I tried replicating air strafing in Godot.

I tried many guides on the internet but my result is just not satisfactory so I hardcoded it.

If anyone knows how to actually implement source code into Godot please let me know :C

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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...

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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.

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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.