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Half life 1 long jump
Half life 1 long jump






half life 1 long jump

M_pCurrentCommandMenu-> KeyInput( '7 ' ) ShowCommandMenu( gViewPort-> m_StandardMenu ) If ( g_iPlayerClass = PC_ENGINEER || g_iPlayerClass = PC_SPY ) Void TeamFortressViewport::InputPlayerSpecial( void ) called when the player hits their "special" key Purpose: Activate's the player special ability That's nothing to be said more over this, only to gather statistic about usage percentage, but don't take into account voices of people not playing HLDM. Bunnyhop is an almost infinite depth technique that shouldn't be done more deeper because this is unneeded.Ī lot of players already used _special way to access that technique so that is already a part of gameplay and you, removed it based on you own decision with suggestions and support from participants not playing HLDM professionally (yes, some of them play professional, but not all of them).

half life 1 long jump

The main question of this topic is about easiness of ability to use main technique in this game. Let we see how you will bunnyhop with this? So you are remain with just a bind +jump on a space. If you say that "harder = better", then you should disallow use of decent jump (alias with waits = automation) and disallow use of roller, because this is also an automation. If this problem "needs" to be fixed, which imo it does not, please add pogo jumping instead of re-enabling you suggesting to remove _special, you mean to make it harder to use bunnyhop. You want and you need mechanics which requiere skill in order for players to distinguish themself from eachother. Getting rid of diffrences in skill, in either movement or aiming, just makes the game a more dumbed down version.

half life 1 long jump

It takes practise the same way you have to practise to aim in a fps game, which is good because practise is the diffrence between a good and an even better player. Its just more difficult to do and thats the reason everyone complains about the removal of _special. Or just replace +jump with +duck which causes bugged animations on playermodels.īunnyjumping is still possible even without _special. _Special is even worse in that regard because it allows you to perform moves which otherwise are not possible to do, for example using bunny in tunnels with a height of less than 64 units. _Special combined with +jumps allows players to have perfect timing for bunnyhopping, giving players who uses a looped version of a script a huge advantage over players who do those manually. I would like to ask you to either put back the special and _special commands in the game, or provide another possibility of writing scripts with infinite loops in it.Īny automatization, which prevents the human from making mistakes, takes away depth from a game. Or they can use the special _special to write this repeating scrpt:Īlias hop "+jump wait -jump wait special" Perfeclty timing the jumps with high fps is nearly impossible, so players either have to use a repeated jumping scprit, like :Īlias "+bunnyhop" "+jump wait -jump wait +jump wait -jump wait +jump wait -jump wait +jump wait -jump wait +jump wait -jump wait +jump"īut this scipt causes the feeling of lagg, because the wait commands in it. To achieve this, players have to perfectly time every jump while doing other hard moves, like aiming, and swiching weapons in fast speed.

half life 1 long jump

#Half life 1 long jump mod

Without it there is no way for running scripts looped, without blocking the client's movements.įor example, on many servers (and in the Adrenaline Gamer Mod ), the bunnyjump-prevention is turned off, allowing players to do full bunny jumps if they jump on the exact same time when they hit the ground. The "special" command and its pair "_special" alias made possible to create looping scripts with the otherwise very restricting scripting language of hl.








Half life 1 long jump