Best way to make auto bunnyhop in module?
My method is hooking PlayerPreThink, and setting player->velocity.z when press jump button/on ground or something...
Are there any other ways to make auto bunnyhop?:bacon!: sry for my english |
Re: Best way to make auto bunnyhop in module?
Hooking Player_Jump.
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Re: Best way to make auto bunnyhop in module?
Quote:
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Re: Best way to make auto bunnyhop in module?
You mean... Player_Jump?
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Re: Best way to make auto bunnyhop in module?
he means pEntity -> v.flag & IN_DUCK
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Re: Best way to make auto bunnyhop in module?
Quote:
Quote:
http://forums.alliedmods.net/showthr...am_Player_Jump |
Re: Best way to make auto bunnyhop in module?
on PM_Jump, remove IN_JUMP from pmove->oldbuttons
Jumps is proceeded in PM_JUMP, so this is correct place for you. Jumps is made if player is on ground, and if oldbuttons don't contain IN_JUMP. So, do what i told, and don't apply any velocity, jump gonna be made directly by the game. see HLSDK multiplayer/pm_shared/pm_shared.c Code:
void PM_Jump (void) You can also remove in PlayerPreThink IN_JUMP from pev->oldbuttons, because PM_* are executed after PreThink and pmove are copied from pev in there. Method gonna be easier to code but a bit less efficient, but in a module it seems ok. |
Re: Best way to make auto bunnyhop in module?
In your method (just remove IN_JUMP from oldbuttons)
Also be removed speed limit? And i have no idea how to hook PM_Jump function, Could you give me some examples? |
Re: Best way to make auto bunnyhop in module?
Connor says hooking PM_* functions are a bit less efficient. Instead of hooking Player_[Pre|Post]Think you could just hook Player_Jump to avoid so many checks.
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Re: Best way to make auto bunnyhop in module?
Oh sorry, I didn't read the post thoroughly..
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