Bunny hopping
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Bunny hopping (or bunny jumping) is a term used in computer and video games to describe the movement technique of a player who travels across the game map by jumping repeatedly instead of running.
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[edit] Details
The term is most used in online first-person shooters to refer to act of pressing the jump key repeatedly while holding a movement key to move faster and evade attacks more effectively. By moving in a zigzag pattern while bunny hopping, the player becomes an even more difficult target. Ranged attackers trying to hit a bunny hopping player must lead their target and compensate their aim both horizontally and vertically. While a zigzag movement pattern may not to be the fastest way to get from one point to another (although in earlier, less refined games, it is[1]), many players feel that the protection provided by bunny hopping more than compensates for this disadvantage. Bunny hopping may also provide better movement control while in mid-air, especially after performing a trickjump.
[edit] Variations
Traditional bunny hopping is possible in QuakeWorld, Quake II, Half-Life, Team Fortress Classic, Warsow, Enemy Territory Fortress, Kingpin: Life of Crime and the Challenge ProMode Arena mod for Quake III Arena. The execution, effectiveness, and limits of bunny hopping varies across different game engines and mods. For example, in Team Fortress Classic, the way to begin the jumps is much different from Quake series: it begins by strafing, then aiming in the strafe direction, then jumping and so on. In Thief: The Dark Project, bunny hopping could be used to reach incredible speeds as your speed increased with each consecutive hop, enabling the player to outpace even the fastest of enemies. As a result, bunny hopping was removed in its sequels. In CPMA, one might do a regular strafe-jump, or a jump holding forward, then beginning to strafe. Bunny hopping backwards and sideways is possible in QuakeWorld, though the latter is very hard to master.
[edit] Use in tactical shooters
In the tactical shooter sub-genre, the lack of realism introduced by this ability is often compensated for by limiting the effectiveness of consecutive jumps or by the introduction of limited stamina. For example, in America's Army, every jump consumes a large portion of stamina (in comparison to sprinting, which consumes it at a slower pace), and lower stamina results in slower, smaller jumps, and less accuracy. Thus bunny hopping can still be seen in those games, but it is much less effective and therefore, less common. Another way of limiting this ability is to slow down movement speed after landing. This technique is used in later versions of Counter-Strike. It has also been implemented in Team Fortress Classic, so that touching the ground while the player's speed is 170% or more of the normal speed, the player's speed will be set to the normal maximum run speed.
Bunny hopping in Counter-Strike is still recognized to be a very useful skill once the exact timing of the jump button is mastered. It allows the player to become a very difficult target to hit from the enemy stand point. By jumping in the zig zag motion, the player can cut corners extremely fast also giving an advantage of surprise over the enemy. It can also be used to easily reach places usually not easily reachable by normal jumping such as some boxes in the bombsites of de_inferno. Bunny-hopping can also be achieved in Counter-Strike: Source, but is much harder to master and usually requires an initial boost of speed which can be attained by correctly bunnyhopping on an appropriate downwards slope.
[edit] Bunnyhopping in Quake engine games
Quakeworld, Counter-Strike, and Team Fortress Classic utilise the same engine, so the techniques used to perform bunnyhopping in these games are nearly identical, Quakeworld has pogo stick jumping, while in the other games you have to jump right as you hit the ground. An acceleration is experienced in-air while uniformly turning in the same direction as the player is strafing. The act of timing your jumps to the exact moment when you hit the ground prevents the player from decelerating to normal walking speed. The strafing should also be timed in a particular way to the jumping for greatest effect. Using this technique unbroken, allows a player to gradually accelerate to speeds many times the typical running speed.
The speed at which one can bunnyhop is effectively limited by the turning radius, if too sharp a turn is made at high speed, speed is lost. In the old versions of Counter-Strike, the degree to which a player can make sharp turns while bunnyhopping without losing speed is regulated by the sv_airaccelerate server value. This value could be set to 0 to disable bunnyhopping, and had a maximum effective value of 20.
Because of the incredible speed bonuses achieved by a competent bunnyhopper in Counter-Strike, many players considered the technique, although merely a clever exploit of the game's physics, to be a cheat. In its day many Counter-Strike demos were recorded to demonstrate its incredible effectiveness in the form of trick jumps. Huge jumps could be performed, such as from building to building on cs_assault (sometimes sv_airaccelerate would have to be modified to perform such jumps, to allow higher speeds to be attained with smaller turning radii).
Bunnyhopping/strafejumping in Quake III Arena (and Jedi Knight 2 - which uses the Q3A engine), is considerably less effective than in Quakeworld and is a much easier skill to master.
[edit] Bunnyhopping in the Battlefield Series
The exact purpose and benfits have evolved as EA has released patches and fixes for this exploit. Before a patch which disabled players being able to jump in a zig zag motion while also firing their weapon, which was eventually seen to as a form of cheating and also a kickable/bannable offense on servers depending on the owners of the servers preference. Players could jump round a corner, come across an enemy and begin to jump in a random direction while firing, some people viewed this as "unsporting" and "noobery", along with bunny hopping people and firing the weapon people would also prone in "mid air" which became to be known as dolphin diving.
EA has made attempts to reduce the use of this in Battlefield 2 and Battlefield 2142. With each jump a portion of your sprint stamina is reduced and a player is not able to fire while hopping. However, it still remains a very effective way to evade fire although very unrealistic.
Many servers attempt to place a count on the number of consecutive jumps to label it as bunny hopping. Other server administrators simply use their better judgement. Usually hopping specifically to evade oncoming fire is a kickable/bannable offense.
[edit] Bunnyhopping/Crouch-leaning in Soldier of Fortune 2
Although not considered as true bunnyhopping by many people, this technique, only possible due to the unique crouch-lean movement available in SOF2, is a mid-level technique specifically used by SOF2 players to take advantage of the hit box issues present with some weapons within the game (mp5, USAS, M590). These weapons, unlike the other weapons in the game calculate damage based on the location of a hit box, rather than the actual body, meaning that the actual target would not correctly match the visible model during leaning. By combining the traditional zig-zag pattern of bunnyhopping with a period of crouch-leaning after each jump, it was thus possible to combine this visual confusion with the drastic vertical and horizontal movements of bunnyhopping to greatly increase the difficulty involved in hitting a player. While with the increased vertical and horizontal changes possible with crouch-lean, this movement was also effective against the games other weapons, the effects were noticeably less disorienting. While attempts to fix this issue were attempted by several mods (most noticeably OSP), these fixes never smoothly solved the issue within the game, and no official fix was ever forthcoming from the games producer, Ravensoft.
[edit] See also
- Trickjumping
- Straferunning