Poll

Should the corner jumping bug be fixed?

Yes
No

Author Topic: Should the corner jumping bug be fixed?  (Read 1415 times)

Most of the people who want to keep the glitch are probably those starfishs that glitch up TDM map borders so they can snipe people.

Then we have to get rid of the jumping course gamemode. Ninja jumping or something
Oh forget, Badspot would have to remove something from the game because it's incompatible with an update intended to improve the game in other areas? He'd never do that!

cant someone use a server side mod to disallow people playertypes from jumping-per-second any faster then "whatever#"

it wouldnt even be noticeable by normal play, since a blockhead shouldnt normally be jumping any faster then he can land anyways.
There's a variable in the playertypes that is supposed to prevent jumping for a certain amount of time after landing, which would actually probably be a perfect fix, just set it to 100 ms or so. ...But it's broken. Changing it seems to have no effect whatsoever on the player's jumping mechanics.

There's a variable in the playertypes that is supposed to prevent jumping for a certain amount of time after landing, which would actually probably be a perfect fix, just set it to 100 ms or so. ...But it's broken. Changing it seems to have no effect whatsoever on the player's jumping mechanics.
It worked on my Titanic player type which is currently in use on Bones4's server.

One time I used the bug to stick to the wall in a building at a TDM near the ceiling. Pretty cheap tactic.

It worked on my Titanic player type which is currently in use on Bones4's server.
Huh. Can't tell what it's measured in, 40 is about the lowest number you can notice. Guess I was trying seconds earlier and it didn't work. Regardless, jumpDelay isn't what I thought it was, and only causes a delay between one jump and another as opposed to landing and jumping. Could still use it for this, but it'd be be pretty awkward to use, and you'd have to tune it for every player so it's not a great option.

Age of Time players interestingly enough have a recoveryDelay parameter which sets a delay between impacts and jumping again. Not exactly what we need but it would be useful in some circumstances if it were ported over. They also seem to have a delay between landing after using their grappling hook and jumping, but I'm not sure how that's handled, and experimentation with them in general has caused wildly varying results because I don't know all the details of how this stuff works.

If I were to guess at the nature of the issue, I'd say the game's method to detect if the player was on the ground occasionally forgets up for a single iteration, so some very brief delay between the engine detecting they're on the ground and actually allowing them to jump would probably take care of the problem.