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Half life blue shift mouse glitch
Half life blue shift mouse glitch





half life blue shift mouse glitch

However if you perform a circlejump backwards and release the S key just before jumping you get accelerated backwards. In the Orange Box engine you cannot perform normal circlejumps, because whenever you jump the ABH mechanic slows you down. You do not hold it whilst performing the mouse movements.) The circle jumping technique in Portal 2 involves the same mouse movements, but only holding one strafe key (i.e.

half life blue shift mouse glitch

Again, the speed you can get from a circle jump in GoldSrc increases with higher FPS values. This technique is the same in Source Engine, except in Half-Life 2 you'd also need to sprint to get even more speed out of it. Make sure you don't turn your mouse too fast or too slow as that will only slow you down. Imagine walking a curve and then jumping at the end of it. To perform a circle jump, you need to combine both forwards walking (W) and strafing (A or D), while also turning your mouse and then jumping at the right moment. By doing a circle-jump, you can get 480+ ups in only one jump, compared to 352 ups, the speed of a normal jump. More specifically, one will not properly accelerate if strafe key presses are exactly correspondent with the direction of mouse movements.Ĭircle jumping, also known as Acceljumping or Prestrafing is a way of gaining a lot of pre-bhop speed while on the ground, and then jumping.

half life blue shift mouse glitch

If you need to turn whilst at a speed over 300 ups, it's best to delay your jump in order to lose some speed (or redirect your velocity by circle jumping).Īnother main difference is that the most advantageous method for strafe synchronization in Portal 2 is slightly different from the most advantageous methods in other (Gold)Source games. You can still gain linear speed through well synchronized strafes and mouse movements. This is because of Portal 2's sv_airaccelerate value. In Portal 2, bunnyhopping is quite similar to the GoldSrc style the main difference is that you lose the ability to turn in the air at about 300 units per second (ups). If you want to get perfectly timed jumps you can use a console alias, however, speedruns using that fall into the scripted run category. While this method is not completely perfect, it's the best one for scriptless speedruns. Each “click” while scrolling the mouse wheel is an input, this enables you to send many jump commands in a short period of time allowing for more leeway in your timing. Since timing a jump via the spacebar can be difficult it's recommended to bind jump to your mouse wheel. When bunnyhopping, it's very important to time your jumps correctly, else you will lose speed if you stay on the ground long enough for the game to apply enough friction to slow you down. A way to bypass that is to use Duckroll as the ducking speed is not capped in the engine. If you exceed that speed, the game will simply slow you down on your next jump. In later versions, including the Steam version, bunnyhopping speed limit is capped to 544ups.

half life blue shift mouse glitch

In the WON versions of the game, up to version 1.1.0.8, you can gain speed until you reach maxvelocity, which is 2000ups. The amount of speed you gain increases if your fps is higher. It’s important not to hold forward, or it will not work. By doing this, you will gain speed upon every successful jump. if you strafe right, you turn your mouse right. In order to bunny hop in Half-Life and its expansions, you must strafe using the A/D keys while turning the mouse in that direction, i.e. Since Half-Life is based on Quake 1 Engine, this movement glitch has been carried over to GoldSrc. The first run to use bunny hopping was Quake done Quick Lite in September 1998. Bunny Hopping was discovered around 1997-1998 in Quake as an adaption of zig-zagging where being airborne did not cause any speed loss and additional jumps could increase the player's speed towards the engine limit.







Half life blue shift mouse glitch