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Old 02-19-2007, 06:09 PM   #1
o_iron.man
 
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Jump and B-hop specs

I was wondering if someone could post the specs on jumping and bunny hopping. I am looking for how high you can get with each of the following. I could not find this information anywhere, so if someone could post it or direct me to where I can find it that would be great.

I want to know how high in terms of units so that I know how high to make things so that they can be accessed by these jumps.
I need to know how high you can get with...

Rocket Jump
Double Rocket Jump
Rocket/Grenade Jump
Conc Jump
Double Conc Jump
DemoMan Pipe Jump
Grenade Jump
Bunny Hop (what is the highest box you can jump onto and jump off of still keeping the b-hop speed)

If there are any others I am missing please post the stuff for that too.

Thanks in advance to anyone who can help me with this.
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Old 02-19-2007, 08:12 PM   #2
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The conc/rocket/pipe jumps vary based on timing... unless you mean a non-jumping vertical acceleration.
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Old 02-19-2007, 10:06 PM   #3
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... I want to know what is the highest you can get. Or I guess the average height would work too. I just need to know so that I know how high to make battlements and other things so that they can be reached by those means.
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Old 02-19-2007, 10:52 PM   #4
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maybe this will help


http://developer.valvesoftware.com/w...ing_Dimensions
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Old 02-19-2007, 11:22 PM   #5
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Quote:
Originally Posted by GambiT
thats good for HL2:DM, but its most likely going to be different in Fortress Forever.
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Old 02-20-2007, 01:00 AM   #6
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I'm thinking none of this will be know until perhaps a year or more after release once everyone has learned all the peculiarities (I'm assuming the devs are unable to make it exactly like it was in TFC, though close).
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Old 02-20-2007, 01:18 AM   #7
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Quote:
Originally Posted by A Boojum Snark
the devs are unable to make it exactly like it was in TFC, though close).
Stop reminding me the future of FF
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Old 02-20-2007, 09:01 AM   #8
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I think the devs are making it pretty damn close. Things like basic jump and step height can easily be made exactly the same. And all the measurements here http://developer.valvesoftware.com/w...ing_Dimensions are wrong by <1 unit.

Quote:
Originally Posted by that article
This is the minimum distance, in units, that can be between the ground and an object while still allowing the player to pass underneath.

Crouched: 37
Standing: 73
The actual numbers are '> 36' and '>72'
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Old 02-20-2007, 11:59 AM   #9
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^...correct


i want to say i read that the dimensions were going to stay pretty much the same in FF as in TFC...


i may be wrong...
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Old 02-20-2007, 12:28 PM   #10
o_iron.man
 
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Im not so much worried about the actual player jump heights. I am more interested in rocket jump heights, grenade jump heights, and so on. I could make a very simple level with different sized walls, and the devs could run through it really quick and figure everything out. I think this information would help EVERYONE that is making a map for FF. I mean, how are we supposed to know how high to make areas we want people to rocket jump to, if we have no clue how hight they can get in FF.

So devs, if you want me to make a really quick level with different sized walls so you can test this and help your mapping community out, please let me know and ill make the map and send you the .vmf and you can compile it and do the testing.
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Old 02-20-2007, 01:00 PM   #11
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you can compile it...
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Old 02-20-2007, 01:53 PM   #12
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... how can I compile it for FF, if I do not have FF... a map made for HL2DM, will not work for FF... or at least it shouldnt... And even if I can compile it, how can I test it for FF when I do not have FF...
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Old 02-20-2007, 03:42 PM   #13
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complile it for hl2dm to make sure everything seems like itll run smoothly, then when FF is released put in all of the appropriate entities etc, recompile and bam your map is done
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Old 02-20-2007, 04:02 PM   #14
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Yeah I really can't say, since we're still tweakin all these values. If you really want to make it right now, I'd make it as close to TFC as possible.
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