by Onar4241 » Sun Jun 14, 2015 12:56 pm
jpalomo wrote:Sorry, I haven't really touched that in a while. I remember running into 2 issues last time though. If you were using a low delay, stepping up a ledge while in mid-air and holding jump caused another jump, essentially adding to your current velocity and jumping extremely high. The other was finding a proper way to implement it without breaking the current setup. I think Graf suggested a mapinfo option.
I think I explained it wrong. Everytime you jump and land in the ground, there's a small delay between your next jump, which forces no strafe jumping. That is what I mean. I want to eliminate it with this property. A MAPINFO option would be nice to have, but I want a few specific classes to do that, so I suggest both.
If this was implemented, it would also make Zandronum strafe jumping way easier to recreate.
[quote="jpalomo"]Sorry, I haven't really touched that in a while. I remember running into 2 issues last time though. If you were using a low delay, stepping up a ledge while in mid-air and holding jump caused another jump, essentially adding to your current velocity and jumping extremely high. The other was finding a proper way to implement it without breaking the current setup. I think Graf suggested a mapinfo option.[/quote]
I think I explained it wrong. Everytime you jump and land in the ground, there's a small delay between your next jump, which forces no strafe jumping. That is what I mean. I want to eliminate it with this property. A MAPINFO option would be nice to have, but I want a few specific classes to do that, so I suggest both.
If this was implemented, it would also make Zandronum strafe jumping way easier to recreate.