Yes, I'm getting tired of bounces too, but Vexon told me to write something. So we just found out that you can get decent consistency with bounce heights walking or standing and shooting straight down at the time (within a reasonable margin of error), but of course there is something more. When walking left, about 90% of the time, I'm within this margin, but every now and then, it will be off by 3.78 u/second velocity (somewhere close to this velocity - depends on the baseline velocities which are affected by the slight error I talked about above). I would imagine that this happens as well for the other types of walk-shoot bounces, but this was the only one I could really test. So, if anyone has any ideas as to why this happens, tell me now.
Bounces tested on ring 2nd last - walk left uncrouched shoot straight down and then crouch
ALSO IF ANYONE CAN DO BOUNCEHOP BONUS 2 I NEED YOU TO ADD ME AND I WILL DO TESTING ON YOU
Known walkshoot bounces:
Ring 2nd last left uncrouched into crouched bounce - 80%
Carrot 3 walk right uncrouched into crouched bounce - 40% - uncrouched bounce - 80%
Carrot 3 walk left uncrouched into crouched bounce - 40% - uncrouched bounce - 50-60%
tx_final 11 walk left uncrouched into crouched bounce - near 100%
tx_final 16 walk up&left uncrouched into crouched bounce - near 50% - kinda dumb
Spreadsheet of known walkshoot bounces:
https://docs.google.com/spreadsheets/d/1GZSyE016aL1KgOm67P0MC_vbetNuD7yAiuvFdcrN-_I/pubhtmlIf you find any more let me know