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Legacy:Movement Metrics (UT2003)

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Distances that the player in UT2003 can jump or dodge. All units are UU.

Many of these have been determined from a mutator written by Wormbo, which displays statistics about the distances heights and speeds gained during gameplay.

Good maps to test on are BR-Anubis (because it has nice open and flat areas), DM-Asbestos (the boost dodge) and on W's very own DM-Cube16-][ ;) (more space than on Anubis and better wall dodge environment)

Jump Stats Mutator (make sure you read the readme and don't blame me if it blows up your computer ;))

Abbreviations

Jump from the ground
Dodge from the ground
DJ 
Double Jump
WD 
Wall Dodge (90° away from the wall. When dodging 45° away from the wall you can get about 15% better distances when combined with jumping along the wall.)
IJ 
Impact Jump
ID 
Impact Dodge (like Impact Jump, but instead of the jump a dodge is performed)
IWD 
Impact Wall Dodge (a wall dodge boosted by the shield gun)
BD 
"boost dodge" / "boost jump" (a jump and a wall dodge at the same time; only really "boosts" in UT2003)

Without Any Modification

The following values have been gathered without any speed/jump modifying additions, i.e. default gravity, no adrenaline combos and no physics-altering mutators.

Without Shield Gun

Move Height Distance Notes
J 53 UU 315 UU
D 18 UU 338 UU
J, DJ 119 UU 603 UU
D, DJ 87 UU 693 UU
J, DJ, WD 141 UU 462 UU
J, WD, DJ 132 UU 766 UU

EntropicLqd: Is 2K3 VASTLY different from 2K4? I've put a small map together that relies on a specific jump not being possible. I'm currently clearing a distance of 1184UU with a J, WD, DJ combination.

Wormbo: We may have to start Movement Metrics (UT2004). Differences in the walldodge implementation cause all values for walldodges and boostdodges in UT2003 to be quite a bit larger than in UT2004. The boostdodge has been degraded to a regular walldodge now because it nolonger adds the upward velocity of the jump to the doding velocity.

EntropicLqd: Would seem sensible. I'll have a play this weekend and try and get some provisional figures down. It'll be interesting to see how your mutator values line up with my own testing. We might need a caveat around the player collision allowing the player to actually jump longer distances. My impact jumping is pretty poor though.

GRAF1K: Groundspeed is apparently increased as well. Should the UT2004 metrics page duplicate the metrics unchanged since UT2003 or reference this page?

EntropicLqd: I would prefer all the unchanged (if any) metrics to be duplicated. It keeps all the metrics for each version of ther game in one place which is a bit simpler for the users.

Shield Gun Jumps

Shield Gun aimed straight down for maximum height 
|^ Move |^ Height |^ Distance |^ Notes |
| IJ |> 441 UU |> 858 UU | |
| ID |> 284 UU |> 1073 UU | |
| IJ, DJ |> 509 UU |> 1107 UU | |
| ID, DJ |> 363 UU |> 1367 UU | |
| IJ, DJ, WD |> 496 UU |> 878 UU | |
| IJ, WD, DJ |> 575 UU |> 1395 UU | |
Shield Gun aimed 45° down on ground or at a wall for maximum distance 
|^ Move |^ Height |^ Distance |^ Notes |
| IJ |> 392 UU |> 1157 UU | |
| ID |> 172 UU |> 1278 UU | |
| IJ, DJ |> 454 UU |> 1476 UU | |
| ID, DJ |> 421 UU |> 1839 UU | |
| J, IWD, DJ |> 262 UU |> 2020 UU | |
| J, DJ, IWD |> 281 UU |> 1580 UU | |

Special trickjumps

Funky moves for extra distance or in special situations.

Move Height Distance Notes
BD 140 UU 836 UU more common distances are around 750-780 UU
BD, DJ 210 UU 1168 UU more common distances are around 1000-1060 UU

Please suggest others and describe them a bit.


Kerlin: Speed Adrenaline modifies all of these, doesn't it? Ugh. Not to pile on more work or anything. :)

Wormbo: The Speed combo increases speed and jump height, so expect huge leaps in combination with impact jumping or other special combinations. I'll see about that right now, thanks for the reminder. :)


With The Speed Combo

set ComboSpeed AdrenalineCost 0 gives enough time to test these jumps. :)

For some reason impact jump with the speed combo result in less height that normal impact jumps.

Without Shield Gun

Move Height Distance Notes
J 134 UU 674 UU
D 22 UU 425 UU
J, DJ 284 UU 1101 UU
D, DJ 173 UU 1359 UU
J, DJ, WD 325 UU 1073 UU
J, WD, DJ 337 UU 1711 UU

Shield Gun Jumps

Shield Gun aimed straight down for maximum height 
|^ Move |^ Height |^ Distance |^ Notes |
| IJ |> 337 UU |> 1055 UU | |
| ID |> 304 UU |> 1513 UU | |
| IJ, DJ |> 484 UU |> 1517 UU | |
| ID, DJ |>  ??? UU |>  ???? UU | |
| IJ, DJ, WD |>  ??? UU |>  ???? UU | |
| IJ, WD, DJ |> 572 UU |> 2059 UU | |
Shield Gun aimed 45° down on ground or at a wall for maximum distance 
|^ Move |^ Height |^ Distance |^ Notes |
| IJ |> 290 UU |> 1568 UU | |
| ID |> 224 UU |> 1793 UU | |
| IJ, DJ |> 484 UU |> 2277 UU | |
| ID, DJ |>  ??? UU |>  ???? UU | |
| J, IWD, DJ |> 439 UU |> 3224 UU | PH34R! 
D
| J, DJ, IWD |>  ??? UU |>  ???? UU | |

Special trickjumps

Funky moves for extra distance or in special situations.

Move Height Distance Notes
BD 248 UU 1503 UU
BD, DJ 394 UU 2287 UU

All units are UEd3.0 units:

  • jump in length: 256 units (with speed, 768 units)
  • double-jump: 512 units (with speed 1152 units)
  • combo dodge/jump: 768 units (with speed 1280 units)
  • jump in height: 64 units (with speed 128 units)
  • double-jump in height: 128 units (with speed 256 units)
  • maximum height without taking damages: 768 units
  • dodge distance: 320 units (with speed 448 units)
  • wall dodge: 448 units (with speed 832 units)
  • wall-dodge/jump: 832 units (with speed 1600 units)
  • vertical shieldjump: 512 units (with berserk 1152 units)
  • horizontal shieldjump: 1024 (with speed 1280 units)
  • size of a character: 96 units (duck: 56 units)
  • minimal heights of a ceiling: 160 units (224 units for double* jump)
  • maximum height for a stair step: 40 units

Gui: Thx to Switch for the datas concerning shieldjumps and to Lord Simeon for the duck thing. Also, Qbic has posted some additionnal infos on BuF, but I didn't test them; here they are:

-dodgejump sideways while running forward: 832 (with speed, 1520)-

Related Topics

Comments

Foxpaw: Some information about the Karma units would be a useful addition. To figure them out you may have to make a script to move two objects in sync, one with regular physics and one with Karma physics. That's just an idea as to how it might be measured, if anyone was willing to do the "grunt work" of figuring out the conversions it would be very useful.