Author Topic: Anti-corner jump exploit.  (Read 2082 times)

So there is this infamous exploit where you jump in between two corner bricks and you can keep doing that until you get on top of the wall.

This can be prevented if there is delays in each jump. At least 5 seconds in between.

I don't know how to edit players as complicated as this. Can it be done server side or would it have to be edited in every individual playertype?

There's a value that playertypes can have called 'jumpdelay'. It's in milliseconds if I recall. 5 seconds is still a bit much though, most servers are able to prevent not just that but slope boosting by setting it to like, 1 second.

But yeah, it has to be on every individual playertype.

There's a value that playertypes can have called 'jumpdelay'. It's in milliseconds if I recall. 5 seconds is still a bit much though, most servers are able to prevent not just that but slope boosting by setting it to like, 1 second.

But yeah, it has to be on every individual playertype.
So are you saying that I can create a space program by setting this value to 1 or 0?

So are you saying that I can create a space program by setting this value to 1 or 0?
No.
It's already 0 by default. You can't jump if you're already off the ground, regardless of delay. This is why when your feet are touching the ground and head  touching a ceiling, holding space makes you jump every frame.

I am not so sure what the delay is in because I will set it to 100 and it feels more than 100 milliseconds for the timeout.

So are you saying that I can create a space program by setting this value to 1 or 0?
No, it's a weird timer for when the player is able to jump again off of a solid surface.

Setting it from 1-10 will stop the corner jumping

Setting it from 1-10 will stop the corner jumping

What's a good number to also stop bunny hopping.

Getting tired of people bunny hopping to try and not get hit by bullets.

What's a good number to also stop bunny hopping.

Getting tired of people bunny hopping to try and not get hit by bullets.
You kinda have to toy with the number, I think 150 is a good number, but I have not tested much, you will have to either decrease or increase

Instead of the delay is there a way to make the jumps look like it uses stamina instead? Similar to fuel jets?

Yea, jumpEnergy in the playerdata

If 10 milliseconds is all that was needed to prevent wall glitching why wasn't it default lol

Because Badspot does not care if you are wall glitching

If 10 milliseconds is all that was needed to prevent wall glitching why wasn't it default lol
It's definitely not enough. 10 milliseconds would actually be lower than default after looking into it.

Instead of the delay is there a way to make the jumps look like it uses stamina instead? Similar to fuel jets?
There's two values for this, jumpEnergyDrain and minJumpEnergy. jumpEnergyDrain is how much it drains by when you jump, and minJumpEnergy is the minimal amount of energy you need to jump.
The rechargeRate value is the rate at which energy refills. I'm not entirely sure on what it's based on.

jumpDelay is 3 by default, and not in milliseconds. It's in centiseconds. 50 would be half a second and it's enough.
« Last Edit: October 27, 2017, 03:01:27 PM by Shift Kitty »

Ahhh good to know it is in centi, I figured it wasnt milli

What's a good number to also stop bunny hopping.

Getting tired of people bunny hopping to try and not get hit by bullets.

you can bunnyhop in blockland?


THE MORE YOU KNOW

It's not legit bunny hopping and it's also not very useful. If you jump, your movement becomes predictable, and if you crouch you take 2.1x damage. If you jump and crouch, any semi-decent player will probably butcher you.
There's only one time you should ever crouch. When falling, or if you're going to take explosive (not direct) damage from a weapon not made by bushido. As you take reduced damage from that.