Hook/zh: Difference between revisions

From DDraceNetwork
(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")
(Created page with "玩家对于钩索的碰撞箱实际上比视觉上更大。虽然玩家和方块的体积看起来差不多,但是玩家的钩索判定范围更大更容易上钩。因此玩家站在角落里时,虽然看起来他处于墙缝后面,但只要他离角落够近,朝角落出钩还是可以钩中玩家,并且不需要钩索头精准地穿过墙缝。如果你想看清具体的判定范围,可以打开设置 -> Tee -> “胖胖的皮肤(DDFat)”。")
Line 54: Line 54:
=== 关于钩索与玩家的碰撞箱判定 ===
=== 关于钩索与玩家的碰撞箱判定 ===


<div lang="en" dir="ltr" class="mw-content-ltr">
玩家对于钩索的碰撞箱实际上比视觉上更大。虽然玩家和方块的体积看起来差不多,但是玩家的钩索判定范围更大更容易上钩。因此玩家站在角落里时,虽然看起来他处于墙缝后面,但只要他离角落够近,朝角落出钩还是可以钩中玩家,并且不需要钩索头精准地穿过墙缝。如果你想看清具体的判定范围,可以打开设置 -&gt; Tee -&gt; “胖胖的皮肤(DDFat)”。
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>




<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="Weak_hook_/_strong_hook"></span>
=== Weak hook / strong hook ===
=== 关于强弱钩===
</div>


[[File:Hook-nomove.mp4|right|gif|muted]]
[[File:Hook-nomove.mp4|right|gif|muted]]
[[File:Hook-move.mp4|right|gif|muted]]
[[File:Hook-move.mp4|right|gif|muted]]


<div lang="en" dir="ltr" class="mw-content-ltr">
你可能会留意到钩住不同的玩家时,拖动力度不一样。游戏中确实有两种拖动力度,分别是“弱钩”和“强钩”。需要强调玩家本身并没有被附加强弱钩索的属性,强弱钩只有在两个[[Special:MyLanguage/tee|毛球]]之间才会发生。存活时间长的毛球对于存活时间短的毛球钩索力度更大。存活时间从你进入地图开始计时,每次死亡重生都将归零重新计算。
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>


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

Revision as of 06:32, 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

玩家對於鉤索的碰撞箱實際上比視覺上更大。雖然玩家和方塊的體積看起來差不多,但是玩家的鉤索判定範圍更大更容易上鉤。因此玩家站在角落裡時,雖然看起來他處於牆縫後面,但只要他離角落夠近,朝角落出鉤還是可以鉤中玩家,並且不需要鉤索頭精準地穿過牆縫。如果你想看清具體的判定範圍,可以打開設置 -> Tee -> 「胖胖的皮膚(DDFat)」。


關於強弱鉤

你可能會留意到鉤住不同的玩家時,拖動力度不一樣。遊戲中確實有兩種拖動力度,分別是「弱鉤」和「強鉤」。需要強調玩家本身並沒有被附加強弱鉤索的屬性,強弱鉤只有在兩個毛球之間才會發生。存活時間長的毛球對於存活時間短的毛球鉤索力度更大。存活時間從你進入地圖開始計時,每次死亡重生都將歸零重新計算。

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.