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-   -   [TF2] Real Fake bHop (https://forums.alliedmods.net/showthread.php?t=138775)

thacursedpie 09-22-2010 14:24

[TF2] Real Fake bHop
 
3 Attachment(s)
Real Fake bHop
Bunnyhopping brought back to TF2

Video (old version)

ATM I'm too busy IRL so I can't support my mods. Mods: could you place it in 'unapproved'? Thanks.

Description

This mod simulates bunnyhopping in Team Fortress 2. (as you may or may not know, Valve blocked bunnyhopping).

What sets this mod apart from others (such as TFTurbo) is the fact that it more accurately simulates bunnyhopping. You need to jump at the right moment, for example, in stead of just holding the +jump key.

It is also easy for admins to set the plugin up for their liking. Fancy a little more 'arcade'? Increase the multiplier! Feel like I messed up when I configured the settings? Change them! :)

I would like to say that this is my first (released) sourcemod plugin. If you find any problems, please say so :).


Cvars
(for a better documentation of the cvars, read doc.txt)
Quote:

rfbhop_version
Plugin version

rfbhop_enabled
Turn the plugin on or off

rfbhop_multiplier
Multiplier to use for bunnyhopping. < 1: decrease in speed. 1: only speed increase is skill. > 1: more easy.

rfbhop_tolerance
Amount of frames a player is allowed to touch the ground before bhop expires

rfbhop_angleratio

Ratio between 'old' speedvector-direction and 'new' speedvector-direction


Client-side commands

Quote:

!speedo
Turn the speedometer on/off


Additional notes

In general, rfbhop_multiplier, rfbhop_angleratio and rfbhop_tolerance decide the difficulty-level.

The higher rfbhop_multiplier, the more speed the user gains (which means airstrafing isn't as needed).
Higher = easier.

The higher rfbhop_tolerance, the longer the user can 'wait' (= the slower his reaction time can be), before his next jump.
Higher = easier, but also more 'laggy'

The higher rfbhop_angleratio, the more 'curvy' the bhop. The lower, the more 'straight'.
Higher = easier, but also more 'laggy'

I suggest you play a little with the settings to find out what suits you best. You can also read the (quite lenghty - I was bored :P) doc.txt file.


Dependencies
The very awesome SDK hooks


Installation

Place rfbhop.smx in your plugins folder.

(The plugin might also work for other games, but I haven't tested. Besides - which games?)

Chris-_- 02-05-2011 18:50

Re: [TF2] Real Fake bHop
 
Can you replicate some of the effects of TF2Turbo (Optional, of course)?

1. Doublejump as scout in air will give you an extra bhop.
2. Allowed to bhop while crouching.

thacursedpie 02-06-2011 08:27

Re: [TF2] Real Fake bHop
 
2 Attachment(s)
Wow, long time since I posted this mod! I'd have to take a look at the source, but I think both will be pretty easy to do.
You're in luck: I'm sick, it's weekend, I haven't got anything to do, so I think I'll be able to add your requests today (no promises though!).

By the way, what was the time limit on approving / disapproving plugins again? Wasn't it 3 months? Whilst this may not be a very popular mod, I'm still interested to see if it has what it takes to be approved.

EDIT:
Added your suggestions. I haven't been able to test it out, so I don't know if it'll work as expected. I'll add the new version to the first post when it's been tested.

Changelog v0.2:

Added cvars:
Quote:

rfbhop_allowcrouch Whether or not to allow bunnyhopping while crouched
rfbhop_djump_bhop Whether or not to give scouts a bhop upon doublejumping

Chris-_- 02-06-2011 11:39

Re: [TF2] Real Fake bHop
 
Okay, I didn't realize that the scout part would just not work, it's quite connected with TF2Turbo, the way you just need to hold space and when in air, you can literally just change the direction of the double bhop. So unless you almost entirely replicate TF2Turbo's feature where you can just hold space to bhop, this is a lost cause :P

The crouch bhop doesn't work either. If you hold crouch and then try to jump, I think you'll get the clue.

thacursedpie 02-06-2011 15:54

Re: [TF2] Real Fake bHop
 
About the double-jump:
I now see what you mean (I think). This would be easy to implement, since I've already got a function which boosts players. So no biggy. (really, the main difference between my mod and TFTurbo is that I detect when a player jumps, instead of that 'magically' bhopping by just holding the spacebar)

About crouching:
TF2 doesn't let you jump while crouching, does it? Hah :P. I haven't played TF2 in a while, so I didn't think of that. Would be a tad harder, but there might be a way around that.

Unreal1 02-12-2011 23:38

Re: [TF2] Real Fake bHop
 
I can't get the v2 of the plugin to compile can you re-post the .smx and source?

thacursedpie 02-13-2011 06:41

Re: [TF2] Real Fake bHop
 
What kind of errors are you getting? Do you have SDK hooks?

It would be a bit useless to re-post the .smx and source, since it would be no different than my last post (#3 in this thread).

I haven't been able to work on Chris' requests since my computer broke down (damn PSU or videocard) and I was busy. Maybe today.

snowyiet 02-17-2011 01:58

Re: [TF2] Real Fake bHop
 
This would be perfect if you could bunnyhop while crouched.

Reconunit415 02-18-2011 20:09

Re: [TF2] Real Fake bHop
 
Hey, this plugin turned out to be the sole culprit in crashing our TF2 surf server, even with it being the only script running.

Might be a bit selfish of me to ask, but is there anything you can think of that would do this? Or possibly fix the plugin a little?

Chris-_- 02-19-2011 09:08

Re: [TF2] Real Fake bHop
 
I get this as well, same with TF2Turbo. The crash lies deep inside the engine at most times (There are several 'types' of crashes), but the stack is usually traced back to SM's TeleportEntity function.


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