know and would like to find out
100+ pounds is a bit excessive.
It is already pretty bad at 60 pounds.
Re: [movement] Power up Jump
Posted: 2010-12-01 13:57
by Web_cole
This is an interesting idea certainly. Be nice to see a DEV comment on it

Re: [movement] Power up Jump
Posted: 2010-12-01 17:54
by Lugi
Smeggles wrote:prevent bunny hopping.
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).
Re: [movement] Power up Jump
Posted: 2010-12-01 18:05
by Smegburt_funkledink
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).
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.
Re: [movement] Power up Jump
Posted: 2010-12-01 19:20
by Tarantula
This is a very good suggestion and needs a devs head in asap
Re: [movement] Power up Jump
Posted: 2010-12-01 20:35
by Jorgee!
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.
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 technic
This is a good idea, i hope you guys find the way
Re: [movement] Power up Jump
Posted: 2010-12-01 22:45
by Redamare
Well one other way that came to mind is Minipulate the motion settings like how they did on the Sandbox mod .. . basicaly what they did was allow a player to basicaly ( FLOAT ) through the air to get from one point to another . . . i wouldnt say lets give every one ingame the power of superman but if it is possible to work with that system of "FLYING" perhaps we could limit the amount of time allowed per " TAKE OFF " to somthing like .3 seconds giving the player JUST enough height to get over small objects suchas Cracks in the floor or possibly even ( "walk over" )/ float over short walls or branches the sort of things that get us agrovated when we need to jump over. IN game it might look like a player is floating from a stand still about half a meter straight up .... but what else can we do??
possibly give the player a weapon slot like while holding bonoculars the alternative use would be walk over somthing and doing so add a player animation of a man shuffling his feet to simulate walking over an object? . . i will try and find some sort of Video to show you guys what i mean by "Sandbox Floating"
OKAY . . so in this video it about 45-47 seconds in you will see the player holding a wrench looking at bigred. . . just then he starts floating up into the air. for people who havnt used sandbox mod basicaly. you hold down LEFT click while using Any weapon selection doesnt matter what as long as you have a construction kit. like a "Jetpack" it gives the player the ability to move from one area to another with out use of a vehicle and to get to building positions.
V V V V V V 40-46 seconds in clip V V V V V V V
http://www.youtube.com/watch?v=xmF5W98oleA
then again at 1:16 in fast motion
So this MAY have already been suggested but it thought it should be on the list of possibilities . .
*Limited the amount of float time to a VERY very short period of time just enough to get over small objects.*
Re: [movement] Power up Jump
Posted: 2010-12-02 01:11
by splatters
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.
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.
It's often necessary to climb over higher obstacles, but as climbing takes more time than hopping over a small obstacle in reality, it should also in PR. That's the only reason why I find the height of the jump to be reasonable, but it should take time to power it up. This suggestion serves both realism and gameplay, and it not only would keep the aforementioned bunnyhopping prevention but also add to it.
Re: [movement] Power up Jump
Posted: 2010-12-02 17:07
by Bellator
Try putting on 100+ lb's of gear and telling us. I personally dont know and would like to find out
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.
Re: [movement] Power up Jump
Posted: 2010-12-03 09:39
by Mora
The only way this is afaik possible is with using a weapon which fires a push force like you a drop a grenade.
But that is just stupid, it would take up a weapon slot and you would need to switch to that weapon to be able to jump...
Re: [movement] Power up Jump
Posted: 2010-12-03 10:21
by dtacs
it would take up a weapon slot and you would need to switch to that weapon to be able to jump...
That would actually be quite good, no more bunny hopping

Re: [movement] Power up Jump
Posted: 2010-12-03 10:44
by Smegburt_funkledink
dtacs wrote:That would actually be quite good, no more bunny hopping
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...
Re: [movement] Power up Jump
Posted: 2010-12-03 10:48
by dtacs
Enough to be relatively concerned, but why not? Kill two birds with one stone should this be implemented - thats if it can't be implemented with the current spacebar.
Re: [movement] Power up Jump
Posted: 2010-12-03 11:35
by Psyko
forgetting code for a moment. ideally it would be nice to have this...
when you jump over an obstical in BF2 you dont just stand still and hop. you move faward and you hop before you hit the obstical otherwise it makes you bounce off the object because your feet dont clear it. However if you were moving faward and you held space to change jump you would do a vertical hop that is in conjunction with the amount of time you held space for. thats all been said above.
My addition to the OP is that when you are sprinting faward, the longer you hold space the lower the jump angle becomes. this would simulate real life longjumps without creating any stupid exploits.
Re: [movement] Power up Jump
Posted: 2010-12-03 16:50
by Sniperdog
Hardcoded, sorry.
This is pretty much all we have to work with when it comes to soldier physics:
soldiers_server.zip\soldiers\Common\common.con
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
soldiers_server.zip\soldiers\pr_<FACTION>\pr_<FACTION>_soldier<n>.tweak
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