I tried to use "bind mwheeldown +cmd_jump", but it didnt work...

I thinked it was a bug, but the player "asda" said that mwheeldown is blocked, because you (the devs) was Quake3-Jumpers (or something like it), and in quake3 is it blocked well...

the reason was "it makes stair jumps easier"

but this reason is in projectrik useless, u can hold space to make stairjumps... so is their a reason why its blocked in projectrik?


ps: pls note im not familar with quake3-jumping

Well you can buffer the jump (pressing it while mid-air will make you jump as soon as you touch the ground) so there is no use in binding it to mwheeldown apart from maybe not having a well timed jump and screwing over your speed and also Quake3-Jumpers are called Defragger i think from the game mode Defrag

it would be nice for the surfers/bunnyhoppers of css/csgo

We use mwheeldown to jump, its really strange feeling if u jumped years with mwheeldown and change it from one day to other...

ok for u is it useless, but why is it blocked? I think the block is useless

it would be nice for the surfers/bunnyhoppers of css/csgo

We use mwheeldown to jump, its really strange feeling if u jumped years with mwheeldown and change it from one day to other...

Hey :)

I don't think you'd be able to play properly using the mouse wheel for jump in RIK. Some things like doublejump and alike, rely on you HOLDING the jump key down. If you were to use the mouse wheel, then there would be no permanent "down" state, just quick "moments" where it would be down, and meanwhile it'd be in the "up" state.

  • Doublejump would not be possible
  • General jumping on the ground would be far less reliable in RIK compared to using the normal way of holding down a button before you land. You'd very likely end up losing speed.
  • Stairs would probably have the same problem, same goes for misc walljumps and ramps.
  • Possibly other negative consequences to other tricks and alike.

This is all assuming you wouldn't constantly scroll the mouse at a speed so that the game wouldn't recognize the "up" states.


Edit: as I thought, it's not blocked. It's just how the key registering and jump handling works. Which could be worked around I guess, but we're still stuck with the above reasons that aren't really quite as work-around-able.

So yeah, I fully understand the being-used-to-it argument. But sorry, I don't think there's much to be done here aside from trying to get used to space, or one of the mouse buttons possibly. At least not for the time being.

I'm also a bhopper but sadly you'll have to get used to it since you can't play the game properly with it

@Framzo, @DInius

I know about the special jumps and wanted to use space for it U can bind the same command for more then just one key...

I use the philosophy that everything "is free", so it should be free to use, if someone want to jump in this way - why not?

But If you think its not a good idea, I will learn the standard way...

@Framzo, @DInius

I know about the special jumps and wanted to use space for it.
You can bind the same command for more then just one key...

I use the philosophy that everything "is free", so it should be free to use, if someone want to jump in this way - why not?

But If you think its not a good idea, I will learn the standard way...

@Framzo, @DInius

I know about the special jumps and wanted to use space for it.
You can bind the same command for more then just one key...

I use the philosophy that everything "is free", so it should be free to use, if someone want to jump in this way - why not?

But If you think its not a good idea, I will learn the standard way...


ps: im already jumping with mwheeldown in projectrik, today I will learn to jump only with space...

@JumpOverTheRainbow if it was unlocked it wouldnt work. So, it isnt locked just because, its locked because it wouldnt work.

Currently to climb stairs you need to hold space, You cannot hold the mouse wheel down, rather spin it really fast. This would send the jump command several times rather than being a held key. The game would receive this:

Normal Key:
[JUMP]--------------------------------------------------------------------------------------------------[JUMP]

MouseWheel:
[JUMP][JUMP][JUMP][JUMP][JUMP][JUMP][JUMP][JUMP][JUMP][JUMP][JUMP][JUMP]

So the problem is you wouldnt be able to do the tricks you need to do. The special key is a different key and does other things, so this wouldnt allow you to climb stairs.


Unfortunately i think what your asking for is not possible at the moment. I would honestly try get used to using space or another key, youll probably be able to transition really quickly.




And again, I'd like to stress the fact, that it's not DISABLED. There's no code saying to prevent jump bound to mousewheel in RIK. It's the whole WAY the system is built around it, that makes it not work properly. If I could just change a single line of code and enable it, I of course would, even if it wouldn't do you all that much good. But the fact is that I'd have to rewrite large portions of the code, or create some weirdo workarounds for this to work even remotely OK, as things are now. :)

lol?

It is possible i used yesterday the key F to jump... with joy2key i sett mwheeldown as the key f...

it worked...

hehe, I was thinking to suggest something like that earlier, but figured it would be better to encourage the use of the other keys. This still doesn't change my point though. It's about how the game handles that input. The way you did it, the game simply think's you're pressing the F key quickly.

"t's about how the game handles that input." OK. Sorry that I asked^^ didnt know...


will learn the normal way at now

"It's about how the game handles that input." OK. Sorry that I asked^^ didnt know...


will learn the normal way at now

hehe, kewl :)

To put it differently: the game doesn't handle key inputs and mousewheel inputs the same way. It could naturally be changed/"fixed", but due to all the reasons mentioned, I don't feel it's worth spending time on. At least not right now.