Yes I have googled multiple articles about air strafe code. But this one is the most useful one because it explains how the acceleration is applied in Source engine. Once you understand you should be able to implement it in Godot. Although the code example in the article is not perfect. So I just hard coded some conditions into it to make it feel like CS:GO movement.
$pivot is a spatial on the player's eyes, yes. Which has the camera hands gun as children.
For the mouse sensitivity, I was playing around with the stretch_shrink to give the game a "low res" look like those psx games, which affects mouse sensitivity. For it to remain the same speed I just multiply it by the stretch shrink factor.
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very slipery
hey how do you use html in godot? i cant do it it said there is not an html file but there is so how do i do that?
edit:Check my games pls
you didn't rename the html file for the game to index.html
bruh that was 51 days ago i already figured it out
can you make an actual map for the bhopping? because the bhop is pretty good actually
That was awesome! Makes me want to remake CS Source...
the bhoping feels like source engine games but surfing does not but this was a god prototype
What method did you use to make it so smooth?
Smooth in what way? You should get similar result if you followed other people's code
I meant like how it eases in and out just when pressing movement keys
https://pastebin.com/w8imw0nY
This is my code for movement. Feel free to ask any questions
Thanks, I'll give it a test soon.
I took a look at it and I do have a few questions.
When you say "You should get similar result if you followed other people's code" are you referring to a particular tutorial or guide?
What's $pivot? A spatial on the player's eyes?
Finally, what is mouse_sensitivity *= $"../../".stretch_shrink , why not just a export var int?
Yes I have googled multiple articles about air strafe code. But this one is the most useful one because it explains how the acceleration is applied in Source engine. Once you understand you should be able to implement it in Godot. Although the code example in the article is not perfect. So I just hard coded some conditions into it to make it feel like CS:GO movement.
$pivot is a spatial on the player's eyes, yes. Which has the camera hands gun as children.
For the mouse sensitivity, I was playing around with the stretch_shrink to give the game a "low res" look like those psx games, which affects mouse sensitivity. For it to remain the same speed I just multiply it by the stretch shrink factor.