Super Bounce: Difference between revisions

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Super Bounce is the first of the {{powerups}} powerups in Fortress Blast. It operates by "bouncing" a player in the air whenever they touch the ground--with the same amount of velocity they had falling. This allows players to bounce around the map, bunny hop, and many other movements the enemy may not expect, or to get to places not usually accessible by their class.
Super Bounce is the first of the {{powerups}} powerups in Fortress Blast. It operates by "bouncing" a player in the air whenever they touch the ground--with the same amount of velocity they had falling. This allows players to bounce around the map, bunny hop, and many other movements the enemy may not expect, or to get to places not usually accessible by their class. Fall damage will also be blocked during this time, since you are bouncing and not crunching.


== Development information ==
== Development information ==
The player's velocity is stored once per tick while in the air, but within the first frame of touching the ground, the player's stored velocity will be inverted (downwards is negative velocity, which is inverted to upward velocity), and added. This will not happen if the player's velocity is less than -250 due to the vertical velocity required to leave the ground--the player may get stuck otherwise. This does currently have the issue of only being able to jump 2 or 3 times before not bouncing anymore--it's an issue being looked into in the long-term.
The player's velocity is stored once per tick while in the air, but within the first frame of touching the ground, the player's stored velocity will be inverted (downwards is negative velocity, which is inverted to upward velocity), and added. This will not happen if the player's velocity is less than -250 due to the vertical velocity required to leave the ground--the player may get stuck otherwise. This does currently have the issue of only being able to jump 2 or 3 times before not bouncing anymore--it's an issue being looked into in the long-term. Fall-damage is delivered by worldspawn and not by the player, which is why damage from entity 0 is blocked while using Super Bounce. However, since trigger_hurt damage (i.e. hazards) is also from worldspawn, damage is only blocked if it less than 100 damage in total. This does still mean that slow hurts like Purgatory will be blocked with Super Bounce, and that large amounts of fall damage (like when playing as Saxton Hale) will not be blocked with Super Bounce. It is planned for the future to have a way to seperate fall damage and hazard damage.

Revision as of 23:46, 23 November 2019

Super Bounce is the first of the 17 powerups in Fortress Blast. It operates by "bouncing" a player in the air whenever they touch the ground--with the same amount of velocity they had falling. This allows players to bounce around the map, bunny hop, and many other movements the enemy may not expect, or to get to places not usually accessible by their class. Fall damage will also be blocked during this time, since you are bouncing and not crunching.

Development information

The player's velocity is stored once per tick while in the air, but within the first frame of touching the ground, the player's stored velocity will be inverted (downwards is negative velocity, which is inverted to upward velocity), and added. This will not happen if the player's velocity is less than -250 due to the vertical velocity required to leave the ground--the player may get stuck otherwise. This does currently have the issue of only being able to jump 2 or 3 times before not bouncing anymore--it's an issue being looked into in the long-term. Fall-damage is delivered by worldspawn and not by the player, which is why damage from entity 0 is blocked while using Super Bounce. However, since trigger_hurt damage (i.e. hazards) is also from worldspawn, damage is only blocked if it less than 100 damage in total. This does still mean that slow hurts like Purgatory will be blocked with Super Bounce, and that large amounts of fall damage (like when playing as Saxton Hale) will not be blocked with Super Bounce. It is planned for the future to have a way to seperate fall damage and hazard damage.