Half-Life: Perfect ~600 ups Longjump HD

23.06.2013
Even the best human players like quadrazid takes more than 2 seconds to make it to ~600 ups. With this script we achieve roughly that speed in 1.1 seconds. This is a demonstration by the Half-Life TAS Project Team. We used mathematics to generate a script that makes perfect longjump (aka acceljump, circle jump), or specifically, a longjump that has maximum possible acceleration. Note that 600 ups is not the maximum possible speed achievable by a longjump, but to achieve a speed beyond that requires longer time to strafe prior to jumping, effectively cancelling the benefits of having a higher speed. You may notice that the speed right after jumping is about 480 ups. This speed is specifically chosen so that the acceleration on the ground prior to jumping is exactly the same as the acceleration in the air after jumping. In other words, it is the critical speed where groundstrafe and airstrafe have the same acceleration. To jump at anything besides this speed can only mean lower overall acceleration and hence an imperfect longjump. The crazy "vibration" you see is a remarkable characteristic of perfect strafes.

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