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{{DISPLAYTITLE:钩索}}
<languages/>
{{LangNavBox}}
{{stub/zh}}
'''钩索'''允许玩家在游戏里进行精确而富有技巧性的移动,钩索作为玩家的默认装备,在几乎所有[[map|地图]]里的使用都是必不可少的。


钩索可以用来:
{{stub}}
<div lang="en" dir="ltr" class="mw-content-ltr">
The '''''Hook''''' allows you to maneuver around maps. It is always available and essential to almost every [[Special:MyLanguage/map|map]]. With it, you can:
</div>


* 钩住可钩墙体进行摆动;
<div lang="en" dir="ltr" class="mw-content-ltr">
* 钩住其他玩家,将他们拉向你或是将你轻微地拉向他们。
* Hook certain blocks to swing around
* Hook other tees to pull them towards you and yourself slightly towards them
</div>


按住次要开火键以使用钩索。松开次要开火键以释放钩索。(默认次要开火键为鼠标右键)
<div lang="en" dir="ltr" class="mw-content-ltr">
Use the hook by holding down secondary fire. Release it by letting go of secondary fire.
</div>


钩索的基础特性如下:
<div lang="en" dir="ltr" class="mw-content-ltr">
How it functions:
</div>


* 钩索被发射时会以朝着玩家按下次要开火键时所看向的方向沿直线射出,直到钩索接触到其他玩家或可钩/不可钩墙体;
<div lang="en" dir="ltr" class="mw-content-ltr">
* 如果钩索在发射途中没有接触到任何玩家或墙体,它会在到达最大长度时消失;
* The hook moves in a straight line until it collides with either a tee or a wall
* 发射钩索到进行判定或到达最大长度需要一小段时间,并非立即与视角方向的墙体或玩家进行判定;
* If the hook collides with nothing, it will stop at its maximum range
* 被钩住的玩家不会立即失去已经获得的速度,可以将其看做是施加在玩家上的另一种力来逐渐改变速度大小以及方向;
* Hooking is not instant, it does have a travel time
* 钩索的头部判定宽度很窄,因此钩索可以穿过两个可碰撞墙体组成的角落。
* Hooks do not nullify the former velocity of a tee, it's just another factor that influences it
* Thanks to how thin it is, it can fit through diagonal corners between tiles
</div>




== 钩住墙体/区域 ==
<div lang="en" dir="ltr" class="mw-content-ltr">
这里列举出各个墙体/区域与钩索进行互动时能产生的效果:
== Block Types ==
</div>


* 钩索可以穿过空气与未使用墙体;
<div lang="en" dir="ltr" class="mw-content-ltr">
* 钩索触碰禁钩墙体{{Tile|entities|3}}时将会消失;
There are a few block types which interact with hook:
* 钩索触碰可钩墙体{{Tile|entities|1}}时会定在所触碰的位置,并将玩家拉向该处,直到玩家松开钩子或被[[Freeze|冻结]]以
</div>
及被[[Teleporter|传送]];
* 穿透墙体({{Tile|entities|3}} + {{Tile|game|66}} 或 {{Tile|entities|1}} + {{Tile|game|66}})是由主要游戏实体层中
的可碰撞实体({{Tile|entities|3}} 或 {{Tile|entities|1}})与次要游戏实体层中的穿透元件{{Tile|game|66}}组合而成。这种
实体将不会对玩家发射的钩子产生影响,钩子会像穿过空气一样经过穿透实体,但玩家本身依然对穿透实体有碰撞判定;
* 禁钩区域{{Tile|game|66}}与可穿透单元有着一样的外观,但禁钩区域通常单独使用而非组合使用。禁钩区域和禁钩实体的效果
很类似,会取消发射到区域内的钩子,两者区别在于玩家不会对禁钩区域有碰撞判定,同时其他武器发射的弹幕也可以穿过禁钩区
域;
* 单向穿透区域{{Tile|front|67}}是穿透单元的变种,其会允许从某一方向上发射到区域内的钩子穿过,而取消从其他方向上发射
到区域内的钩子;
* 旧版穿透元件{{Tile|front|6}}通常放置在可碰撞实体旁边,这种组合允许钩子在某一角度范围内发
射时穿过可碰撞实体;(这种穿透单元现已不建议使用)
* 钩索发射至[[Teleporter#Hook|钩索传送区域]]时会将钩索传送至地图上的指定位置。


当钩索钩住可钩墙体时,玩家会被拉向钩索钩住的点,此时钩索的释放时间是无限的,所以玩家可以持续按住次要开火键以挂在墙体
<div lang="en" dir="ltr" class="mw-content-ltr">
旁边。
* Air or absence of the following blocks will let the hook right through
* Unhookable tiles {{Tile|entities|3}} cancels the hook when hit
* Hookable tiles {{Tile|entities|1}} which you can grab on with your hook and pull yourself towards it until you release the hook or get [[Special:MyLanguage/Freeze|Frozen]] or [[Special:MyLanguage/Teleporter|Teleported]].
* Hook-through tiles ({{Tile|entities|3}} + {{Tile|game|66}} or {{Tile|entities|1}} + {{Tile|game|66}}), is a combination of a collision block in the game layer ({{Tile|entities|3}} or {{Tile|entities|1}}) and the hook through block in the front layer {{Tile|game|66}}. This combination will not affect your hook. The hook will pass right through them like through air
* Hook-stopper tile {{Tile|game|66}}  is the same tile as the Hook-through tile, but placed on air instead on collision. This block will cancel the hook like the unhookable tile. The difference to the unhookable tile is that tees and weapon projectiles don't collide with it.
* The directional hook-through tile {{Tile|front|67}} is rotatable and lets all hooks through in one direction and acts like the hook-stopper for hooks in the opposite direction.
* The old hook-through tile ({{Tile|entities|6}}/{{Tile|front|6}}) lets hook through, when placed next to a tile when hooking through in some angels.
* [[Special:MyLanguage/Teleporter#Hook|Hook teleporter]] {{Tile|entities|15}} will teleport the hook to a different position on the map.
</div>


== 钩住玩家 ==
<div lang="en" dir="ltr" class="mw-content-ltr">
钩住其他玩家会将玩家拉向释放钩索的玩家,同时释放钩索的玩家也会被轻微地拉向被钩住玩家。
When your hook is active (anchored to a hookable block), your tee will be pulled towards the anchor point. There is no timer when hooking a block, so you can hold it for as long as you wish.
</div>


由于存在摩擦力,当两名玩家均处于地面上时,将玩家拉向自己的速度会变慢。不同于钩住可钩墙体,钩住其他玩家时,钩索最长持续时间更改为1.25秒。当超过最长持续时间时,钩索会被自动释放。


但当玩家触碰过无限钩索区域{{Tile|front|17}}时,最长持续时间的限制将被移除,该玩家可以持续钩住其他玩家。
<div lang="en" dir="ltr" class="mw-content-ltr">
== Hooking Tees ==
</div>


当玩家触碰解除无限钩索区域{{Tile|front|18}}时,玩家发射的钩索将重新得到钩住其他玩家最长持续时间的限制。
<div lang="en" dir="ltr" class="mw-content-ltr">
Hooking another tee will pull the tee towards you. Your tee will also be slightly pulled towards the other tee. Keep in mind, that due to friction, pulling tees is way slower while they are standing on the floor. In contrast to hooking a tile, a hook on another tee only lasts 1.25 seconds. Once the timer runs out, the hook will release from the tee. When touching the endless hook tile {{Tile|front|17}}, this time restriction gets removed and you can hook other tees forever. This effect only wears of by touching the endless hook off tile {{Tile|front|18}}. When loosing endless hook through this tile and currently holding hook, you still hold the remaining hook duration from that point in time. The endless hook effect can also be enabled map-wide by adding the map config <code>sv_endless_drag 1</code> or by placing the endless hook map config tile {{Tile|front|73}} somewhere on the map.
</div>


在玩家触碰解除无限钩索区域的同时在持续钩住其他玩家的话,会从触碰到区域的同时重新进行持续时间的计时(即触碰解除区域后依然可以让钩索持续1.25秒)。
<div lang="en" dir="ltr" class="mw-content-ltr">
Hooking tees can be disabled by touching the disable hook collision block {{Tile|front|91}}. Your hook will go through other tees when in this mode. Hook collision gets enabled again by touching the enable hook collision block {{Tile|front|107}}. The hook can be permanently disabled on a map with the tune <code>player_hooking 0</code> or by placing the disable hook collision map config tile {{Tile|front|75}} somewhere on the map.
</div>


无限钩索的能力也可以在服务器设置里添加指令<code>sv_endless_drag 1</code>或在地图内任意位置添加一个全局无限钩索元件{{Tile|front|73}}来使所有玩家从一开始就获得此能力。


当玩家触碰过取消钩索碰撞区域{{Tile|front|91}}时,玩家的钩索将不再能与其他玩家发生互动,当试图向其他玩家发射钩索时,钩索就像在空气里一样会穿过他们。触碰开启钩索碰撞区域{{Tile|front|107}}后会恢复钩索钩住其他玩家的能力。
<div lang="en" dir="ltr" class="mw-content-ltr">
=== Pull limit of the hook ===
</div>


同时,在服务器设置里添加指令<code>player_hooking 0</code>或在地图内任意位置添加一个全局取消钩索碰撞元件{{Tile|front|75}}可以使所有玩家从一开始便不能钩住其他玩家。
<div lang="en" dir="ltr" class="mw-content-ltr">
You will not be pulled all the way to the anchor point. Instead, when your tee enters a specific radius to the anchor point you will not be affected by the hook until you get out of it again. This is especially significant when trying to move along the ceiling. Try to re-hook the ceiling when your tee is directly below it, to stick tighter to it.
</div>


=== 限制 ===
由于存在各种因素的影响,使用钩索钩住可钩墙体时,并不会总是将玩家牢牢固定在钩住点上,而是会在钩住点周围不规则运动。但如果玩家以一个特殊的角度和距离去向可钩墙体发射钩索并钩住,那么玩家受到钩索的不定因素影响会大大降低,从而显现出贴在墙上的效果。


当玩家尝试沿着天花板移动时,这个特性就显得尤为重要了:反复以一定角度钩住天花板一小段时间(同时按住反向方向键不要松开),再之后松开钩索一小段时间(依然不要松开方向键),以达到沿着天花板前进的效果。
<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Hook-nomove.mp4|right|thumb|强钩与弱钩的区别(操作者不使用方向键)|400px|gif|muted]]
=== Hook hitbox of tees ===
[[File:Hook-move.mp4|right|thumb|强钩与弱钩的区别(操作者持续按住向右方向键)|400px|gif|muted]]
</div>
=== 判定区域 ===
实际上Tee的被钩判定区域比Tee的外表看起来还要大一些。


由于其较大的被钩判定区域,在可碰撞墙体组成的角落上尝试钩中其他玩家并不是一件需要特别精确操作的一件事。
<div lang="en" dir="ltr" class="mw-content-ltr">
The hit box of tees for the hook is actually larger than it is visually represented. While a tee looks about the same size as a tile and mostly also interacts that way, its hit box for the hook is much more generous. Due to this large hit box it is possible to hook a tee through a corner between tiles without having to do a hook with surgical precision. To see how big the actual hit box of tees are, you can turn on "fat skins" in Settings -&gt; Tee -&gt; Fat skins (DDFat).
</div>


如果想查看Tee的实际被钩判定区域的范围,请前往<code>设置 -&gt; Tee</code>并勾选<code>胖胖的皮肤(DDFat)</code>选项。


=== 强钩/弱钩 ===
<div lang="en" dir="ltr" class="mw-content-ltr">
玩家不一定会一直以相同的力度将其他玩家拉向自己,那就不得不提到'''强钩'''与'''弱钩'''的概念了。
=== Weak hook / strong hook ===
</div>


可以用以下的说明去简单理解强钩与弱钩的区别:
<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Hook-nomove.mp4|right|gif|muted]]
[[File:Hook-move.mp4|right|gif|muted]]
</div>


* 拥有强钩的玩家会以更快的速度拉动其他玩家;
<div lang="en" dir="ltr" class="mw-content-ltr">
* 拥有弱钩的玩家会以较慢的速度拉动其他玩家。
When hooking other tees, you won’t always pull them with the same strength. There are 2 different strength modes your hook can have, called "weak hook" and "strong hook". It is important to emphasize that a single tee does not "have strong hook" on everyone equally, they instead have either weak hook or strong hook on different tees, depending on spawn order. The tee that has strong hook on the other is determined by who spawned first. The tee that spawned first has strong hook and the one who spawned later has weak hook.
</div>


请注意,一名玩家不一定会总拥有“强钩”,当他钩向不同的玩家,也可能会呈现出“弱钩”。
<div lang="en" dir="ltr" class="mw-content-ltr">
Weak and strong hook are especially noticeable in parts where you hook the other tee along the floor and when [[Special:MyLanguage/Hammerfly|hammerflying]].
</div>


* 玩家拥有的是“强钩”还是“弱钩”取决于他的重生顺序:这名玩家对其之后进行重生的玩家展现为“强钩”,对其之前重生的玩家展现为“弱钩”。


简单来说,就是存活时间越久的玩家,其在强钩列表里越靠前。玩家在死亡重生后会重新开始计时存活时间。(需要注意的是,获得冻结等负面状态不会导致存活时间清零。)
<div lang="en" dir="ltr" class="mw-content-ltr">
=== Maps requiring weak ===
</div>


在拖拽其他玩家或进行[[Hammerfly|锤子飞]]时,关注强弱钩关系相对来说是很重要的。某些部分在操作玩家对被操作玩家展现为“强钩”时会更容易操作一些,某些部分甚至可能仅有持有强钩的玩家才能操作。
<div lang="en" dir="ltr" class="mw-content-ltr">
Most parts are easier (or sometimes only possible) with strong hook. There are very few parts on older maps where weak is an advantage or only possible with weak.
</div>


以下列举出来一小部分老地图里拥有特定钩索强弱等级的玩家可以操作更容易或仅某拥有特定钩索强弱等级的玩家才能操作的环节:
<div lang="en" dir="ltr" class="mw-content-ltr">
Known list of parts with weak as advantage or required (incomplete):
</div>


* [https://ddnet.org/maps/Insane-32-3 Insane 3]的6号传送区域处:这个环节只可能当操作者持有弱钩时才能通过,因为如果使用强钩的话,加速带没有足够的力量将玩家推上去;
<div lang="en" dir="ltr" class="mw-content-ltr">
* [https://ddnet.org/maps/2Long 2Long]坐标<code>x = 380, y = 33</code>处:此处进行边缘钩操作时,操作者最好持有强钩;如果操作者持有弱钩,则被操作者需要持续按住右方向键(默认键位为D);
* On [https://ddnet.org/maps/Insane-32-3 Insane 3] at tele 6: this part is only possible with weak hook. This is due to the speedups not being strong enough to push the tee up when using the strong hook.
* [https://ddnet.org/maps/Fucktastic Fucktastic]的30号传送区域处:和上述2Long列举的环节类似,但是相同操作需要进行三次,而且进行边缘钩所需到达的平台处也更高;
* On [https://ddnet.org/maps/2Long 2Long] at position <code>x = 380, y = 33</code>: you have to do an edge hook with strong hook. With weak it is enough if the other tee holds right (by default, D).
* [https://ddnet.org/maps/Next Next]的4号传送区域处:操作者需要持有弱钩才能拥有足够的上升动力。
* On [https://ddnet.org/maps/Fucktastic Fucktastic] at tele 30: Similar to the 2Long part, but three times in a row and the edge is to high to jump on it.
* On [https://ddnet.org/maps/Next Next] at tele 4: The tee holding the hook needs weak for hook to have enough upward momentum
</div>


==调整数据==
钩索的各项默认数值如下:


<div lang="en" dir="ltr" class="mw-content-ltr">
== Tunes ==
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
The following tunes exist for the hook:
{| class="wikitable"
{| class="wikitable"
|+
|+
!调整名称
!tune name
!默认数值
!default value
!简介
!comment
|-
|-
|总长度(hook_length)
|hook_length
|380.0
|380.0
|发射钩索时钩索能够到的最远距离。钩索发射的起点位于玩家发射钩索时所处的位置或钩索接触[[Teleporter#Hook|钩索传送区域]]被传送后的传送点处。
|Length of the hook. This is how far the hook can get before retracting. The length is always measured from the current position of the tee or the last [[Special:MyLanguage/Teleporter#Hook|hook teleporter]].
|-
|-
|发射速度(hook_fire_speed)
|hook_fire_speed
|80.0
|80.0
|钩索发射时每帧能前进多少个长度单位。
|How far the hook advances each tick
|-
|-
|拖拽加速度(hook_drag_accel)
|hook_drag_accel
|3.0
|3.0
|每帧能提供给正被勾钩住的玩家/钩向可钩墙体的玩家多少加速度。
|Factor to acceleration the hook gives each tick
|-
|-
|拖拽速度(hook_drag_speed)
|hook_drag_speed
|15.0
|15.0
|拖拽其他玩家/钩向可钩墙体时,其他玩家/操作玩家能获得的最大速度,在此之后将忽略拖拽加速度带给的额外速度。
|Maximum speed you can gain/give through the hook afterwards the accel is ignored
|-
|-
|钩索碰撞(player_hooking)
|player_hooking
|1
|1
|开启/关闭钩索碰撞,0 为关闭,1 为开启。
|Enable/disable player hooking
|-
|-
|最长持续时间(hook_duration)
|hook_duration
|1.25
|1.25
|玩家钩住其他玩家后,钩索所能持续的最长时间,单位为秒。
|Time in seconds how long tees can hook other tees
|}
|}
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
== Advanced Behaviour ==
</div>


==进阶特性==
<div lang="en" dir="ltr" class="mw-content-ltr">
* 钩索具有最大长度的限制。当钩索发射达到最大长度时会被重置。如果仔细观察,你可能会发现如果你在发射钩索的同时向发射方向的反方向移动,那么钩索到达最大长度的时间也会缩短,同时钩索也不会到达预定的最大长度。由于这个特性,玩家可以选择在发射钩索的同时向发射方向移动,这样可以让钩索钩到更远的距离;
* The hook has a maximum range. Once the hook reaches its maximum range, it will reset. Note that if you move away from the hook, that maximum range is reached faster, and you won’t hook as far. However, you can hook further by moving into the general hook direction.
* 实际上钩索的发射起始位置并不位于玩家的边缘处,实际位置比这里还要远一点点,正因如此才使得玩家可以在可碰撞墙体组成的角落里轻松使钩索穿过其中。
* The hook does not start directly at the border of your tee. Instead, it starts a bit further out, which makes it easier to hook through a gap between tiles when you are close to it.
</div>


[[Category:Game-Mechanic]]
[[Category:Game-Mechanic{{#translation:}}]]
[[Category:Hook]]
[[Category:Hook{{#translation:}}]]

Revision as of 19:20, 11 February 2023


此条目仍需进行内容补充,您可以帮助我们编辑和修订以扩充其内容。

The Hook allows you to maneuver around maps. It is always available and essential to almost every map. With it, you can:

  • Hook certain blocks to swing around
  • Hook other tees to pull them towards you and yourself slightly towards them

Use the hook by holding down secondary fire. Release it by letting go of secondary fire.

How it functions:

  • The hook moves in a straight line until it collides with either a tee or a wall
  • If the hook collides with nothing, it will stop at its maximum range
  • Hooking is not instant, it does have a travel time
  • Hooks do not nullify the former velocity of a tee, it's just another factor that influences it
  • Thanks to how thin it is, it can fit through diagonal corners between tiles


Block Types

There are a few block types which interact with hook:

  • Air or absence of the following blocks will let the hook right through
  • Unhookable tiles cancels the hook when hit
  • Hookable tiles which you can grab on with your hook and pull yourself towards it until you release the hook or get Frozen or Teleported.
  • Hook-through tiles ( + or + ), is a combination of a collision block in the game layer ( or ) and the hook through block in the front layer . This combination will not affect your hook. The hook will pass right through them like through air
  • Hook-stopper tile is the same tile as the Hook-through tile, but placed on air instead on collision. This block will cancel the hook like the unhookable tile. The difference to the unhookable tile is that tees and weapon projectiles don't collide with it.
  • The directional hook-through tile is rotatable and lets all hooks through in one direction and acts like the hook-stopper for hooks in the opposite direction.
  • The old hook-through tile (/) lets hook through, when placed next to a tile when hooking through in some angels.
  • Hook teleporter will teleport the hook to a different position on the map.

When your hook is active (anchored to a hookable block), your tee will be pulled towards the anchor point. There is no timer when hooking a block, so you can hold it for as long as you wish.


Hooking Tees

Hooking another tee will pull the tee towards you. Your tee will also be slightly pulled towards the other tee. Keep in mind, that due to friction, pulling tees is way slower while they are standing on the floor. In contrast to hooking a tile, a hook on another tee only lasts 1.25 seconds. Once the timer runs out, the hook will release from the tee. When touching the endless hook tile , this time restriction gets removed and you can hook other tees forever. This effect only wears of by touching the endless hook off tile . When loosing endless hook through this tile and currently holding hook, you still hold the remaining hook duration from that point in time. The endless hook effect can also be enabled map-wide by adding the map config sv_endless_drag 1 or by placing the endless hook map config tile somewhere on the map.

Hooking tees can be disabled by touching the disable hook collision block . Your hook will go through other tees when in this mode. Hook collision gets enabled again by touching the enable hook collision block . The hook can be permanently disabled on a map with the tune player_hooking 0 or by placing the disable hook collision map config tile somewhere on the map.


Pull limit of the hook

You will not be pulled all the way to the anchor point. Instead, when your tee enters a specific radius to the anchor point you will not be affected by the hook until you get out of it again. This is especially significant when trying to move along the ceiling. Try to re-hook the ceiling when your tee is directly below it, to stick tighter to it.


Hook hitbox of tees

The hit box of tees for the hook is actually larger than it is visually represented. While a tee looks about the same size as a tile and mostly also interacts that way, its hit box for the hook is much more generous. Due to this large hit box it is possible to hook a tee through a corner between tiles without having to do a hook with surgical precision. To see how big the actual hit box of tees are, you can turn on "fat skins" in Settings -> Tee -> Fat skins (DDFat).


Weak hook / strong hook

When hooking other tees, you won’t always pull them with the same strength. There are 2 different strength modes your hook can have, called "weak hook" and "strong hook". It is important to emphasize that a single tee does not "have strong hook" on everyone equally, they instead have either weak hook or strong hook on different tees, depending on spawn order. The tee that has strong hook on the other is determined by who spawned first. The tee that spawned first has strong hook and the one who spawned later has weak hook.

Weak and strong hook are especially noticeable in parts where you hook the other tee along the floor and when hammerflying.


Maps requiring weak

Most parts are easier (or sometimes only possible) with strong hook. There are very few parts on older maps where weak is an advantage or only possible with weak.

Known list of parts with weak as advantage or required (incomplete):

  • On Insane 3 at tele 6: this part is only possible with weak hook. This is due to the speedups not being strong enough to push the tee up when using the strong hook.
  • On 2Long at position x = 380, y = 33: you have to do an edge hook with strong hook. With weak it is enough if the other tee holds right (by default, D).
  • On Fucktastic at tele 30: Similar to the 2Long part, but three times in a row and the edge is to high to jump on it.
  • On Next at tele 4: The tee holding the hook needs weak for hook to have enough upward momentum


Tunes

The following tunes exist for the hook:

tune name default value comment
hook_length 380.0 Length of the hook. This is how far the hook can get before retracting. The length is always measured from the current position of the tee or the last hook teleporter.
hook_fire_speed 80.0 How far the hook advances each tick
hook_drag_accel 3.0 Factor to acceleration the hook gives each tick
hook_drag_speed 15.0 Maximum speed you can gain/give through the hook afterwards the accel is ignored
player_hooking 1 Enable/disable player hooking
hook_duration 1.25 Time in seconds how long tees can hook other tees


Advanced Behaviour

  • The hook has a maximum range. Once the hook reaches its maximum range, it will reset. Note that if you move away from the hook, that maximum range is reached faster, and you won’t hook as far. However, you can hook further by moving into the general hook direction.
  • The hook does not start directly at the border of your tee. Instead, it starts a bit further out, which makes it easier to hook through a gap between tiles when you are close to it.