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Games - Bunny hopping


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.

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. Although a zigzag movement pattern may not to be the fastest way to get from one point to another, many players feel that the speed boost and 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.

Variations

Traditional bunny hopping is possible in QuakeWorld
, Team Fortress Classic
, Warsow
, Enemy Territory Fortress
, Kingpin: Life of Crime and the CPMA
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 CPMA, one might do a regular strafe-jump
, or a jump holding foward, then beginning to strafe. Bunny hopping backwards and sideways is possible in QuakeWorld, though the latter is very hard to master.

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
, and seems to have completely removed the use of Bunny hopping in this game. It has also been implemented in Team Fortress Classic
, to 170% of the normal speed. While bunnyhopping, this may not be noticeable, but when landing after a conc jump
, this will show.

==Bunnyhopping in Quake engine
games== Quakeworld and older versions of Half-Life, Counter-strike, and Team Fortress Classic
utilise the same engine, so the techniques used to perform bunnyhopping in these games are identical. 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 deccelerating 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 (5x-10x possible). However true mastery of the technique requires weeks of practice.

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.

[ Visit the complete Wikipedia entry for Bunny hopping ]


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