Stoppers/en: Difference between revisions

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Stoppers ({{Tile|entities|60}}/{{Tile|entities|61}}/{{Tile|entities|62}}) are a DDRace-specific tile that prevent tees but not projectiles from passing through. There are three types of stoppers: each halting movement in either one, two, our four directions.  
Stoppers ({{Tile|entities|60}}/{{Tile|entities|61}}/{{Tile|entities|62}}) are a DDRace-specific [[Special:MyLanguage/tiles|tile]] that prevent tees but not projectiles from passing through. There are three types of stoppers: each halting movement in either one, two, our four directions.  





Latest revision as of 19:16, 15 February 2023

Stoppers (//) are a DDRace-specific tile that prevent tees but not projectiles from passing through. There are three types of stoppers: each halting movement in either one, two, our four directions.


Collisions and Hitboxes

Stoppers are not collision-checked through interpolation. Thus, if you pass by a stopper's hitbox between two ticks, your position will not be stopped 'between' your two tick locations.

This leads to a couple effects:

  • Your first tick inside a stopper will be the position you're stopped at.
  • Stoppers can be easily skipped with Ninja.


Hitboxes

  • Be aware - since stoppers are easily skippable, these hitboxes don't mean much due to the fact that one can easily skip several units through a stopper with speed.
    • 1-way stoppers (assumed to be pointing upwards) will prevent further downwards motion starting a distance 34 units upwards from the center but 16 units leftwards, rightwards, and downwards from the center.
    • 2-way stoppers (assumed to be pointing up and down) will prevent inwards motion starting a distance 34 units upwards and downwards from the center but 16 units left and right from the center.
    • 4-way stoppers will prevent inwards motion starting a distance 34 units in all directions from the center. Keep in mind that the hitbox is "+" shaped rather than square shaped.