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Prevent strafe jumping/bunny hopping

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    Prevent strafe jumping/bunny hopping

    So I've noticed that it's possible to time jumps in ue4 where it seems to register has landed before you actually land or you register friction slowing you down.

    So if you are say using a dash or something where you are moving faster then base walk speed you can jump and keep your speed.
    Anyone have a creative way that will work in multiplayer to prevent this?

    this is further complicated that you have multiple jumps so it's not as easy as making jump only available if at or less then base speed.

    Ideally it would mean jump if walking is only available at base or less but if not walking there is no prevention .. Help
    Me out thinkers
    Inphidel / Brian - Developer of Ultraball
    http://www.ultraballgame.com

    Don't shy away from bugs in your game. Don't play it as intended. Break your game so you can fix it!

    #2
    If is jump is available true and walking and speed <= base speed or is not walking and jumps < max jumps

    On jump set jump available false

    On landed .2 delay set jump available true?

    Theoretically if replicating is right then your only constraints are you can jump in air as long as jumps are available but once landed you have to be your base soeed and have waited the short delay. Hmm
    Inphidel / Brian - Developer of Ultraball
    http://www.ultraballgame.com

    Don't shy away from bugs in your game. Don't play it as intended. Break your game so you can fix it!

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