So I was working on a competitive duel game with some mates and I've noticed a few quirks/bugs regarding the engine's movement physics...
1. When you attempt to jump while ducking it merely makes you stand. This largely hinders a lot of mobility of the player (such as being able to crouch jump through a hole, or similar environments).
I tried fixing this several ways, one of which was using this code in my UTPlayerController extension named UDNPlayerController:
Sadly... no such luck with that or many variations.Code:if (Pawn != None && Pawn.bIsCrouched == True) { Pawn.bCanJump = True; Pawn.bJumpCapable = True; Pawn.DoJump(bUpdating); }
2. At least from me and my mates experience typeing walk in console causes a brief 'bump' in the player's movement. Like a type of mini-jump. Also if we spam our crouch key it causes mini-hops on occasion as well.
So I was hopeing if anyone might know how to remedy these 2 situations?
On the non-bug related side and personal preference side of the project from what we can tell, bunnyhopping and its effectiveness in the engine seems limmited if at all existent.
The same goes to strafe jumping, it doesn't seem to actually benefit the player's movement speed when performing a strafe jump.
In most FPS games both bunnyhopping and strafeing do lead to movement speeds increasing (even if they WERE originally considered bugs long ago they are widely accepted now).
Is there anyway I can re-invent these mechanics?
It'd also be useful to know how to code a 'counter' that would display your movement speed in units in real time so that I could know if bunnyhopping and strafeing was actually working for debugging purposes.
Any and all help is appreciated guys! Take care.![]()



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