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Created page with "下面列举一些钩索与方块的交互:" Tags: mobile web edit mobile edit |
Created page with "* 钩住特定方块摆荡 * 钩住其他玩家,将他们拖向自己,同时自己也会被反作用力稍微拉向他们" |
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下面列举一些钩索与方块的交互: | 下面列举一些钩索与方块的交互: | ||
* 钩爪会直接穿过空气方块; | |||
* | * 钩爪会在命中不可钩方块{{Tile|entities|3}}时消失; | ||
* | * 钩爪会在命中可钩方块{{Tile|entities|1}}后将玩家拉向命中锚点,直到玩家松手或者被[[Special:MyLanguage/Freeze|冻结]] 或[[Special:MyLanguage/Teleporter|传送]] 强制中止; | ||
* | * 钩爪会像穿过空气一样穿过可穿透方块({{Tile|entities|3}} + {{Tile|game|66}} or {{Tile|entities|1}} + {{Tile|game|66}}),这些方块是用游戏图层中的({{Tile|entities|3}} or {{Tile|entities|1}})叠加上前置图层中的{{Tile|game|66}}组合得到的; | ||
* | * 钩爪会在命中阻钩方块{{Tile|game|66}}时消失,这个方块在上一条中也出现了,与前面不同的是此处阻钩方块{{Tile|game|66}}叠加在空气方块上,这个方块和不可钩方块有区别,它不会阻碍玩家和子弹的通过; | ||
* | * 钩爪只能从特定方向穿过 定向穿透方块{{Tile|front|67}},这个方块可以旋转,特性是其中一向类似可穿透方块而对向类似阻钩方块; | ||
* | * 钩爪可以从旧版可穿透方块({{Tile|entities|6}}/{{Tile|front|6}})相邻的方块边缘穿过,换句话说钩索在进入旧版可穿透方块内部后,可以继续飞行穿过它上下左右四个方向相邻的任意方块; | ||
* | * 钩爪会在命中[[Special:MyLanguage/Teleporter#Hook|钩爪传送方块]] {{Tile|entities|15}}后被传送至地图预设好的另一个地点。 | ||
* [[Special:MyLanguage/Teleporter#Hook| | |||
当钩爪锚定在可钩的方块上后,玩家会被拉向锚点。此时钩索不会因为时间流逝而自动松开,所以你只要不送手就可以一直钩在墙上(这与钩中其他玩家会存在自动松钩的倒计时不同)。 | |||
< | <span id="Hooking_Tees"></span> | ||
== | == 关于钩中玩家 == | ||
如果你钩住另一玩家会将他拖过来,同时你也会稍微被拉向他。注意,游戏中有摩擦力,所以拖动地面上的玩家会减速。相较于钩墙理论上的无限时长,钩索命中玩家后即使不松手也会在1.25秒后自动消失,这一时间限制可以通过触碰无限钩索方块{{Tile|front|17}}去除(或者说获取无限钩索),在这之后只会因为触碰无限钩索关闭方块{{Tile|front|18}}恢复时间限制。如果你在拥有无限钩索的情况下,钩着玩家同时触碰无限钩索关闭方块{{Tile|front|18}},倒计时会从触碰到方块而不是钩索命中玩家时开始。通过设置地图参数<code>sv_endless_drag 1</code>或者在地图中放置全图无限钩索方块{{Tile|front|73}},可以启用地图中所有玩家的无限钩索。 | |||
玩家触碰禁钩方块{{Tile|front|91}}后钩爪不会再命中其他玩家,此时钩索可以直接从其他玩家身上穿过,这之后可以通过触碰使钩方块{{Tile|front|107}}解除。通过在地图里调整<code>player_hooking 0</code>或者放置全图禁钩方块{{Tile|front|75}},可以禁用在玩家之间的钩索交互。 | |||
< | <span id="Pull_limit_of_the_hook"></span> | ||
=== | === 关于钩索的拖拽限制 === | ||
玩家并不总是被拉向钩索锚点。实际上,当玩家身处以锚点为中心某个小半径范围的区域后,就不会受到钩索的拉力。在天花板上行进时这一点很重要。你可能见过或者试过,玩家在靠近天花板的某个距离下出钩会保持静止地悬挂。 | |||
< | <span id="Hook_hitbox_of_tees"></span> | ||
=== | === 关于钩索与玩家的碰撞箱判定 === | ||
<div lang="en" dir="ltr" class="mw-content-ltr"> | <div lang="en" dir="ltr" class="mw-content-ltr"> |
Revision as of 06:28, 2 June 2023
钩索 可以用于在地图中位移。它是默认持有的装备,在绝大部分地图中它都必不可少。钩索有以下功能:
- 钩住特定方块摆荡
- 钩住其他玩家,将他们拖向自己,同时自己也会被反作用力稍微拉向他们
按下次要开火键(默认为鼠标右键)发射钩爪(钩索头),钩爪会携带钩索一起飞行,松开该按键钩索将会消失。
关于钩索的基本属性:
- 钩爪在发射后将沿着直线飞行,直到它抓到玩家或墙
- 如果钩爪一直没抓到玩家或墙,它会在达到最大射程时消失
- 钩爪具有出射速度,发射后不会立刻命中,而是在一定的延迟后才接触目标
- 视觉效果上,钩爪和玩家之间会有钩索连接,钩索提供了玩家和钩爪之间的拉力,但是钩索没有碰撞箱
- 钩索不会让玩家原有的速度消失,而是在原有运动状态上附加一个加速度
- 钩爪很小,因此它可以从对角线穿过某些角落的墙缝
关于不同类型的方块
下面列举一些钩索与方块的交互:
- 钩爪会直接穿过空气方块;
- 钩爪会在命中不可钩方块时消失;
- 钩爪会在命中可钩方块后将玩家拉向命中锚点,直到玩家松手或者被冻结 或传送 强制中止;
- 钩爪会像穿过空气一样穿过可穿透方块( + or + ),这些方块是用游戏图层中的( or )叠加上前置图层中的组合得到的;
- 钩爪会在命中阻钩方块时消失,这个方块在上一条中也出现了,与前面不同的是此处阻钩方块叠加在空气方块上,这个方块和不可钩方块有区别,它不会阻碍玩家和子弹的通过;
- 钩爪只能从特定方向穿过 定向穿透方块,这个方块可以旋转,特性是其中一向类似可穿透方块而对向类似阻钩方块;
- 钩爪可以从旧版可穿透方块(/)相邻的方块边缘穿过,换句话说钩索在进入旧版可穿透方块内部后,可以继续飞行穿过它上下左右四个方向相邻的任意方块;
- 钩爪会在命中钩爪传送方块 后被传送至地图预设好的另一个地点。
当钩爪锚定在可钩的方块上后,玩家会被拉向锚点。此时钩索不会因为时间流逝而自动松开,所以你只要不送手就可以一直钩在墙上(这与钩中其他玩家会存在自动松钩的倒计时不同)。
关于钩中玩家
如果你钩住另一玩家会将他拖过来,同时你也会稍微被拉向他。注意,游戏中有摩擦力,所以拖动地面上的玩家会减速。相较于钩墙理论上的无限时长,钩索命中玩家后即使不松手也会在1.25秒后自动消失,这一时间限制可以通过触碰无限钩索方块去除(或者说获取无限钩索),在这之后只会因为触碰无限钩索关闭方块恢复时间限制。如果你在拥有无限钩索的情况下,钩着玩家同时触碰无限钩索关闭方块,倒计时会从触碰到方块而不是钩索命中玩家时开始。通过设置地图参数sv_endless_drag 1
或者在地图中放置全图无限钩索方块,可以启用地图中所有玩家的无限钩索。
玩家触碰禁钩方块后钩爪不会再命中其他玩家,此时钩索可以直接从其他玩家身上穿过,这之后可以通过触碰使钩方块解除。通过在地图里调整player_hooking 0
或者放置全图禁钩方块,可以禁用在玩家之间的钩索交互。
关于钩索的拖拽限制
玩家并不总是被拉向钩索锚点。实际上,当玩家身处以锚点为中心某个小半径范围的区域后,就不会受到钩索的拉力。在天花板上行进时这一点很重要。你可能见过或者试过,玩家在靠近天花板的某个距离下出钩会保持静止地悬挂。
关于钩索与玩家的碰撞箱判定
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.