jump.tf Forums
Welcome B)

Help me test a ctap timer (Was: "What is the EXACT timing for a ctap?")

Kered13 · 31 · 10179

protist ?

  • Novice
  • **
    • Posts: 77
    • Frags: +0/-0
  • *floats around aimlessly*
    • View Profile
    • Youtube
If anyone knows the perfect timing in ticks it'd be RNC, he's kind of the spreadsheet guru when it comes to bounces and bhops at least so you might wanna ask him.

Also didn't QuBA use a ctap macro for all his offline jumping?

I found this ctap script online, idk how good the ctap is (in terms of units) but it should be decent at least.

Code: [Select]
Alias "+ctap" "+duck; wait 10; -duck;wait 4; +jump; +attack; wait 14; -attack"
Alias "-ctap" "-duck; -jump;-attack;"
bind mouse2 +ctap

This would mean you need to have one bar fill in 0.15 sec (10 ticks / 66.67 ticks per sec) after crouch is pressed to signal uncrouch and then hypothetically a second bar fill 0.06 sec later to signal jump+fire. I don't think it will be very easy to time the inputs by looking at the bars seeing as we're talking about fractions of a second, but I might be wrong.

Anyone know how to force custom HUD elements on a map (like cp_snowplow)? It might be really useful to implement a HUD timer like this on ctap training maps.
« Last Edit: April 14, 2016, 08:52:24 AM by protist ? »


Melon

  • Proficient
  • ****
    • Posts: 384
    • Frags: +0/-0
  • cool cats club
    • View Profile
lol ctaps really arent enough of an issue to warrant making a timer

for one thing the timing is so short itd be pointless to view visually

second, its not even hard to learn ctap, you just try it until you feel the right timing, takes all of an hour maximum

like a lot of things in jump, its played by feel and newer players just need to spend time trying it


Kered13

  • Newbie
  • *
    • Posts: 10
    • Frags: +0/-0
    • View Profile
I don't think some of you understand what I'm trying to do. I'm not trying to create a ctap script, or any other kind of shortcut to ctapping. This isn't even for myself, I can't do perfect ctaps but I can do them well enough for regular play or shortcutting jumps. What I want to create is a training tool that will make it easier for players to learn the ctap timing.

This would mean you need to have one bar fill in 0.15 sec (10 ticks / 66.67 ticks per sec) after crouch is pressed to signal uncrouch and then hypothetically a second bar fill 0.06 sec later to signal jump+fire. I don't think it will be very easy to time the inputs by looking at the bars seeing as we're talking about fractions of a second, but I might be wrong.
I wasn't able to get more than about 590 with that script. But I'll use this timing to make a proof of concept and hopefully I can adjust the timing when I get some feedback.

Quote
for one thing the timing is so short itd be pointless to view visually
In terms of watching it directly no, but it can still provide a very useful guideline, sort of like this Reflex jump timer, or like a rhythm game (if you've played a lot of rhythm games you know that you don't watch the notes directly). I'm also pretty sure I can make it stop when the player releases crouch, so they can then see if they were too fast or too slow and adjust.
« Last Edit: April 14, 2016, 11:43:24 PM by Kered13 »


Exile

  • Administrator
  • Advanced
  • *****
    • Posts: 680
    • Frags: +11/-0
  • fhhh
    • View Profile
Since the start of this thread ive learned to ctap using my mouse wheel


Kered13

  • Newbie
  • *
    • Posts: 10
    • Frags: +0/-0
    • View Profile
Alright, I have my proof-of-concept. I wanted it to time both the crouch time and the time between uncrouching and jumping, but the latter part proved harder than I expected because I couldn't find an additional animation event to hook into (doing either one individually would be easy, it's doing both at the same time that's hard). So this proof of concept only measures the crouch time.

I'd appreciate some help testing and improving this before I go posting it wider. If you'd like to help me out, here's how to install the timer:
-Paste this into your HudPlayerHealth.res.
-Paste this into your HUD animations file (usually either hudanimations_tf.txt or hudanimations_custom.txt).
-Either in-game or in your config, add this script or something similar:
Code: [Select]
alias +crouch "+duck; voice_menu_1"
alias -crouch "-duck; voice_menu_1"
bind shift +crouch

This will add a horizontal bar to your HUD. When you press shift (or whatever your crouch key is) this bar will start filling. When you release shift, the bar will stop. There is a line in the bar to indicate, in theory, the optimal time to release for a ctap (based on protist's post). Unfortunately the bar will reset when you press crouch again, so if you want to take a good look at it don't crouch in the air. The way this works, for the curious, is that opening and closing the voice menu trigger HUD animation events, and I use those events to start and stop the timer.

What I'd like to know is:
1. Is the timer accurate? I believe it should be since HUD animations are all client-side and don't rely on flaky wait commands.
2. Is the line accurate? Honestly I don't really think so, I'd really like feedback on if and how it should be adjusted. The ideal would be if you can do a perfect ctap and then take a screenshot of what the bar looks like.
3. Any other feedback or suggestions for improvements.
« Last Edit: April 15, 2016, 05:02:29 AM by Kered13 »


catfoosh

  • Proficient
  • ****
    • Posts: 366
    • Frags: +0/-0
  • brock is a weeb
    • View Profile

Vexon

  • needs to stop posting
  • *
    • Posts: 1289
    • Frags: +0/-0
  • :}
    • View Profile
I don't get why this is getting shut down. Seems like a great idea imo

Not bad, but just seems kinda like a waste of time. Learning ctaps doesn't take long if you actually sit down and try to learn them. Like every ctap thread, people just need to know its this simple:

Crouch
Let go of crouch
Jump
Crouch

All in rapid succession of course. If we spread the word, more people could totally get it easily. The problem isn't the timing as much, it's more that people don't actually know the key combination needed for a ctap.
5:01 PM - john | jump.tf: 👌


John

  • video games
  • Novice
  • **
    • Posts: 89
    • Frags: +421/-69
    • View Profile
And then you realize that jumping is ultimately a waste of time because it's not going to be productive to your future. We might as well stop now, right?

Let people do their own thing. If they want to do it, then let them do it. You are literally doing almost nothing, he's doing almost all the work- why does it matter to you that it's a waste of time? All you can do is advise him that it's a waste of time, and if he still wants to do it, support him rather than continuing to tell him stop.

I personally am interested to see this hud modification work because it seems like it'd be cool for some subset of jumpers who are better at learning visually.


catfoosh

  • Proficient
  • ****
    • Posts: 366
    • Frags: +0/-0
  • brock is a weeb
    • View Profile

plep

  • Advanced
  • *****
    • Posts: 639
    • Frags: +0/-0
  • hi
    • View Profile
yet we have plugins for other easy things like syncs and speedshots?

I agree there, anything helpful for new players to help them learn faster is always welcome.
That being said, I also agree with the fact that CTaps have such a tight timing that a timer would barely help (if it's even possible to create one precise enough).


Kered13

  • Newbie
  • *
    • Posts: 10
    • Frags: +0/-0
    • View Profile
I agree there, anything helpful for new players to help them learn faster is always welcome.
That being said, I also agree with the fact that CTaps have such a tight timing that a timer would barely help (if it's even possible to create one precise enough).
But the only way to find out is to test it. That's why I've asked people to try it out in my post above. HUD animations are client-side, so I think they will have consistent timing.


plep

  • Advanced
  • *****
    • Posts: 639
    • Frags: +0/-0
  • hi
    • View Profile
HUD animations are client-side, so I think they will have consistent timing.

That's a good idea, but it might be way harder to create than a server-side tool!
I can't wait to see that in action ;D


Kered13

  • Newbie
  • *
    • Posts: 10
    • Frags: +0/-0
    • View Profile
HUD animations are client-side, so I think they will have consistent timing.

That's a good idea, but it might be way harder to create than a server-side tool!
I can't wait to see that in action ;D
I posted it up here.

I don't have a video or anything to show it off, but it's easy to add and remove from your HUD. I'd appreciate any feedback you have.


finn

  • Newbie
  • *
    • Posts: 21
    • Frags: +0/-0
    • View Profile
it's not exact
in my exp, getting max distance also depends on the angle of your jump and the speed of your flick


finn

  • Newbie
  • *
    • Posts: 21
    • Frags: +0/-0
    • View Profile
it's not exact
in my exp, getting max distance also depends on the angle of your jump and the speed of your flick (for horizontal jumps)