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Can you bhop any surface with a teleheight of 1?

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Syro

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Do I need to have a specific height to start from (like bounces)?


pants

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You can yes. But like a bounce you want to give the player some way to start from a specific height so that its not 'random'.

In short, use any height from the bounce tables that lets you land un-crouched. You can also use an edgebug to set your vertical velocity to 0, so that's another way to set up a pretedermined bounce height with the player moving (with un-crouched and crouched edgebugs counting as walk off and crouch-walk off respectively for the bounce table).

Table linky: https://docs.google.com/spreadsheets/d/1754Fxe11xqkdmFGEV7F0RF3iCiifgQ7Aofo2FpgiWO8/edit?pli=1#gid=0


Syro

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You can yes. But like a bounce you want to give the player some way to start from a specific height so that its not 'random'.

Okay cool, thank you!


Washed up hack

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To add onto his question, whats the highest tele unit you can bounce on. I would think it's 1 but you can bounce on the one pogo jump on aurora and im pretty sure bcheck says its 2. Also are there any heights that would force the player to do a random bhop so that you couldn't jump/walk off etc, like normal, or have an angled bhop?
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RNC1839

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To add onto his question, whats the highest tele unit you can bounce on. I would think it's 1 but you can bounce on the one pogo jump on aurora and im pretty sure bcheck says its 2.

2 is technically correct. But it only applies to 18 bounce heights that I know of. And those are all ceiling smash heights where the raw zloc is a whole number. 597 (uncrouched) for example. Why do these heights work? Probably some rounding error. Also the reason it's only technically correct is because it's really like 1.99999...

Also are there any heights that would force the player to do a random bhop so that you couldn't jump/walk off etc, like normal, or have an angled bhop?

A lot. Pick a number, ctrl + f the spreadsheet, if it's not there, then there you go.


Syro

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To continue my string of questions, when I'm setting up a bhop or bounce, do I measure to the trigger or do I measure to the surface?

i.e.: Should my beginning platform be [ x ] units above the trigger, or [ x ] units above the surface that the trigger is over?


pants

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Measure to the top of the physical floor.

I tend to make temporary brushes to measure the distances (helps if you have multiple brushes or a roof gap to the bounce height), you can also make a nodraw texture brush and make it a func_illusionary and use it as a measuring device.


RNC1839

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Measure to the top of the physical floor.

I tend to make temporary brushes to measure the distances (helps if you have multiple brushes or a roof gap to the bounce height), you can also make a nodraw texture brush and make it a func_illusionary and use it as a measuring device.

Yep top of start plat or bottom of start ceiling to top of bounce plat.

Also tools/skip is way better. It doesn't get complied by VBSP so it'll only be in your vmf (unless you use it with hint like it was meant to be used, then it can be decompiled).


pants

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Yeah that's probably a better way, I also have the bad habit of deleting my measure blocks right away too  :-\


Syro

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Thanks guys for the help! I thought it would be harder to create.