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(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:


<div lang="en" dir="ltr" class="mw-content-ltr">
* 钩爪会直接穿过空气方块;
* Air or absence of the following blocks will let the hook right through
* 钩爪会在命中不可钩方块{{Tile|entities|3}}时消失;
* Unhookable tiles {{Tile|entities|3}} cancels the hook when hit
* 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]] [[Special:MyLanguage/Teleporter|传送]] 强制中止;
* 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]].
* 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;
* 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
* 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;
* 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.
* 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;
* 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.
* 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;
* 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.
* 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|Hook teleporter]] {{Tile|entities|15}} will teleport the hook to a different position on the map.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
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)。
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>




<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="Hooking_Tees"></span>
== Hooking Tees ==
== 关于钩中玩家 ==
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
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。
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>


<div lang="en" dir="ltr" class="mw-content-ltr">
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。
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>




<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="Pull_limit_of_the_hook"></span>
=== Pull limit of the hook ===
=== 关于钩索的拖拽限制 ===
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
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。
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>




<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="Hook_hitbox_of_tees"></span>
=== Hook hitbox of tees ===
=== 关于钩索与玩家的碰撞箱判定 ===
</div>


<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


此條目仍需進行內容補充,您可以幫助我們編輯和修訂以擴充其內容。

鉤索 可以用於在地圖中位移。它是默認持有的裝備,在絕大部分地圖中它都必不可少。鉤索有以下功能:

  • 鉤住特定方塊擺盪
  • 鉤住其他玩家,將他們拖向自己,同時自己也會被反作用力稍微拉向他們

按下次要開火鍵(默認為滑鼠右鍵)發射鉤爪(鉤索頭),鉤爪會攜帶鉤索一起飛行,鬆開該按鍵鉤索將會消失。

關於鉤索的基本屬性:

  • 鉤爪在發射後將沿著直線飛行,直到它抓到玩家或牆
  • 如果鉤爪一直沒抓到玩家或牆,它會在達到最大射程時消失
  • 鉤爪具有出射速度,發射後不會立刻命中,而是在一定的延遲後才接觸目標
  • 視覺效果上,鉤爪和玩家之間會有鉤索連接,鉤索提供了玩家和鉤爪之間的拉力,但是鉤索沒有碰撞箱
  • 鉤索不會讓玩家原有的速度消失,而是在原有運動狀態上附加一個加速度
  • 鉤爪很小,因此它可以從對角線穿過某些角落的牆縫


關於不同類型的方塊

下面列舉一些鉤索與方塊的交互:

  • 鉤爪會直接穿過空氣方塊;
  • 鉤爪會在命中不可鉤方塊時消失;
  • 鉤爪會在命中可鉤方塊後將玩家拉向命中錨點,直到玩家鬆手或者被凍結傳送 強制中止;
  • 鉤爪會像穿過空氣一樣穿過可穿透方塊( + or + ),這些方塊是用遊戲圖層中的( or )疊加上前置圖層中的組合得到的;
  • 鉤爪會在命中阻鉤方塊時消失,這個方塊在上一條中也出現了,與前面不同的是此處阻鉤方塊疊加在空氣方塊上,這個方塊和不可鉤方塊有區別,它不會阻礙玩家和子彈的通過;
  • 鉤爪只能從特定方向穿過 定向穿透方塊,這個方塊可以旋轉,特性是其中一向類似可穿透方塊而對向類似阻鉤方塊;
  • 鉤爪可以從舊版可穿透方塊(/)相鄰的方塊邊緣穿過,換句話說鉤索在進入舊版可穿透方塊內部後,可以繼續飛行穿過它上下左右四個方向相鄰的任意方塊;
  • 鉤爪會在命中鉤爪傳送方塊 後被傳送至地圖預設好的另一個地點。

當鉤爪錨定在可鉤的方塊上後,玩家會被拉向錨點。此時鉤索不會因為時間流逝而自動鬆開,所以你只要不送手就可以一直鉤在牆上(這與鉤中其他玩家會存在自動松鉤的倒計時不同)。


關於鉤中玩家

如果你鉤住另一玩家會將他拖過來,同時你也會稍微被拉向他。注意,遊戲中有摩擦力,所以拖動地面上的玩家會減速。相較於鉤牆理論上的無限時長,鉤索命中玩家後即使不鬆手也會在1.25秒後自動消失,這一時間限制可以通過觸碰無限鉤索方塊去除(或者說獲取無限鉤索),在這之後只會因為觸碰無限鉤索關閉方塊恢復時間限制。如果你在擁有無限鉤索的情況下,鉤著玩家同時觸碰無限鉤索關閉方塊,倒計時會從觸碰到方塊而不是鉤索命中玩家時開始。通過設置地圖參數sv_endless_drag 1或者在地圖中放置全圖無限鉤索方塊,可以啟用地圖中所有玩家的無限鉤索。

玩家觸碰禁鉤方塊後鉤爪不會再命中其他玩家,此時鉤索可以直接從其他玩家身上穿過,這之後可以通過觸碰使鉤方塊解除。通過在地圖裡調整player_hooking 0或者放置全圖禁鉤方塊,可以禁用在玩家之間的鉤索交互。


關於鉤索的拖拽限制

玩家並不總是被拉向鉤索錨點。實際上,當玩家身處以錨點為中心某個小半徑範圍的區域後,就不會受到鉤索的拉力。在天花板上行進時這一點很重要。你可能見過或者試過,玩家在靠近天花板的某個距離下出鉤會保持靜止地懸掛。


關於鉤索與玩家的碰撞箱判定

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.