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[L4D & L4D2] Jump System (v1.3, 6-1-2022)


  
 
 
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Psyk0tik
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Join Date: May 2012
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Old 03-30-2022 , 20:56   Re: [L4D & L4D2] Jump System (v1.1, 2-1-2022)
Reply With Quote #10

Quote:
Originally Posted by kazya3 View Post
Nice work man! I found sth different between l4d2 and csgo in bhop. I use the convar sm_cvar air_accelerate 1000 for players be able to do bhop/kz like cs. It's fine when i use mousewheel to bhop in a 60++ tickrate Server. However. i found there's sth wrong use crouch jump for bhop. The ground feels really sticky in l4d2. But the problems doesnt exist in css or csgo. Is there a way to solve th problems?
There's nothing I can do about that. L4D2, CSS, and CSGO each have their own underlying mechanics and behavior, so I can't help it if bhopping while crouch-jumping is smooth in one game but not the other. Also, keep in mind that the automated bhopping is artificially executed, so it's not expected to look/feel natural like real bhopping.

Quote:
Originally Posted by kot4404 View Post
Could get a cvar for jump acceleration, it's pretty op even without bhopping now, dashes have kind of too short time to jump again, if I wait too much I can't jump again without touching the ground
When you say "jump acceleration," are you referring to the slight forward boost that you get when you jump?
- If yes, then I'll consider adding a cvar to modify that value.
- If not, I'll need you to elaborate on what you mean.

When you say "too short time to jump again," are you referring to the time it takes for you to fall back down after performing an air dash?
- If yes, then that has to do with the gravity of the server. The plugin doesn't determine how fast you fall down from a certain height. You'll just have to air dash before you land on the ground.
- If not, I'll need you to elaborate on what you mean.
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