Difference between revisions of "Movement:Double Jump"

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The double jump is a name given to a quick series of two jumps.  
 
The double jump is a name given to a quick series of two jumps.  
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==Conditions==
  
 
* The second jump must be triggered within 400ms of the previous jump's execution
 
* The second jump must be triggered within 400ms of the previous jump's execution
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If you really care about why this is:
 
If you really care about why this is:
 
[[Movement:Velocity Versus Height|Velocity Versus Height]].
 
[[Movement:Velocity Versus Height|Velocity Versus Height]].
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==Applications==
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Double jumps can be performed in a variety of ways.  Some examples:
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* Jumping from a low area onto higher ground, thus enabling the second jump to occur quickly. Example 1: Jump onto the flat area below a ramp, then immediately jump into the ramp to trigger the second jump. Example 2: Jump onto a box top from the floor then jump immediately once more.
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* Jumping against low ceilings or overhead objects to force contact with the ground more quickly.  Example 1: Jump under a ramp (monkey_l pit, sd2 fr middle ramp), hit the underside of it and then bounce back into the ground, jumping again when touching the ground.
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* Jumping onto a ladder's lower rungs then immediately dismounting and then jumping again once hitting the ground.
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* Double jumps can be combined with bunnyhopping, concs and trimps to form very potent moves.

Revision as of 14:49, 4 October 2005

Content

The double jump is a name given to a quick series of two jumps.

Conditions

  • The second jump must be triggered within 400ms of the previous jump's execution
  • If, at the beginning of a regular jump, the player's Z velocity is u units per second, then the player's Z velocity should be 2*u per second when initiating a successful double jump.

Please note that doubling the Z velocity will not double the jump height, as gravity affects the calculations.

If you really care about why this is: Velocity Versus Height.

Applications

Double jumps can be performed in a variety of ways. Some examples:

  • Jumping from a low area onto higher ground, thus enabling the second jump to occur quickly. Example 1: Jump onto the flat area below a ramp, then immediately jump into the ramp to trigger the second jump. Example 2: Jump onto a box top from the floor then jump immediately once more.
  • Jumping against low ceilings or overhead objects to force contact with the ground more quickly. Example 1: Jump under a ramp (monkey_l pit, sd2 fr middle ramp), hit the underside of it and then bounce back into the ground, jumping again when touching the ground.
  • Jumping onto a ladder's lower rungs then immediately dismounting and then jumping again once hitting the ground.
  • Double jumps can be combined with bunnyhopping, concs and trimps to form very potent moves.