- What permissions do you give others to modify and/or maintain your submission?
- Modify: YES - Maintain: YES - I give permission for my entire submission to be modified by others or used in their own work. I give permission for my entire submission to be maintained by others as well.
To be honest, I tossed this together out of curiosity, and it worked surprisingly well, so I'm publishing it to make your netgame life a bit easier.
Using considerably modified code from the Auto-Jump script by Gouldron, I added an input buffer to landing, and made it so that the player's ping (Translated from milliseconds to tics) is added onto it.
Hopefully, you won't be losing any momentum to ping spikes anymore.
If you want more of a buffer than just your ping counter, use the console command $buffer <number>
Considering making an edit of Jump Leniency to add configurable, ping-affected coyote time (EDIT: Apparently it already is ping-affected! Go download Jump Leniency, it's really good), or perhaps making an edit of ApplyMomentum, but I'm not quite sure how to balance either out so that players don't just max their values out for a huge competitive edge. At least here, having the equivalent of autojump is still essentially an accessibility feature. Feel free to share thoughts on how that could be handled.
Once again, thanks to Gouldron for the code I based this on, and thanks to Sylve for helping me figure out how to detect when a button is pressed but not held.
Using considerably modified code from the Auto-Jump script by Gouldron, I added an input buffer to landing, and made it so that the player's ping (Translated from milliseconds to tics) is added onto it.
Hopefully, you won't be losing any momentum to ping spikes anymore.
If you want more of a buffer than just your ping counter, use the console command $buffer <number>
Considering making an edit of Jump Leniency to add configurable, ping-affected coyote time (EDIT: Apparently it already is ping-affected! Go download Jump Leniency, it's really good), or perhaps making an edit of ApplyMomentum, but I'm not quite sure how to balance either out so that players don't just max their values out for a huge competitive edge. At least here, having the equivalent of autojump is still essentially an accessibility feature. Feel free to share thoughts on how that could be handled.
Once again, thanks to Gouldron for the code I based this on, and thanks to Sylve for helping me figure out how to detect when a button is pressed but not held.