Trickjumping in Firefights


(schmeisser) #1

I have seen a few really good players doing what can only be trickjumps during firefights. They seem to jump straight up, very high. I had thought most trickjumps require a slope to build up speed, or an accumulation of hops to get a lot of height. FF was on, and no explosions, so how do they do this? Conventional wisdom in most of the online ET strategy guides recommends avoiding jumps during 1 vs. 1 because you can’t jink while jumping, but I’ve had my ass kicked repeatedly by players who have mastered this jump and shoot technique. Another one I keep seeing is lightning fast prone drops. The wacky prone hitbox gives them an advantage at medium ranges. Is this a script? The basic keybind for prone doesn’t seem to allow you to go prone that fast. I watched one scary good rambo medic decimate my entire team on Fueldump using just these two basic techniques (plus amazing aim).


(SCDS_reyalP) #2

What mod ?

There is no faster prone script. What the model does, in any case, has pretty much nothing to do with the hitbox.

The highjump thing sounds really strange. Demo ?

There is another good reason not to jump while fighting. It makes the spread go huge (except for the unscoped rifles).

edit:
If you are playing on a shrub server, it could be one with double jump enabled.


(Mr_Tickles) #3

Yeah, I’ve seen people do the really fast prone thing… It’s really annoying :frowning:


(schmeisser) #4

I keep hearing that prone makes no difference to hitboxes, so how come a prone player is so much harder to hit? Is this just my imagination, or does my aim just suck? ( A distinct possibility!) The classic example is trying to hit a prone sniper with a movable MG42. The crosshair is on the sniper’s head, your pouring fire into him, with little or no effect. Wassup? I think it was a shub server. Sorry, no demo. It was just this one guy doing it, and he was overall extremely good, but not invincible. No aimbot suspicions. What’s a doublejump? How is it done?


(SCDS_reyalP) #5

You misunderstood what I was trying to say. Prone players are harder to hit, because they are a smaller target, and, except for recent etpro, the head hitbox is unpredictable.

What I was trying to say is that even if there were a script that made it look like they proned quicker (which is extremely unlikely), that wouldn’t have any effect on what the hitbox does when they prone. Also, there simply cannot be a script that makes the hitbox go prone quicker in shrub or ETmain, because it is already instant, and has always been.

re: double jump:
// g_misc (0) is a bitflag variable with the following properties.
// Add up the desired features and set g_misc appropriately to enable them:
// 1 - enable double-jumping. Players receive a boost in their jump by
// double-tapping the jump key.


(schmeisser) #6

Thanks SCDS, that must have been double jump I was seeing. He was jumping well above my head and fucking me all up, couldn’t get a bead on him. As for prone, it looks like a good technique at medium range. You can’t easily flank someone prone 50 yards away, and as you say, the hitboxes are sometimes bizarre.


(EvilBaga) #7

Taking out a proner with a mg-42 is not that hard. Use single shots.


(carnage) #8

i think you will find that the prone moddel take around a second to hit the ground, but the hitbox changes instantly witch normaly leaves players aiming for the top half of the proner and the bullets just go stright through