Brain Dump
Maybe this format is more suitable for a wiki entry.
Movement Inputs (I)
The standard 4-way movement scheme..
Hold Left - Pawn Strafes Left
Hold Right - Pawn Strafes Right
Hold Forward - Pawn Moves Forward
Hold Back - Pawn Moves Backward
Hold Left & Right - Cancel Left/Right Movement
Hold Back & Forward - Cancel Back/Forward Movement
UT2004 Double Jump
1. Tap Jump
2. Wait for apex of jump
3. Tap Jump again to Double Jump
- Hard to time sometimes, maybe?
- Always used anyway?
- Could be mutated to add consecutive jumps.
Alternative Double Jump (I)
1. Double Tap Jump
2. Jump Higher
- Consistent with dodging mechanism.
- Still relies on timing, but the triggering mechanism changed.
- Two jump heights.
Not sure if a double tap jump is equally doable (thumb on spacebar/thumbjumping, quick enough?).
Alternative Double Jump (II)
- Remove double jump.
UT2004 Dodge (I)
1. Double Tap [Direction]
2. Pawn leaps in direction slightly faster (660.0) than GroundSpeed (440.0).
- Adds another dimension to movement prediction.
-- I assumed that's why the rocket launcher had the "fire one rocket on each side mechanism" if loaded with two rockets.
UT2004 Dodge + Jump
1. Double Tap [Direction]
2. Wait for apex of dodge
3. Tap Jump
- A variation of a double jump, but with directional velocity.
- Hard to time sometimes, maybe?
- Always used anyway?
Other Moves
Dodge Slide
1. Double Tap [Direction]
2. Hold Crouch/Duck before landing.
3. Pawn slides a bit on the ground upon landing.
- Stop sliding upon release of Crouch/Duck?
- Keep momentum on following up with a Jump?
- Cannot slide over water to stay true to the lore (Back to the Future).
Dodge Fly Kick / Hit someone in the face with weapon/something
1. Double Tap [Direction]
2. Hold Crouch/Duck within some peak/ascent and descent threshold (timing!)
3. Pawn animation leans back showing a fly kick
- Dodge this! HYA! *kicks*
- Effective at half the dodge distance / quick reaction to use.
Slide
1. While on a slope of some degree..
2. Hold Crouch/Duck then Tap Jump
- So, if player wants to crouch, can still do that.
- Jump had no previous function while crouching/ducking.
3. Activates pawn sliding down.
- Modal: Does not have to hold inputs down to keep sliding
- Can move to the sides.
Slide: Bonus
1. While sliding down..
2a. UT2004 Dodge
2b. Jump
- Have to dodge in the direction of momentum for best effect, could dodge sideways.
Antigravity
1. Fall from a great height..
2. Hold Crouch/Duck to smooth out descent.
3. Land softer.
- Could require a new resource (regenerative?), shared with sliding.
-- Resource only regenerates while grounded?
History: Boost Dodging
http://forums.epicgames.com/threads...odgejumping-and-it-isn-t-bouncejumping-either
Boost Dodging - inherit your current velocity when dodging off the ground. It was disabled in UT2004 by default, but the same mechanism is still there and used when dodging off walls while falling at a velocity of 100 or more. The stock mutator MutFastWeapSwitch would re-enable it ("UT2003 style fast weapon switching and boost dodging").