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weird happenings in cod4

Posted: February 7th, 2012, 2:44 pm
by Nekoneko
So I've had this happen to me more than once, where i would try to do a 333 fps jump around an obstacle and it just wouldn't work.
I tested a little and found out that in cod4 jumps are influenced by the way you are facing in the map ( don't know if this has been known already ), which explains why sometimes 333 - 250 jumps work smooth and sometimes are hard.

Pic shows a 333 fps jump, where i just hold the left key ,without touching the mouse.
On the top standing parallel to map and on the bottom standing diagnol with the angle I covered in the air.
(I sound like a nerd ._. )

Re: weird happenings in cod4

Posted: February 7th, 2012, 5:38 pm
by Drofder2004
I have read this four times and have absolutely zero idea what you are going on about.

Re: weird happenings in cod4

Posted: February 7th, 2012, 7:08 pm
by Sonic
6th time now, still no clue.

Re: weird happenings in cod4

Posted: February 7th, 2012, 7:42 pm
by Nekoneko
I thought the picture explained it nicely :(
look at the minimap (how im standing)
then i do a normal run-jump with 333 fps, and hold the left key while in air.
the number is the angle i travelled in air.

Re: weird happenings in cod4

Posted: February 8th, 2012, 12:55 am
by Rezil
Still not making any sense to me, even after reading it 12 times. :|

Re: weird happenings in cod4

Posted: February 8th, 2012, 1:24 am
by Drofder2004
I think I understand what you are trying to say but clearly your maths on your mod is way off. There is a significantly higher degree of movement whichever way you face.

For those who are still struggling, here is a diagram of how I understand the situation:
wtf.png
Start position is based upon the moment you jump (with 333 fps) and start holding left strafe.
The landing position is simply how far left you land (still facing same direction).

Re: weird happenings in cod4

Posted: February 8th, 2012, 11:48 am
by iCYsoldier
Quite a few people already know about this, and how to utilize FPS when moving in different directions. In general, move diagonally to the axis with 333 and 250, and move straight on the axis with 125.

For example, if you rotated all the brushes in mp_codjumper_training 45 degrees, you could make all of those jumps easily on 333 FPS.

Re: weird happenings in cod4

Posted: February 8th, 2012, 1:26 pm
by Nekoneko
Drof understands!
Drofder2004 wrote:I think I understand what you are trying to say but clearly your maths on your mod is way off.
Believe me, I checked my script quite a few times and it seems fine.
Correct me if I'm wrong

Code: Select all

//right after i jump:
vel = self getvelocity();
dir = vectornormalize(  ( vel[1], vel[0], 0 ) );   //for 2d vector
 
//last check before i land:
vel = self getvelocity();
z = Dot_Product( dir, vectornormalize((vel[1],vel[0],0)));
iprintlnbold( acos(z) );
It's just a bit of it

ICY:
I always thought that it depends on the curve you do in air, but not in what direction you are moving in the map
Maybe this helped others to understand fps better

Re: weird happenings in cod4

Posted: February 8th, 2012, 10:41 pm
by iCYsoldier
Nekoneko wrote:I always thought that it depends on the curve you do in air, but not in what direction you are moving in the map
Maybe this helped others to understand fps better
That's more or less what I meant. Here's an example:

http://www.youtube.com/watch?v=hFNBdLmqO8k

You can see what FPS is being used and when. For instance, when strafing on an axis towards the bounce, 125 is used; and when strafing diagonally across the axis, 333 is used. If you know this stuff, and have a good strafe, you'll find jumps alot easier.