Anti Bunny Hop
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Anti Bunny Hop
Limits player jump speed based on weapon-specific maximum ground speed with configurable speed punishment. A player's speed is checked .1 seconds into each jump. If their speed exceeds the threshold set, their speed is set to a configurable punishment speed for the duration of the jump. As of the 2010-08-17 Counter-Strike: Source update, the new sv_enablebunnyhopping cvar is set to 0 by default. This appears to have made this plugin obsolete for preventing bunny-hopping in Counter-Strike: Source, but people have reported in this thread that it works in other games. I have not tested it in anything but Counter-Strike: Source, but I can't see why it wouldn't work. Originally I had this marked as a CS:S plugin, but I changed it to Any after others said it works. Someone has recently said in the replies that it doesn't work in DOD: Source. As an added bonus, this plugin can also be used to allow everyone to jump much faster (and therefore farther) than usual. This makes for some pretty good fun on an occasional basis. Cvars: sourcemod/anti-bunny-hop.cfg is auto-generated with the default settings:
I found that on my server (100 tick), 1.45 is a pretty workable threshold. My personal favorite settings are 1.45 for the threshold and -1.45 for the punishment. Example Configurations: Code:
//If player goes more than %45 above max. ground speed in jump,
If you look in the code, there's a commented line that says "Ratio Test" at the end of it. If you uncomment that line (remove the "//" at the beginning) and recompile the plugin, every time you jump, you'll see your current threshold and your current speed ratio (current speed over weapon-specific max. ground speed). This would be useful to decide what threshold you want to use on your server. Known Issues: When gravity is lower, your jump speeds increase, while the weapon-specific maximum ground speeds stay the same. To compensate, the threshold should be increased if gravity is decreased. Special Thanks:
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Re: Anti Bunny Hop
You didnt?
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Re: Anti Bunny Hop
I don't think anybody else was going to make a finished plugin that worked this way any time soon. I wanted one for my server right then, so I made one. It's different enough that it deserves its own thread, completely original idea or not.
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Re: Anti Bunny Hop
great, thanks for this plugin,
going to test it =) |
Re: Anti Bunny Hop
I see this being flawed to limit a clients speed after a jump occurs. You are altering any speed that occurs after a jump, meaning if a player jumps off a roof / box or anything that would result in them falling and taking damage, you would be effecting that fall speed. Which in turn could lead to people exploiting it to jump off things they normally wouldn't.
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Re: Anti Bunny Hop
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If it did a check 1 second into a jump or something, you might have a point, but it doesn't. Also, this plugin doesn't affect falls. Also, the plugin doesn't affect vertical speeds. If I set the threshold to 1 (way too low for use as a bunny-hopping preventer, but useful for testing or for fun), people can still jump onto boxes without being affected, as long as they get close to the box and jump onto it, rather than running and jumping to it. As long as their X-Y speed doesn't exceed their weapon-specific maximum ground speed they wouldn't be affected. |
Re: Anti Bunny Hop
i tested the plugin and it's working :)
but i noticed that it isn't possible anymore to make zoomed jumps to the side... is there a possibility to fix that? |
Re: Anti Bunny Hop
I'll look into it some time this weekend and try to fix it. Thanks for letting me know. I rarely ever use scoped weapons, so I may have never noticed.
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Re: Anti Bunny Hop
Looks good. I'm hoping it can help with the issue I'm having here.
Quote:
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Re: Anti Bunny Hop
66 tick isn't mandatory: http://didrole.com/tickrate_enabler/
It's just the standard functionality of the game. I don't want to get into an argument here over which tickrate is superior, either. Either way, when developing this plugin using a listenserver on my own computer, which was running with completely default FPS and tickrate (66), 1.5 (%50 above the weapon-specific maximum ground speed) seemed like a good threshold to me. After releasing the plugin and doing more testing on my clan's server (running at 100 tick, 2000fps), it seemed like 1.5 was too high of a limit. If you read the "Nice Details to Know" section, you can find out how to turn a sort of testing mode on in the plugin to figure out a good threshold. I know I could have included that functionality as a cvar or something, but I didn't. |
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