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'''Bunny hopping''' (or ''bunny jumping'') is a term used in ] to describe the movement of a player who travels across the game map by ]. '''Bunny hopping''' (or ''bunny jumping'') is a term used in ] to describe the movement of a player who travels across the game map by ].


==Usage== ==What's That?==
The term is most used in online ]s to refer to act of jumping while pressing the movement keys to achieve faster speed or to avoid being hit by incoming ] fire, such as ]s, ]s or other ]s. The player is able to do this more effectively due to the faster speed and also because the player avoids moving in a straight line. This makes it more complex and difficult for an attacker to lead a target and hit accurately. Linear compensation for the ] of the weapon not only has to be given for a moving target in the first ], but for ]s in the second dimension, and finally the jumps in the third dimension. An attacker therefore has to account for the irregular three-dimensional trajectory of the target. As zigzagging may sometimes actually make it slower for one to reach an intended destination, the faster speed of a jump when the player is jumping from zigzag to zigzag cancels this out. Thus, the speed is translated to a more effective evasion tactic rather than a more rapid form of travel. The term is most used in online ]s to refer to act of jumping while pressing the movement keys to achieve faster speed or to avoid being hit by incoming ] fire, such as ]s, ]s or other ]s. The player is able to do this more effectively due to the faster speed and also because the player avoids moving in a straight line. This makes it more complex and difficult for an attacker to lead a target and hit accurately. Linear compensation for the ] of the weapon not only has to be given for a moving target in the first ], but for ]s in the second dimension, and finally the jumps in the third dimension. An attacker therefore has to account for the irregular three-dimensional trajectory of the target. As zigzagging may sometimes actually make it slower for one to reach an intended destination, the faster speed of a jump when the player is jumping from zigzag to zigzag cancels this out. Thus, the speed is translated to a more effective evasion tactic rather than a more rapid form of travel. Bunny-Hopping also gives the player a greater control of his movement in the air. It allows zigzagging in the air to avoid being shot, after doing a ],after being shot by a rocket,or anything else.


Bunny hopping (or bunny jumping) is a term commonly misused in computer and video games to describe the movement of a player who travels across the game map by jumping. The origin of the term came from the popular video game Quake, where a player could jump very rapidly in succession. This "technique", when utilized, would produce a "hopping" much faster than with standard jumping. The player could cross great distances in very few jumps and could out maneuver someone running on the ground.


==Bunny Hopping== ==Different Bunnyhops==
] is commonly mistaken for strafe-jumping but it is the ability to make a 90 degree or more or less turn when holding one of the strafe buttons but releasing the forward button.
Actual bunny hopping is possible in ] and in the ] ] and ] mods for ], as in ].The effectiveness, Speed cap(or not), possible rotation without loosing speed may vary between a Quake Engine game and an ] engine game. For example, in Team fortress Classic, the way to begin the jumps is much different from Quake series: it begins by strafing, then turning the mouse in the strafe direction, then jumping and so on. In ], you might do a regular ], or a jump holding foward, then beginning to strafe. Actual bunny hopping is possible in ] and in the ] ] and ] mods for ], as in ].The effectiveness, Speed cap(or not), possible rotation without loosing speed may vary between a Quake Engine game and an ] engine game. For example, in Team fortress Classic, the way to begin the jumps is much different from Quake series: it begins by strafing, then turning the mouse in the strafe direction, then jumping and so on. In ], you might do a regular ], or a jump holding foward, then beginning to strafe.


==Tactical Shooters== ==Tactical Shooters==
In the ] sub-genre, the lack of realism introduced by this ability is often compensated for by limiting the effectiveness of consecutive jumps or by the introduction of limited ]. For example, in ], every jump consumes a large portion of stamina (in comparison to sprinting, which consumes it at a slower pace), and lower stamina results in slower, smaller jumps, and less accuracy. Thus bunny hopping can still be seen in those games, but it is much less effective and therefore, less common. Another way of limiting this ability is to slow down movement speed after landing. This technique is used in later versions of ], and seems to have completely removed the use of Bunny hopping. In the ] sub-genre, the lack of realism introduced by this ability is often compensated for by limiting the effectiveness of consecutive jumps or by the introduction of limited ]. For example, in ], every jump consumes a large portion of stamina (in comparison to sprinting, which consumes it at a slower pace), and lower stamina results in slower, smaller jumps, and less accuracy. Thus bunny hopping can still be seen in those games, but it is much less effective and therefore, less common. Another way of limiting this ability is to slow down movement speed after landing. This technique is used in later versions of ], and seems to have completely removed the use of Bunny hopping in this game.


==External links== ==External links==

Revision as of 19:08, 27 December 2005

Bunny hopping (or bunny jumping) is a term used in computer and video games to describe the movement of a player who travels across the game map by jumping.

What's That?

The term is most used in online first-person shooters to refer to act of jumping while pressing the movement keys to achieve faster speed or to avoid being hit by incoming enemy fire, such as bullets, lasers or other projectiles. The player is able to do this more effectively due to the faster speed and also because the player avoids moving in a straight line. This makes it more complex and difficult for an attacker to lead a target and hit accurately. Linear compensation for the trajectory of the weapon not only has to be given for a moving target in the first dimension, but for zigzags in the second dimension, and finally the jumps in the third dimension. An attacker therefore has to account for the irregular three-dimensional trajectory of the target. As zigzagging may sometimes actually make it slower for one to reach an intended destination, the faster speed of a jump when the player is jumping from zigzag to zigzag cancels this out. Thus, the speed is translated to a more effective evasion tactic rather than a more rapid form of travel. Bunny-Hopping also gives the player a greater control of his movement in the air. It allows zigzagging in the air to avoid being shot, after doing a concjump,after being shot by a rocket,or anything else.


Different Bunnyhops

Actual bunny hopping is possible in Quakeworld and in the OSP Pro-mode and CPMA mods for Quake III Arena, as in Team Fortress Classic.The effectiveness, Speed cap(or not), possible rotation without loosing speed may vary between a Quake Engine game and an Half-Life engine game. For example, in Team fortress Classic, the way to begin the jumps is much different from Quake series: it begins by strafing, then turning the mouse in the strafe direction, then jumping and so on. In CPMA, you might do a regular strafe-jump, or a jump holding foward, then beginning to strafe.

Tactical Shooters

In the tactical shooter sub-genre, the lack of realism introduced by this ability is often compensated for by limiting the effectiveness of consecutive jumps or by the introduction of limited stamina. For example, in America's Army, every jump consumes a large portion of stamina (in comparison to sprinting, which consumes it at a slower pace), and lower stamina results in slower, smaller jumps, and less accuracy. Thus bunny hopping can still be seen in those games, but it is much less effective and therefore, less common. Another way of limiting this ability is to slow down movement speed after landing. This technique is used in later versions of Counterstrike, and seems to have completely removed the use of Bunny hopping in this game.

External links

Quake; QuakeWorld

Quake 2

Quake 3 and mods (CPMA)

Team Fortress Classic

Strafe-Jumping

Learning To Bunnyhop

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