02-19-2007, 06:09 PM | #1 |
Join Date: Feb 2007
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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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02-19-2007, 08:12 PM | #2 |
Join Date: Mar 2005
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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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02-19-2007, 10:06 PM | #3 |
Join Date: Feb 2007
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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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02-19-2007, 10:52 PM | #4 |
Join Date: Oct 2006
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02-19-2007, 11:22 PM | #5 | |
Join Date: Jul 2006
Location: Austin, Texas
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02-20-2007, 01:00 AM | #6 |
Join Date: Jan 2005
Location: Orion Arm
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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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02-20-2007, 01:18 AM | #7 | |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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02-20-2007, 09:01 AM | #8 | |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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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.
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02-20-2007, 11:59 AM | #9 |
Join Date: Oct 2006
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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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02-20-2007, 12:28 PM | #10 |
Join Date: Feb 2007
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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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02-20-2007, 01:00 PM | #11 |
Join Date: Jul 2006
Location: Austin, Texas
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you can compile it...
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02-20-2007, 01:53 PM | #12 |
Join Date: Feb 2007
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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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02-20-2007, 03:42 PM | #13 |
Join Date: Jun 2005
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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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02-20-2007, 04:02 PM | #14 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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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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