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Re: Strafe Jumping bots - good or bad?
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Maleficus
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Default Re: Strafe Jumping bots - good or bad? - 18-04-2005

Gates right in that its not easy to strafe jump in RtCW. Was playing Goldrush the night I created this poll, which was probably why it was on my mind.

To test how feasible it was, I coded a little speedometer that lets me see the speed of any client.

On nice, flat areas with stamina left - the bots can strafe jump perfectly.

With stamina gone, they still did a pretty good job, but the increase in speed was only about 20 or so map units per second faster than just normal running. Now that could be because I don't have them do that "circle strafe jumping" trick with their angles (which sounds like a pain to code for btw).

On maps with uneven terrain (like mp_beach), they could actually "lose" their path and get stuck on something, or waste precious CPU cycles "getting their bearings" again. Note tho - if the path system were extended and the waypointer was good, these mistakes could be reduced. But its more work for everyone to get it right.

I tested it with a low FPS and someone who doesn't know how to strafe jump well, and the bots actually out ran them, which I didn't like at all.

I've never seen pub players strafe jump much, just clan/trickjump players. Since Fritz is based on the pub server model, I'm wondering how much of a needed feature this is afterall. :-/
Perhaps just as a extra speed burst in critical situations (running from an enemy, escaping with the docs)??

The basic code is there, but there would be a LOT more work for me to do to get it right.


Quote:
Originally Posted by Denny
Just get the FG42 implemented, and i'll send you some roses....and a box of chocolates
Why Denny - what would my girlfriend say!!??


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