Bhop/strafe mod



  • Like in quake, cs:s, cs:g, etc, Is it possible to make a mod that changes chivalry’s current movement system to allow bhopping/strafing. Or is the movement un-moddable.



  • I would guess its possible tbh, a long time back I suggested this was how Chivalry ctf would work using such movement.
    making movement a skill honed as it is in Q3. They could even use pmove 1 in a version of ctf for chivalry imo.



  • you probably have to re-write the movement code to do it



  • @loin:

    I would guess its possible tbh, a long time back I suggested this was how Chivalry ctf would work using such movement.
    making movement a skill honed as it is in Q3. They could even use pmove 1 in a version of ctf for chivalry imo.

    In quake you can use guns to get people who have flags but in chivalry if the person holding a flag is hopping 500 uu/s it would almost be impossible to catch up to him or kill him since you have to get close (Or if you are a pro archer). So I was thinking ffa for this mod. Unless the acceleration is like csgo or css then maybe



  • If you were a good strafe runner catching the fc would be achievable tbn. My q3loin quake3 video’s touch on strafing
    with pads. I suggested this years ago for Chivalry ctf, to use the Quake3 movement system of strafe running tbh.
    A list of my CTF suggestions and what it needs was ignored at that time. So I did not bother to even try ctf in
    this game after that. My udp reaches over 2000 in a big map. Imagine a defrag version of chivarly



  • @loin:

    If you were a good strafe runner catching the fc would be achievable tbn. My q3loin quake3 video’s touch on strafing
    with pads. I suggested this years ago for Chivalry ctf, to use the Quake3 movement system of strafe running tbh.
    A list of my CTF suggestions and what it needs was ignored at that time. So I did not bother to even try ctf in
    this game after that. My udp reaches over 2000 in a big map. Imagine a defrag version of chivarly

    Yes but imagine you strafing across the map 2000 udp, how would anyone get to you. It would be a bit unbalanced for ctf. It makes sense in quake since you have weapons like rockets and lasers to take down your opponents. Also I looked into AOCPlayerController and found movement section but there is also repliction and speed hack that that takes into account so it looks complicated



  • Well lets not forget everyone can build on strafe skills and reach the limit. It wouldn’t be long before Chivalry ctf caught on.
    I also think it could be limited to 1500 udp for Chivalry players equalling the playing field. Did you compare the code from
    both sections of movement in udk.exe and q3.exe? I’d also suggest the fc moved slower limited to 1000 udp. Makes for
    a good game were as the fc will need escorts etc, as you say and not run away to cap if to good a strafe runner



  • we could try it with ctf but for now I have to figure out how to port the movement into chiv. Also What is fc?
    Also I’m not even good at programming so this will not work out well :P



  • to fix CTF all you have to do is force the flag carrier to sprint slower



  • @zombojoe:

    to fix CTF all you have to do is force the flag carrier to sprint slower

    why did I not think of that. Good Idea



  • That’s what I suggested cheeky z.





  • Well I am not a mod maker type , its a pity you can’t change the tga files? It would be easier to take the graphics
    over to the existing q3 progam. Replace guns with what we have ie swords and bolt on the armour and hats.
    Or You could enlist a Chivalry mod maker to help you possibly if its just a code conversion of the movement
    routines into the udk? equivalents.


  • Developer

    I created a mod that adds in Tribes-style skiing. It was buggy, but it was kind of lazy port from an older UDK game mode of mine anyways (the first thing I ever did with UE3!). It’s definitely possible. Not easy, but possible.

    We also added in the ability to override pawn physics with script code (purely to mess around with mods; we’re not actually using this in Chivalry at all). Whether you’d actually want to go this far, I don’t know. In your pawn (derived from AOCPawn.uc):

    simulated event PerformCustomPhysics(FLOAT deltaTime, INT Iterations)
    {
       (do movement here)
    }
    

    Then at some point, do

    Pawn.SetPhysics(PHYS_Custom)
    

    to actually use that. I have a ridiculous, incomplete mod that adds in grapple hooks that uses this and I could put it up on GitHub if you really want to look at it. The skiing mod is in Github but it’s needlessly hacky and doesn’t use PerformCustomPhysics.



  • Very interesting tbh, I used to play as Sentinel In Tribes II, quite the marksmen and skier. Perhaps slightly less gravity
    on the jump would be worth a deeper analysis to you Op. Your fortunate Op that one of the Team has taken time
    to add his knowledgeable input here.



  • @CrustaceanSoup:

    I created a mod that adds in Tribes-style skiing. It was buggy, but it was kind of lazy port from an older UDK game mode of mine anyways (the first thing I ever did with UE3!). It’s definitely possible. Not easy, but possible.

    We also added in the ability to override pawn physics with script code (purely to mess around with mods; we’re not actually using this in Chivalry at all). Whether you’d actually want to go this far, I don’t know. In your pawn (derived from AOCPawn.uc):

    simulated event PerformCustomPhysics(FLOAT deltaTime, INT Iterations)
    {
       (do movement here)
    }
    

    Then at some point, do

    Pawn.SetPhysics(PHYS_Custom)
    

    to actually use that. I have a ridiculous, incomplete mod that adds in grapple hooks that uses this and I could put it up on GitHub if you really want to look at it. The skiing mod is in Github but it’s needlessly hacky and doesn’t use PerformCustomPhysics.

    Thankyou! I tryed to override the walking state and player movement function in playercontroller and it was getting confusing. Your code will help alot in understanding everything.


  • Developer

    @Glboom:

    Thankyou! I tryed to override the walking state and player movement function in playercontroller and it was getting confusing. Your code will help alot in understanding everything.

    Like I said, the jetpacking/skiing one is pretty hacky. The grapple hooking mod is less so and might be more helpful code to look at, but it is incomplete. I’ve put it up on GitHub:

    https://github.com/BradyBrenot/chivalry-ageofgiants

    Video of an early test (what’s on GitHub is slightly evolved from this): https://www.youtube.com/watch?v=UUN3hhLsGjI


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