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Revision as of 13:05, 29 December 2005 by FreuX (talk | contribs)(diff) ← Previous revision | Latest revision (diff) | Newer revision → (diff)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.
Details
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.
Learning Bunnyhop
So you want to learn bunnyhop? Okay. but it is a really hard technique, and it can take weeks to master (depending on the game you're playing) so, be attentive.
The secret to Bunnyhop is: do NOT use the foward key(excepting in CPMA).Never, Never i say, press this damn foward key. once you have the mental power to release this finger while jumping, half of the work is done.
Turn the music very loud(Something hard would be appreciated), and choose a clear map, with an open space (Mulch_dm on TFC would be great, or q3dm6 on Quake 3). start pressing a strafe key. Let's say you press the "strafe right" key. You're moving to the right by sidesteps, right? now, Jump, and as you jump, make your vision angle do a 35° angle in the right. It must be smooth, your rotation may finish as you touch the ground. On TFC, or CS(uncapped versions) you should notice instantly that your speed increased while jumping. in quake, it would have been a normal jump. let's recapitulate: start strafing, using sidesteps(strafe right key), then, jump, and do not release the strafe key. hold the strafe key, and as you fly , turn your mouse to make a 35° angle to the right with your vision. Repeat it again and again. When you master the principe, do a harder exercise: use a strafe key to move around, doing a circle.
You should be looking the exterior of the circle(otherwise you will do a backwards bunnyhop) and then jump, holding strafe key, moving the mouse in the directon of the strafe. As you jump, release the jump key and hold it again (in TFC or CS, you may have a timing for all other jumps, holding it won't work -and that's what makes TFC bunnyhop more "elite"-). When you jump again, do not do a 35° angle, but change the angle as you want, it will change your trajectory. When you master this, do it the real way: strafe, jump, land, instantly re-jump, CHANGE strafe key, CHANGE direction of the mouse angle. you will have jumped the other strafe direction. BH masters can do very strong angles: the more you move the mouse, the more it's a strong angle, but the more the angle is trong, the more risk to loose speed you get. You must do a stong angle (to avoid being shoot and to get faster), but you musn't loose speed. Train, train, and train. During a jump, you can change strafe key and mouse direction, so you get ultimate control of your trajectory. you should be able to bunnyhop on a line. Now, do a rocket-jump, or whatever, something that projects you in the air. as you fly, strafe in the air, like when you bunnyhop (i mean: turning the mouse), and when landing, start to bunnyhop again. The speed of the explosion should have been "transmitted" to your bunnyhop(if there arent cap speeds in your game), and now you are very fast. Try to control the speed with the bunnyhop, and to gain more and more. Now , you fully know bunnyhop, congrats!
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, or Warsow.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. Bunnyhop can be made backwards
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.