Half Life 2 Bunny Hop Script

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Discoverer(s) Many
GamesHalf-Life

Half-Life: Blue Shift
Half-Life: Opposing Force
Half-Life 2
Half-Life 2: Episode One
Half-Life 2: Episode Two
Portal
Portal 2
Black Mesa

EngineQuake Engine

GoldSrc Engine
Old Source Engine
OrangeBox Engine
2011 Engine

Used in Every Half-Life 1 run

HL2DQ
HL2CR
HL2EP1DQ
BMDQ
Portal 2 Segmented WR

HL +2 ↺2 Half-Life; GB +1 ↺2 GameBanana; SWSH +3 Pokemon Sword & Shield; SMO +2 ↺1 Super Mario Odyssey; Celeste +1 ↺2 SSB4U +3 Super Smash Bros. (Wii U) OF +1 ↺2 Open Fortress; HL2 +2 ↺1 Half-Life 2; SRB2 +2 Sonic Robo Blast 2; SSBC +2 Super Smash Bros. Half-Life 2 is the sequel to Half-Life (duh), in which Gordon Freeman (the character you play as), has to fight his way out of the black mesa research facility after a science experiment goes horribly wrong. Half-Life 2 takes place an unspecified amount of years after Half-Life. This FAQ will list in detail the game script.

Bunny Hopping is a movement technique where the player can increase their speed by constantly jumping whilst air-strafing. It's the main movement method for GoldSrc Engine, Old Source Engine and Portal 2 speedrunning.

  • 3Source Engine 2004 (Half-Life 2)

Origin

Bunny Hopping was discovered around 1997-1998 in Quake as an adaption of zig-zagging where being airborne did not cause any speed loss and additional jumps could increase the player's speed towards the engine limit. The first run to use bunny hopping was Quake done Quick Lite in September 1998.Since Half-Life is based on Quake 1 Engine, this movement glitch has been carried over to GoldSrc.

GoldSrc

In order to bunny hop in Half-Life and its expansions, you must strafe using the A/D keys while turning the mouse in that direction, i.e. if you strafe right, you turn your mouse right. By doing this, you will gain speed upon every successful jump. It’s important not to hold forward, or it will not work. The amount of speed you gain increases if your fps is higher.

In the WON versions of the game, up to version 1.1.0.8, you can gain speed until you reach maxvelocity, which is 2000ups. In later versions, including the Steam version, bunnyhopping speed limit is capped to 544ups. If you exceed that speed, the game will simply slow you down on your next jump. A way to bypass that is to use Duckroll as the ducking speed is not capped in the engine.

When bunnyhopping, it's very important to time your jumps correctly, else you will lose speed if you stay on the ground long enough for the game to apply enough friction to slow you down. Since timing a jump via the spacebar can be difficult it's recommended to bind jump to your mouse wheel. Each “click” while scrolling the mouse wheel is an input, this enables you to send many jump commands in a short period of time allowing for more leeway in your timing. While this method is not completely perfect, it's the best one for scriptless speedruns. If you want to get perfectly timed jumps you can use a console alias, however, speedruns using that fall into the scripted run category.






Half-Life Bunny Hopping Tutorial - YouTube


Source Engine 2004 (Half-Life 2)

Half Life 2 Bunny Hop Script

In Half-Life 2, the Bunnyhopping is a whole lot different from the GoldSrc style. Airstrafing doesn't give you speed anymore, so the only way to gain speed is by continuously jumping.

Explanation

Half Life 2 Bunny Hop Script - Image Results

When you jump and hold W (forward), the engine adds a few additional ups (units per second) to your current speed. If you'll jump again as soon as you land, the engine won't get to reply the friction and slow you down from the previous jump, so the new jump will add up more speed again. This way, you can gain more and more speed each time you jump.

How-to

Half Life 2 Bunny Hop Script

Simply hold W (forward) and start jumping continuously. Make sure you time the jump rights and jump again as soon as you land. You can use an AutoHotkey Script to get perfect jumps.

Bunnyhopping is patched on the OrangeBox Engine, so Accelerated Back Hopping is being used instead.

Source Engine 2011 (Portal 2)

In Portal 2, bunnyhopping is quite similar to the GoldSrc style; the main difference is that you lose the ability to turn in the air at about 300 units per second (ups). This is because of Portal 2's sv_airaccelerate value. You can still gain linear speed through well synchronized strafes and mouse movements. If you need to turn whilst at a speed over 300 ups, it's best to delay your jump in order to lose some speed (or redirect your velocity by circle jumping).

Another main difference is that the most advantageous method for strafe synchronization in Portal 2 is slightly different from the most advantageous methods in other (Gold)Source games. More specifically, one will not properly accelerate if strafe key presses are exactly correspondent with the direction of mouse movements.

Circle Jumping

Circle jumping, also known as Acceljumping or Prestrafing is a way of gaining a lot of pre-bhop speed while on the ground, and then jumping. By doing a circle-jump, you can get 480+ ups in only one jump, compared to 352 ups, the speed of a normal jump.

To perform a circle jump, you need to combine both forwards walking (W) and strafing (A or D), while also turning your mouse and then jumping at the right moment. Imagine walking a curve and then jumping at the end of it. Make sure you don't turn your mouse too fast or too slow as that will only slow you down.

This technique is the same in Source Engine, except in Half-Life 2 you'd also need to sprint to get even more speed out of it. Again, the speed you can get from a circle jump in GoldSrc increases with higher FPS values. The circle jumping technique in Portal 2 involves the same mouse movements, but only holding one strafe key (i.e. you only press W to gain initial speed. You do not hold it whilst performing the mouse movements.)

In the Orange Box engine you cannot perform normal circlejumps, because whenever you jump the ABH mechanic slows you down. However if you perform a circlejump backwards and release the S key just before jumping you get accelerated backwards. You can get even more speed by starting to walk right before you jump. All of this combined can give you 700+ ups on your first jump.

Another way of gaining speed on the ground is to Wallstrafe, however you need to be close to a wall in order to perform it, which makes it often useless.

This article is a stub. You can help by expanding it.
Retrieved from 'https://wiki.sourceruns.org/w/index.php?title=Bunnyhopping&oldid=4477'
Learning to Bunny Hop?
Basics (Before you Start):
Hl2 bhop script(1) Bind Mousewheel to Jump...
NOTE:: THIS IS NOT A BUNNYHOP SCRIPT. THIS IS A BIND, WHICH BINDS YOUR MOUSWHEEL TO JUMP. THAT IS ALL.
Code:
//bhop
alias bhop 'bind mwheeldown +jump; bind mwheelup +jump; bind Space +jump; bind ALT norm'
alias norm 'bind mwheeldown invprev; bind mwheelup invnext; bind Space +jump; bind ALT bhop'
bind 'ALT' 'bhop'
This bind script is a toggle on/toggle off script. If your mousewheel up and down arent bound to inverntory next or previous then you should change anything which says invprev or invnext to your preferred button of choice found @ http://www.counter-script.net/index.php?id=35.
(2) This does not apply to most, but if your mouse scroll clicks when you use it, you may want to consider opening it up and removing the thing that makes it click. This will increase the number of +jump actions performed, enabling you to time the jump better.
(3) When attempting the bunny hop, you should only try it on a 100 tick server. It is almost impossible on a 30 tick and harder on a 66, so when starting out, I strongly recommend using a 100 tick server only.
(4) If you create your own server, server should be on completely default settings (sv_cheat 1 enabled if you want to noclip to the place you want to practice your bunny hopping at).
About the Jump:
(1) The most important thing about the bunny hop is your timing. If you cant time the jump right then you will never be able to make 2 consecutive hops.
Binding the mousewheel to jump helps with the timing. Every time you scroll, instead of activating the +jump action once like you do with the space bar, you activate it every time your mousewheel moves 1 notch. This is almost certainly more than 5 times with every spin, which greatly increases your chances of jumping at exactly the right time, when you hit the ground.

Bunny Hop Scripts

(2) When in the process of bunny hopping, you should never touch the forward button (normally 'W'). You should only use the strafe buttons, because then you have complete control of the character in the air. While holding strafe you can turn the character in the air (and, I'm not entirely sure if this is true, but I find that you jump further as well).
Mouswheel Technique:
The best technique which i have found with the new script, is to rock the mouswheel up and down on alternate jumps. Step by Step:

Bunnyhopping - SourceRuns Wiki

1) For the first jump, I rock the mousewheel down.
2) Without lifting my finger, for the second jump, I rock the mouswheel up.. etc etc.

Half-life 2 Deathmatch Bhop Script

This will create as many 'hits' of the +jump command as possible. It is also quite easy to get into a rhythm and you don't have to lift a finger.
Half Life 2 Bunny Hop ScriptThe Bunny Hop:
(1) Start by running forward. Jump using either space or mousewheel (it does not matter for the 1st jump).
(2) As soon as you take off, take your finger off 'W' and press on either 'D' or 'A'.
(3) If you use 'D' then start to turn the mouse so you are facing roughly 35 degrees to the right from your original running line (I'll call it North).
(4) As you come down to land, give the mousewheel a downward spin. This should cause you to jump as soon as you touch down (make sure you start the scroll just before you land). You will immediately take off again, with the same speed you started out with or faster if you timed it well.
(5) Once again, as soon as you have taken off, take your finger off 'D' and press down on 'A'. Then start to swerve the mouse 35 degrees to the left of North.
Once you have done this, you have successfully completed your first bunny hop. Don't feel frustrated if you don't get it 1st time, i know it's difficult and it takes long practice to perfect it.
(6) Repeat steps 3 to 5 and you will find that you can maintain a constant speed or even speed up.
| TIP | When swerving the mouse to the 35 degree angle, try and make it as smooth as possible. This helps with your timing as you can get into a rhythm.
Bunny Hop on a Slope:
When attempting this you must remember that, because of the slope, you will spend more time in the air. Therefore you must adjust your timing that you were using on the flats.
This is exactly the same concept as when bunny hopping on the flat. Do exactly as previously explained HOWEVER, you will find you will rocket if you time it well.