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Strafing (video games)

Strafing in video games is a maneuver which involves moving a controlled character or entity sideways relative to the direction it is facing. This may be done for a variety of reasons, depending on the type of game; for example, in a first-person shooter, strafing would allow one to continue tracking and firing at an opponent while moving in another direction.[1]

Etymology edit

Strafing is the military practice of attacking ground targets from low-flying aircraft using aircraft-mounted automatic weapons.

The word is an adaptation of German strafen (pronounced [ˈʃtʁaːfn̩] ), to punish, specifically from the humorous adaptation of the German anti-British slogan Gott strafe England (May God punish England), dating back to World War I.[2][3][4]

Techniques edit

Circle strafing edit

 
The blue player circle strafes counterclockwise around their red adversary, while firing continually. Red, unable to keep track of the moving blue player (and failing to lead the target), misses their shots.

Circle strafing is the technique of moving around an opponent in a circle while facing them.[5] Circle strafing allows a player to fire continuously at an opponent while evading their attacks. Circle strafing is most useful in close-quarters combat where the apparent motion of the circle strafing player is much greater than that of their stationary enemy, and thus the chance of making the enemy lose track of their target is higher[6] and/or the enemy is required to lead the target when firing. The effectiveness of circle strafing is mitigated when the opponent's weapon fires projectiles that travel instantaneously (also referred to as a hitscan weapon), or fires at a high rate, e.g. with a machine gun.[7]

Circle strafing is especially effective when lag negatively affects the players' ability to hit their target. When latency is high and the game does not have client-side hit detection, this can lead to two players circling each other, both missing all their attacks.[8]

Many shooters will allow players to aim down the sights of a gun or use a scope, usually exchanging movement speed and field of vision for greater accuracy. This can make a player more vulnerable to circle strafing, as targets will pass through their field of vision more quickly, they are less capable of keeping up with a target, and their slow movement makes dodging more difficult.[9]

Strafing in melee combat edit

Circle strafing has also spread to some 3D action and adventure video games that involve melee combat. Circle strafing in melee combat can be made easier with a lock-on system that snaps the camera's (and the player character's) focus on one particular target, guaranteeing that most of the player character's attacks will land a direct hit on the target. It enables the player character to concentrate on moving around the enemy to dodge their attacks while staying automatically focused on the enemy. This can be a crucial strategy against bosses and powerful enemies, and is notably employed in many The Legend of Zelda titles, starting with Ocarina of Time.

Strafe-running edit

 
A diagrammatical explanation of straferunning

Particularly in early first-person shooters, strafe-running (known as speed-strafing among players of GoldenEye 007 and Perfect Dark, and as trichording among players of the Descent series) is a technique that allows a player to run or fly faster through levels by zig-zagging (moving forwards and sideways at the same time).[6] The game combines these actions and the player achieves roughly 1.4 (square root of 2) times the speed they would moving in a single direction. The method used by the game can be demonstrated using vector addition. Pathways into Darkness was one of the first games to allow strafe-running. However, strafing was available as early as 1991 in Catacomb 3D and became even more popular in 1992 in Wolfenstein 3D.[10]

The games in which strafe-running can be employed treat forward motion independently of sideways (strafing) motion.[11] If, for each update of the player's location, the game moves the player forward one unit and then moves the player to the side by one unit, the overall distance moved is  . Thus, in games with such behavior, moving sideways while simultaneously moving forward will give an overall higher speed than just moving forward, although the player will move in a direction diagonal to the direction being faced. This feature is even more enhanced if moving along three axes (e.g. forward + left + up), providing   (roughly 1.73) times greater speed, in games such as Descent.

This technique is not possible in all games; modern game engines make it very easy for game developers to clamp the player's speed and acceleration to a uniform maximum when moving in any direction.[12][13]

Strafe-jumping edit

Strafe-jumping is a technique used to increase a player's movement speed in computer games based on the Quake engine and its successors, most of which are first-person shooters, by jumping and turning one direction or the other with the mouse and using the strafe keys.[14]

History edit

Strafe-jumping was a result of a bug in the code base of the 1997 first-person shooter video game Quake II. In sequels it was decided to be kept intact,[15] as it had become a standard technique used by players. The exploit relies on an oversight in acceleration and maximum speed calculation: when pressing a movement key, the game adds an acceleration vector in that direction to the player's current velocity. When the player has reached a maximum speed value, further acceleration is prevented. However, the movement speed limit is only applied in relation to the acceleration vector's direction and not the direction of the overall velocity, meaning that precisely manipulating the angle between overall velocity and this acceleration vector lets the player break the intended speed cap.[16]

Method edit

Strafe-jumping requires a precise combination of mouse and keyboard inputs. The exact technique involved depends on the game in question. In several games, there are entire maps devoted to this, much like obstacle courses.

The controls are typically as follows:

  1. The player holds the move forward key, accelerating to the maximum walking speed.
  2. The player jumps and simultaneously starts holding either the strafe left or the strafe right key.
  3. While airborne, the player moves the mouse slowly in the direction they're strafing. This turns the character and directs the acceleration to an angle that lets the player break the speed cap.
  4. To prevent speed loss from ground friction, the player immediately jumps again on landing.
  5. Strafe-jumping this way will slowly curve the player's trajectory, so to compensate the player can switch the direction of strafing and mouse movement to the opposite side.

Done correctly and continuously, this will gradually increase the player's speed. Mastering this technique requires much practice. Sustained strafe-jumping is mainly a matter of muscle memory, as both the required range and precision of mouse movements increase as the player builds up speed.[citation needed]

In Quake III Arena and some games based on its engine, such as Call of Duty and Wolfenstein: Enemy Territory, slight increases in jump height can be achieved by playing the game at specific frame rates.[17]

Pre-strafe edit

The pre-strafe is an action performed by the player at the start of strafe-jumping, giving an initial burst of speed. It uses the same mechanics as strafe-jumping, but on the ground before the first jump, and requires faster mouse movement.

The controls are as follows:

  1. The player stands facing 90-135 degrees away from the direction they desire to eventually move in.
  2. The player starts holding both the move forward key and the strafe key towards the desired direction, and also moves the mouse in the same direction. This turns and rapidly accelerates the player.
  3. When the player is facing the desired movement direction, they jump to preserve the gained speed.
  4. The player can now start strafe-jumping and continue accelerating.

Bunny hopping edit

Bunny hopping is an advanced movement method used in some first-person shooter games which relies on exploiting movement mechanics by combining strafing and jumping. For instance, In games utilising the Quake or GoldSrc game engines or their derivatives, bunny hopping is a technique which leverages strafe-jumping, allowing for a player to accelerate beyond the intended maximum movement speed and quickly change direction while in mid-air. Similarly, jumping on sloped surfaces while strafing into them to gain speed can also be called bunny hopping in games such as The Elder Scrolls Online, Portal 2 and a few other first-person-shooter games. Overall, bunny hopping is a technical exploit allowing the player to move faster or more nimbly than normal.[18]

The earliest (and most advanced) method of bunny hopping that utilized strafing controls exists in Quake, the Quake III Arena mod Challenge ProMode Arena, and their derivatives such as Warsow and Xonotic; Half-Life (version 1.1.0.8, released in 2001, introduced a speed cap limiting the effectiveness of bunny hopping[19]) and many of its mods and sibling games such as Team Fortress Classic, Team Fortress 2, Dystopia, and the Counter-Strike series; Painkiller, Dark Messiah of Might and Magic, Kingpin: Life of Crime, Titanfall 2, and Apex Legends.[citation needed]

Wallstrafing edit

Wallstrafing is a movement technique used to gain speed in GoldSrc engine and its successors by exploiting how speed is calculated. The technique is executed by aligning yourself with a wall, turning away from the wall slightly, and walking both forward and toward the wall. [20] This allows you to move faster than the default speed cap. While wallstrafing, increased frame rates result in an even higher speed.[21]

Wallstrafe Jumping edit

Wallstrafe Jumping is the technique of using wallstrafing in combination with jumping and allows the user to gain speed[22] in the Source engine, where ground wallstrafing has been removed.

References edit

  1. ^ "Figure 4—figure supplement 4. Effects of running speed on activity and wall distance tuning". doi:10.7554/elife.12559.011. {{cite web}}: Missing or empty |url= (help)
  2. ^ . askoxford.com. Archived from the original on March 12, 2007. Retrieved 4 September 2015.
  3. ^ Richard B.H. Lewis, The Art of Strafing, July 2007, airforce-magazine.com
  4. ^ "Definition of STRAFE". Merriam-Webster. 2023-10-10. Retrieved 2023-10-12.
  5. ^ Lancheres, Eric (21 July 2013). Fragging Fundamentals. Fragging Fundamentals. p. 58. ISBN 978-0981210407. Retrieved 2014-11-24.
  6. ^ a b Carless, Simon (2004). Gaming Hacks. "O'Reilly Media, Inc.". p. 94. ISBN 0596007140. Retrieved 2014-11-24.
  7. ^ Brian Schwab (2004). "AI Game Engine Programming". Charles River Media. p. 30. ISBN 1584503440.
  8. ^ Old, Vintage is The New (2023-11-08). "Is controller tap strafe bannable?". Retrieved 2023-11-23.
  9. ^ Carless, SImon (2004). Gaming Hacks. O'Reilly Media, Inc. ISBN 9780596007140.
  10. ^ "STRAFE: The Best Old School First Person Shooters". Green Man Gaming Blog. 2017-05-09. Retrieved 2023-11-23.
  11. ^ Warburton, Matthew (August 2023). "Kinematic markers of skill in first-person shooter video games". PNAS Nexus. 2 (8): pgad249. doi:10.1093/pnasnexus/pgad249. PMC 10411933. PMID 37564360.
  12. ^ "Unity Scripting API Documentation". Unity Documentation. Unity Technologies. Retrieved 4 April 2024.
  13. ^ "Unreal Engine 5.3 Documentation". Epic Games Developer. Epic Games.
  14. ^ "Strafe Jumping Madness". dk.toastednet.org. Retrieved 2023-11-23.
  15. ^ Id Software Inc. "Github Repository - Mentions in Code (No references to ID's opinion in Q2)". Github. Retrieved 4 April 2017.
  16. ^ "F3quake - Article: Strafing Theory". from the original on 2015-05-08.
  17. ^ "Call of Duty : A Study on FPS - COD Modding & Mapping Wiki". wiki.zeroy.com. Retrieved 2022-01-10.
  18. ^ "What is a Bunny Hop?". www.computerhope.com. Retrieved 2023-11-23.
  19. ^ "Changelog before 1110 - Half-Life.Loess.ru". Hl.loess.ru. Retrieved 2019-04-09.
  20. ^ Wallstrafing in Half Life and Counter Strike 1.6, retrieved 2023-11-22
  21. ^ "FPS Effects - SourceRuns Wiki". wiki.sourceruns.org. Retrieved 2023-11-22.
  22. ^ How to Wallstrafe by CS:GO Veteran, retrieved 2023-11-22

strafing, video, games, video, game, strafe, video, game, this, article, multiple, issues, please, help, improve, discuss, these, issues, talk, page, learn, when, remove, these, template, messages, this, article, relate, different, subject, undue, weight, aspe. For the video game see Strafe video game This article has multiple issues Please help improve it or discuss these issues on the talk page Learn how and when to remove these template messages This article may relate to a different subject or has undue weight on an aspect of the subject Specifically it focuses on multiplayer first person shooter video game movement techniques Please help relocate relevant information and remove irrelevant ones July 2021 This article possibly contains original research Please improve it by verifying the claims made and adding inline citations Statements consisting only of original research should be removed June 2010 Learn how and when to remove this message This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Strafing video games news newspapers books scholar JSTOR November 2014 Learn how and when to remove this message Learn how and when to remove this message Strafing in video games is a maneuver which involves moving a controlled character or entity sideways relative to the direction it is facing This may be done for a variety of reasons depending on the type of game for example in a first person shooter strafing would allow one to continue tracking and firing at an opponent while moving in another direction 1 Contents 1 Etymology 2 Techniques 2 1 Circle strafing 2 1 1 Strafing in melee combat 2 2 Strafe running 2 3 Strafe jumping 2 3 1 History 2 3 2 Method 2 3 3 Pre strafe 2 3 4 Bunny hopping 2 4 Wallstrafing 2 5 Wallstrafe Jumping 3 ReferencesEtymology editStrafing is the military practice of attacking ground targets from low flying aircraft using aircraft mounted automatic weapons This section is an excerpt from Strafing Etymology edit The word is an adaptation of German strafen pronounced ˈʃtʁaːfn to punish specifically from the humorous adaptation of the German anti British slogan Gott strafe England May God punish England dating back to World War I 2 3 4 Techniques editCircle strafing edit nbsp The blue player circle strafes counterclockwise around their red adversary while firing continually Red unable to keep track of the moving blue player and failing to lead the target misses their shots Circle strafing is the technique of moving around an opponent in a circle while facing them 5 Circle strafing allows a player to fire continuously at an opponent while evading their attacks Circle strafing is most useful in close quarters combat where the apparent motion of the circle strafing player is much greater than that of their stationary enemy and thus the chance of making the enemy lose track of their target is higher 6 and or the enemy is required to lead the target when firing The effectiveness of circle strafing is mitigated when the opponent s weapon fires projectiles that travel instantaneously also referred to as a hitscan weapon or fires at a high rate e g with a machine gun 7 Circle strafing is especially effective when lag negatively affects the players ability to hit their target When latency is high and the game does not have client side hit detection this can lead to two players circling each other both missing all their attacks 8 Many shooters will allow players to aim down the sights of a gun or use a scope usually exchanging movement speed and field of vision for greater accuracy This can make a player more vulnerable to circle strafing as targets will pass through their field of vision more quickly they are less capable of keeping up with a target and their slow movement makes dodging more difficult 9 Strafing in melee combat edit Circle strafing has also spread to some 3D action and adventure video games that involve melee combat Circle strafing in melee combat can be made easier with a lock on system that snaps the camera s and the player character s focus on one particular target guaranteeing that most of the player character s attacks will land a direct hit on the target It enables the player character to concentrate on moving around the enemy to dodge their attacks while staying automatically focused on the enemy This can be a crucial strategy against bosses and powerful enemies and is notably employed in many The Legend of Zelda titles starting with Ocarina of Time Strafe running edit This section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed November 2023 Learn how and when to remove this message nbsp A diagrammatical explanation of straferunning Particularly in early first person shooters strafe running known as speed strafing among players of GoldenEye 007 and Perfect Dark and as trichording among players of the Descent series is a technique that allows a player to run or fly faster through levels by zig zagging moving forwards and sideways at the same time 6 The game combines these actions and the player achieves roughly 1 4 square root of 2 times the speed they would moving in a single direction The method used by the game can be demonstrated using vector addition Pathways into Darkness was one of the first games to allow strafe running However strafing was available as early as 1991 in Catacomb 3D and became even more popular in 1992 in Wolfenstein 3D 10 The games in which strafe running can be employed treat forward motion independently of sideways strafing motion 11 If for each update of the player s location the game moves the player forward one unit and then moves the player to the side by one unit the overall distance moved is 2 displaystyle sqrt 2 nbsp Thus in games with such behavior moving sideways while simultaneously moving forward will give an overall higher speed than just moving forward although the player will move in a direction diagonal to the direction being faced This feature is even more enhanced if moving along three axes e g forward left up providing 3 displaystyle sqrt 3 nbsp roughly 1 73 times greater speed in games such as Descent This technique is not possible in all games modern game engines make it very easy for game developers to clamp the player s speed and acceleration to a uniform maximum when moving in any direction 12 13 Strafe jumping edit Strafe jumping is a technique used to increase a player s movement speed in computer games based on the Quake engine and its successors most of which are first person shooters by jumping and turning one direction or the other with the mouse and using the strafe keys 14 History edit Strafe jumping was a result of a bug in the code base of the 1997 first person shooter video game Quake II In sequels it was decided to be kept intact 15 as it had become a standard technique used by players The exploit relies on an oversight in acceleration and maximum speed calculation when pressing a movement key the game adds an acceleration vector in that direction to the player s current velocity When the player has reached a maximum speed value further acceleration is prevented However the movement speed limit is only applied in relation to the acceleration vector s direction and not the direction of the overall velocity meaning that precisely manipulating the angle between overall velocity and this acceleration vector lets the player break the intended speed cap 16 Method edit Strafe jumping requires a precise combination of mouse and keyboard inputs The exact technique involved depends on the game in question In several games there are entire maps devoted to this much like obstacle courses The controls are typically as follows The player holds the move forward key accelerating to the maximum walking speed The player jumps and simultaneously starts holding either the strafe left or the strafe right key While airborne the player moves the mouse slowly in the direction they re strafing This turns the character and directs the acceleration to an angle that lets the player break the speed cap To prevent speed loss from ground friction the player immediately jumps again on landing Strafe jumping this way will slowly curve the player s trajectory so to compensate the player can switch the direction of strafing and mouse movement to the opposite side Done correctly and continuously this will gradually increase the player s speed Mastering this technique requires much practice Sustained strafe jumping is mainly a matter of muscle memory as both the required range and precision of mouse movements increase as the player builds up speed citation needed In Quake III Arena and some games based on its engine such as Call of Duty and Wolfenstein Enemy Territory slight increases in jump height can be achieved by playing the game at specific frame rates 17 Pre strafe edit The pre strafe is an action performed by the player at the start of strafe jumping giving an initial burst of speed It uses the same mechanics as strafe jumping but on the ground before the first jump and requires faster mouse movement The controls are as follows The player stands facing 90 135 degrees away from the direction they desire to eventually move in The player starts holding both the move forward key and the strafe key towards the desired direction and also moves the mouse in the same direction This turns and rapidly accelerates the player When the player is facing the desired movement direction they jump to preserve the gained speed The player can now start strafe jumping and continue accelerating Bunny hopping edit Bunny hopping is an advanced movement method used in some first person shooter games which relies on exploiting movement mechanics by combining strafing and jumping For instance In games utilising the Quake or GoldSrc game engines or their derivatives bunny hopping is a technique which leverages strafe jumping allowing for a player to accelerate beyond the intended maximum movement speed and quickly change direction while in mid air Similarly jumping on sloped surfaces while strafing into them to gain speed can also be called bunny hopping in games such as The Elder Scrolls Online Portal 2 and a few other first person shooter games Overall bunny hopping is a technical exploit allowing the player to move faster or more nimbly than normal 18 The earliest and most advanced method of bunny hopping that utilized strafing controls exists in Quake the Quake III Arena mod Challenge ProMode Arena and their derivatives such as Warsow and Xonotic Half Life version 1 1 0 8 released in 2001 introduced a speed cap limiting the effectiveness of bunny hopping 19 and many of its mods and sibling games such as Team Fortress Classic Team Fortress 2 Dystopia and the Counter Strike series Painkiller Dark Messiah of Might and Magic Kingpin Life of Crime Titanfall 2 and Apex Legends citation needed Wallstrafing edit Wallstrafing is a movement technique used to gain speed in GoldSrc engine and its successors by exploiting how speed is calculated The technique is executed by aligning yourself with a wall turning away from the wall slightly and walking both forward and toward the wall 20 This allows you to move faster than the default speed cap While wallstrafing increased frame rates result in an even higher speed 21 Wallstrafe Jumping edit Wallstrafe Jumping is the technique of using wallstrafing in combination with jumping and allows the user to gain speed 22 in the Source engine where ground wallstrafing has been removed References edit Figure 4 figure supplement 4 Effects of running speed on activity and wall distance tuning doi 10 7554 elife 12559 011 a href Template Cite web html title Template Cite web cite web a Missing or empty url help Oxford Dictionaries Dictionary Thesaurus amp Grammar Gott strafe England as origin of to strafe askoxford com Archived from the original on March 12 2007 Retrieved 4 September 2015 Richard B H Lewis The Art of Strafing July 2007 airforce magazine com Definition of STRAFE Merriam Webster 2023 10 10 Retrieved 2023 10 12 Lancheres Eric 21 July 2013 Fragging Fundamentals Fragging Fundamentals p 58 ISBN 978 0981210407 Retrieved 2014 11 24 a b Carless Simon 2004 Gaming Hacks O Reilly Media Inc p 94 ISBN 0596007140 Retrieved 2014 11 24 Brian Schwab 2004 AI Game Engine Programming Charles River Media p 30 ISBN 1584503440 Old Vintage is The New 2023 11 08 Is controller tap strafe bannable Retrieved 2023 11 23 Carless SImon 2004 Gaming Hacks O Reilly Media Inc ISBN 9780596007140 STRAFE The Best Old School First Person Shooters Green Man Gaming Blog 2017 05 09 Retrieved 2023 11 23 Warburton Matthew August 2023 Kinematic markers of skill in first person shooter video games PNAS Nexus 2 8 pgad249 doi 10 1093 pnasnexus pgad249 PMC 10411933 PMID 37564360 Unity Scripting API Documentation Unity Documentation Unity Technologies Retrieved 4 April 2024 Unreal Engine 5 3 Documentation Epic Games Developer Epic Games Strafe Jumping Madness dk toastednet org Retrieved 2023 11 23 Id Software Inc Github Repository Mentions in Code No references to ID s opinion in Q2 Github Retrieved 4 April 2017 F3quake Article Strafing Theory Archived from the original on 2015 05 08 Call of Duty A Study on FPS COD Modding amp Mapping Wiki wiki zeroy com Retrieved 2022 01 10 What is a Bunny Hop www computerhope com Retrieved 2023 11 23 Changelog before 1110 Half Life Loess ru Hl loess ru Retrieved 2019 04 09 Wallstrafing in Half Life and Counter Strike 1 6 retrieved 2023 11 22 FPS Effects SourceRuns Wiki wiki sourceruns org Retrieved 2023 11 22 How to Wallstrafe by CS GO Veteran retrieved 2023 11 22 Retrieved from https en wikipedia org w index php title Strafing video games amp oldid 1225507536, wikipedia, wiki, book, books, library,

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