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{{DISPLAYTITLE:分身}}
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在游戏中,玩家允许召唤一个属于自己的'''分身''',玩家可以随时在本体与分身之间自由选择操作对象。
Every player has access to a '''''Dummy''''', which they can control and switch to alongside their main tee. The dummy can also copy your actions, [[Special:MyLanguage/hammerfly|hammerfly]] for you, and using more advanced features it can [[Special:MyLanguage/jump|jump]], [[Special:MyLanguage/hook|hook]], and fire. [[Special:MyLanguage/Map|Maps]] designed for use with a dummy are called Dummy maps, in which the dummy is permanently deep frozen. Dummy is also useful for completing maps by yourself, but some maps may be very difficult or impossible with dummy due to not being able to fully control both tees at once. The [[Special:MyLanguage/Binds|bind]] for switching dummies is located in the Controls menu, or alternatively using the F1 console:
bind x toggle cl_dummy 0 1
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<div lang="en" dir="ltr" class="mw-content-ltr">
== Basic Techniques ==
</div>
 
 
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=== Hammerflying with dummy ===
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There are two main ways to [[Special:MyLanguage/hammerfly|hammerfly]] with the dummy. The first way makes the dummy [[Special:MyLanguage/hammer|hammer]] in your direction at a rate that matches hammerfly timing - this is completely automatic and has the benefit of being able to focus completely on driving the hammerfly, but has the disadvantage of not being able to control when the dummy hammers (besides toggling it off and on repeatedly). This option can be bound to a key in the Controls menu, or alternatively bound to a key using the F1 console:
bind x toggle cl_dummy_hammer 0 1
For more info on binds, see [[Special:MyLanguage/Binds|Binds]].
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
The second way makes the dummy hammer in your direction on every key press. This has the advantage of being able to control when exactly the dummy hammers, and is generally superior to the first way, but may take additional practice. There are two ways to bind this:
bind x +toggle cl_dummy_hammer 1 0
which simply makes the dummy hammer on keypress.
</div>
 
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The second way to bind it is by binding the <code>Mouse 1</code> button using CFG files. A guide for setting this up is located [[Special:MyLanguage/Binds#Deep_Fly|here.]]
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=== Hammerhitting with dummy ===
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[[Special:MyLanguage/Hammerhit|Hammerhitting]] with dummy is as simple as switching tees back and forth as you hammer hit, but has a couple quirks. If you are holding a key down when switching, that tee will continue holding it down until you press the button again with that tee active. This can be dangerous, as attempting to hammer or hook will do nothing the first time and will easily cause you to fail the hammer hit. The cause for this behavior is an option called <code>cl_dummy_resetonswitch</code>. Setting this to <code>1</code> will prevent this problem from happening, but keep in mind if you are hooking to a ceiling or wall and then switch to your dummy, the tee you switched from will reset, potentially causing a fail. For this reason it's important to have <code>cl_dummy_resetonswitch</code> bound to a key press if you wish to use it.
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<div lang="en" dir="ltr" class="mw-content-ltr">
== Advanced Techniques ==
</div>
 


分身也可以复制并执行本体的操作,来进行诸如[[hammerfly/zh|锤击飞行]]等技巧的操作。玩家还可以利用更加高级的特性来使得在操作本体的同时同时控制分身单独进行[[jump/zh|跳跃]]、[[hook/zh|释放钩索]]和开火等操作。
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=== Triple fly ===
</div>


在一些[[Map|地图]]中,设计者可能要求玩家召唤自己的分身来协助本体到达终点,我们称这类地图为'''分身图'''。
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While it may seem impossible at first, triple fly is indeed possible with dummy. There are a few ways to achieve it, but all of the methods use <code>cl_dummy_copy_moves</code> set to <code>1</code>.
</div>


在分身图中,通常需要两名玩家进行组队,而其中一名玩家通常在一开始就会永久处于深度冻结状态,玩家本体通常需要将分身一路搬运到地图结尾处,同时这名处于深度冻结的玩家最后也会被要求送往[[death/zh|即死区域]]来开启通往终点的门。


分身也通常用来配合本体来通过一些其他的常规地图,来达成单人通过合作地图的效果。但有些地图如果想要与分身配合通关,难度会变得很高,甚至会变得不可能,因为这些地图的某些部分可能需要两名玩家同时进行一些精确的操作来合作通关。
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==== Method 1 ====
</div>


切换控制分身的[[Binds/zh|绑定]]键在设置里可以进行更改,或者可以在客户端控制台(在游戏的任何界面中按F1进入客户端控制台)中使用以下指令绑定按键:
<div lang="en" dir="ltr" class="mw-content-ltr">
This method makes use of <code>cl_dummy_control</code>. To start, you need a comfortable key that you can press while flying normally without problems. Bind this key as such:
</div>


  bind x toggle cl_dummy 0 1
  <div lang="en" dir="ltr" class="mw-content-ltr">
bind x "cl_dummy_control 1; cl_dummy_copy_moves 1; +toggle cl_dummy_hook 1 0"
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<div lang="en" dir="ltr" class="mw-content-ltr">
While flying, pressing this key will make the dummy hook where you are looking. Even though dummy copy is activated, the dummy will not jump, hook, or fire when you do - it will only do those on command. In this case, it's the hook. Keep in mind, <code>cl_dummy_hammer</code> deactivates everything for as long as it is toggled on, so to work around it, you need to dummy hammer, then use this command, then dummy hammer, etc. With enough practice, pseudofly triple fly is also possible using this command.
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<div lang="en" dir="ltr" class="mw-content-ltr">
It is recommended to have a key to deactivate both <code>cl_dummy_control</code> and <code>cl_dummy_copy_moves</code> for when you are not using it - or alternatively bind this to a toggle. For more information on how to do this, see [[Special:MyLanguage/Binds|Binds]].
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==== Method 2 ====
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This method requires <code>cl_dummy_copy_moves</code> bound to an easily reachable key, as it will need to be toggled often. Because the dummy will also hook when you hook in this case, often the dummy will hook the tee for too long, ruining the triple fly. To counteract this, toggle <code>cl_dummy_copy_moves</code> on and off to control when the dummy hooks or not. The dummy will still only hook when you do, however.
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<div lang="en" dir="ltr" class="mw-content-ltr">
==== Method 3 ====
</div>


== 基础分身技巧 ==
<div lang="en" dir="ltr" class="mw-content-ltr">
为消除歧义,之后的介绍中将会用到“主操作对象”与“次操作对象”两词,主操作对象指玩家当前正在操作的角色,“分身”也有可能成为“主操作对象”。
This method requires <code>cl_dummy_copy_moves</code> turned on as well as <code>cl_dummy_hammer</code> bound to an easily reachable key. This method makes use of the fact that when holding down <code>cl_dummy_hammer</code>, the dummy will stop everything, including dummy copy and hook, to hammer you. Therefore, to control when the dummy hooks, hold down the <code>cl_dummy_hammer</code> key when you do not want the dummy to hook - and release it when you do. The dummy will still only hook when you do, however.
</div>


=== 与分身锤击飞行 ===
这里主要介绍两种与次操作对象进行[[hammerfly/zh|锤击飞行]]的方式。


* 第一种方式:让次操作对象持续向主操作对象有间隔地[[hammer/zh|挥锤]]。这种方式的飞行可以开启自动挥锤功能来使次操作对象有一定节奏地朝向主操作方向持续挥锤,但在玩家使用这项功能的期间,次操作对象不能被除去使用切换操作对象以外的方式进行控制(也可以反复激活和关闭自动挥锤功能来解决这种情况);
<div lang="en" dir="ltr" class="mw-content-ltr">
== Tips and tricks ==
</div>


自动挥锤的[[Binds/zh|绑定]]键在设置里可以进行更改,或者可以在客户端控制台中使用以下指令绑定按键:
<div lang="en" dir="ltr" class="mw-content-ltr">
* Binding the aforementioned <code>cl_dummy_resetonswitch</code> either to a toggle or two keys for both states is a good way to have more control over your dummy.
</div>


bind x toggle cl_dummy_hammer 0 1
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* Turning on <code>cl_dummy_control</code> allows the dummy to [[Special:MyLanguage/jump|jump]], [[Special:MyLanguage/hook|hook]], or fire at will. This can be useful for parts that are difficult for dummy on some maps, or for having the dummy jump when you hammerhit it without having to switch to the dummy. Use this command with caution, however, as it changes the behavior of the dummy drastically - it is recommended to keep the option off most of the time.
</div>


若想了解更多关于绑定键的信息,请访问[[Binds/zh|绑定]]页面。
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* It can be very helpful to have an emergency reset button readily at hand if you need it - sometimes, you may have tweaked some settings that affect your dummy in unintended ways, or the dummy is holding keys down that is hard to fix.
</div>


* 第二种方式:让你的次操作对象在你每次按下特定按键时向主操作对象挥锤。这种方式的好处是主操作对象可以精确地操控次操作对象何时进行挥锤,可以理解为这种方式为第一种方式的改良版,但想要熟悉这种锤子飞,玩家可能需要一定程度的练习才能掌握。
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A simple bind like that would look like this:
</div>


有两种方式可以绑定第二种方式的操作:
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bind x "dummy_reset; cl_dummy_resetonswitch 0; cl_dummy_control 0; cl_dummy_copy_moves 0"
</div>


bind x +toggle cl_dummy_hammer 1 0
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You can then pack on any other commands to it as well.
</div>


这种方式使得每次按下特定按键时会让次操作对象向着主操作对象的方向挥锤。


第二种绑定方式的原理为使用CFG文件来更改鼠标左键的功能,具体执行方式请访问[[Binds#Deep_Fly|此页面]]。
<div lang="en" dir="ltr" class="mw-content-ltr">
== Advanced Tech ==
</div>


=== 与分身锤击 ===
<div lang="en" dir="ltr" class="mw-content-ltr">
和分身完成[[Hammerhit/zh|锤击]]操作也不难,只需要在主操作对象对次操作对象完成锤击操作后,直接切换操作对象继续进行锤击操作即可,但比起双人操作,单人操作需要更快地操作速度。
The following section will cover advanced tech that is possible with dummy. Some of the tech is usually only useful for doing dummy unfriendly parts by yourself rather than another player, but some are also viable in more circumstances.
</div>


如果玩家在切换操作对象时依然按住了某个或某些操作键(移动,跳跃等),切换后次操作对象会继承这些操作并持续执行直到玩家重新切换操作对象。
* 这种情况在大多数情况下都是很危险的,这会导致使用锤击技巧解除次操作对象的冻结状态时,次操作对象会继承操作键且通常会向着玩家未曾预料到的方向进行移动,从而导致切换操作对象时很容易手忙脚乱,致使下一次锤击的失败。


有一种办法可以阻止上述情况的发生,那就是设置客户端指令<code>cl_dummy_resetonswitch</code>,将该指令值设置为<code>1</code>可以防止上述情况的发生(即使在切换操作对象时依然按住了某个或某些操作键,在切换后次操作对象也不会继承那些操作)。
<div lang="en" dir="ltr" class="mw-content-ltr">
* 不过一定要注意这个功能是否在你需要的时候处于关闭状态:例如玩家需要次操作对象使用钩索挂在可钩墙体上,或需要次操作对象钩住主操作对象一段时间,如果此时设置<code>cl_dummy_resetonswitch</code>的值为<code>1</code>,则在切换操作对象后,玩家的次操作对象会重置一切操作,导致挂在可钩墙体的次操作对象会松开钩索并掉落等多种意外情况。
==== Auto-revert ====
** 为再次防止上述情况的发生,建议玩家单独再为指令<code>cl_dummy_resetonswitch</code>设置切换按键,以便玩家在需要该功能时能够更快捷与方便地操作。
</div>


== 提示与技巧 ==
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* 再次建议为上述指令<code>cl_dummy_resetonswitch</code>绑定按键,无论是绑定一个切换键(按住切换键以切换指令的值,松开切换键以复原),还是绑定两个切换键(两个切换键分别对应指令不同的值,按下其中一个切换键可以持续切换指令的值),这条指令对于玩家控制次操作对象都是相当有帮助的;
If the dummy is holding any key down such as movement, hook, etc, and you use dummy copy to have the dummy hold down another key, switching to the dummy will cause it to go back to holding the keys it was before you used dummy copy.
* 如果需要的话,玩家可以将自己常用或距离手边较近的一个按键设置为紧急重置按键,因为有些时候玩家可能在设置一些指令时导致次操作对象做出一些意料之外的操作;
</div>
** 建议玩家将以下指令添加到紧急重置按键当中:


bind x "dummy_reset; cl_dummy_resetonswitch 0; cl_dummy_control 0; cl_dummy_copy_moves 0"
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This is useful for parts where you need to quickly change directions when switching to the dummy, as this can make it automatic.
</div>


玩家也可以自行添加其他任何指令。


* 将指令<code>cl_dummy_control</code>的值设置为<code>1</code>会允许次操作对象按照主操作对象的意愿进行操作。这一功能会在一部分难以与分身合作通关的地图中起到良好的作用,或者可以使主操作对象锤击次操作对象时可以让其起跳而无需切换操作对象。
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==== Quick dummy hammer hit ====
</div>


** 然而请玩家谨慎使用该功能。通常情况下请保持该功能处于关闭状态(数值置<code>0</code>),持续开启该功能可能会导致更多意料之外的情况发生。
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This is a quicker and easier (for dummy) version of a normal hammerhit. Stand right next to your dummy on the left or right, hammer it, walk through, and then jump and have the dummy hammer you.
</div>


== 进阶技巧 ==
下列技巧为与分身合作通关时适用的进阶技巧。这些技巧中有一部分更适合跟分身一起通过一些对操作分身而言较为困难的部分而并非和其他玩家一起操作,但更多情况下这些技巧都是很有用处的。


==== 自动恢复操作 ====
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如果次操作对象正在持续执行某种操作(移动,使用钩索等),玩家可以开启分身同步模式来让次操作对象改变其执行的操作,此时切换操作对象会使当前主操作对象恢复在使用分身同步模式之前的操作。
==== Dummy control ====
</div>


这一点对于玩家需要在切换操作对象后快速执行某个操作的情况下非常有用。
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When setting <code>cl_dummy_control</code> to <code>1</code> and enabling dummy copy at the same time, the dummy will only copy movement and aim, and not jump, fire, or hook. Keep in mind that turning this setting on will make dummy hammer performance worse, as occasionally the dummy will miss the hammer compared to it turned off.
</div>


==== 快速分身锤击 ====
这是一种更快速且更易于操作的普通锤击技巧。


首先主操作对象站在次操作对象锤击范围内,之后操作主操作对象锤击次操作对象,次操作对象被锤起时,主操作对象走过去并起跳,然后让次操作对象在合适的时机锤击主操作对象完成锤击操作。
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====Dummy copy mismatch====
</div>


==== 分身控制 ====
<div lang="en" dir="ltr" class="mw-content-ltr">
当设置指令<code>cl_dummy_control</code>的值为<code>1</code>,同时开启分身同步模式时,次操作对象只会复制并执行主操作对象的移动和光标定位,并不会执行主操作对象的跳跃、开火以及使用钩索的操作。时刻记住开启这项功能时候会禁用玩家对次操作对象开火操作的操控,相对于关闭这项功能,次操作对象更容易错失挥锤的机会。
If you hold down key to fire, and enable dummy copy at the same time, the dummy will only copy your firing command when you release the key, not when you press it down. This allows some control over when the dummy will actually copy your action.
</div>

Revision as of 16:26, 11 February 2023

Every player has access to a Dummy, which they can control and switch to alongside their main tee. The dummy can also copy your actions, hammerfly for you, and using more advanced features it can jump, hook, and fire. Maps designed for use with a dummy are called Dummy maps, in which the dummy is permanently deep frozen. Dummy is also useful for completing maps by yourself, but some maps may be very difficult or impossible with dummy due to not being able to fully control both tees at once. The bind for switching dummies is located in the Controls menu, or alternatively using the F1 console:

bind x toggle cl_dummy 0 1


Basic Techniques


Hammerflying with dummy

There are two main ways to hammerfly with the dummy. The first way makes the dummy hammer in your direction at a rate that matches hammerfly timing - this is completely automatic and has the benefit of being able to focus completely on driving the hammerfly, but has the disadvantage of not being able to control when the dummy hammers (besides toggling it off and on repeatedly). This option can be bound to a key in the Controls menu, or alternatively bound to a key using the F1 console:

bind x toggle cl_dummy_hammer 0 1 

For more info on binds, see Binds.

The second way makes the dummy hammer in your direction on every key press. This has the advantage of being able to control when exactly the dummy hammers, and is generally superior to the first way, but may take additional practice. There are two ways to bind this:

bind x +toggle cl_dummy_hammer 1 0 

which simply makes the dummy hammer on keypress.

The second way to bind it is by binding the Mouse 1 button using CFG files. A guide for setting this up is located here.


Hammerhitting with dummy

Hammerhitting with dummy is as simple as switching tees back and forth as you hammer hit, but has a couple quirks. If you are holding a key down when switching, that tee will continue holding it down until you press the button again with that tee active. This can be dangerous, as attempting to hammer or hook will do nothing the first time and will easily cause you to fail the hammer hit. The cause for this behavior is an option called cl_dummy_resetonswitch. Setting this to 1 will prevent this problem from happening, but keep in mind if you are hooking to a ceiling or wall and then switch to your dummy, the tee you switched from will reset, potentially causing a fail. For this reason it's important to have cl_dummy_resetonswitch bound to a key press if you wish to use it.


Advanced Techniques


Triple fly

While it may seem impossible at first, triple fly is indeed possible with dummy. There are a few ways to achieve it, but all of the methods use cl_dummy_copy_moves set to 1.


Method 1

This method makes use of cl_dummy_control. To start, you need a comfortable key that you can press while flying normally without problems. Bind this key as such:

bind x "cl_dummy_control 1; cl_dummy_copy_moves 1; +toggle cl_dummy_hook 1 0"

While flying, pressing this key will make the dummy hook where you are looking. Even though dummy copy is activated, the dummy will not jump, hook, or fire when you do - it will only do those on command. In this case, it's the hook. Keep in mind, cl_dummy_hammer deactivates everything for as long as it is toggled on, so to work around it, you need to dummy hammer, then use this command, then dummy hammer, etc. With enough practice, pseudofly triple fly is also possible using this command.

It is recommended to have a key to deactivate both cl_dummy_control and cl_dummy_copy_moves for when you are not using it - or alternatively bind this to a toggle. For more information on how to do this, see Binds.


Method 2

This method requires cl_dummy_copy_moves bound to an easily reachable key, as it will need to be toggled often. Because the dummy will also hook when you hook in this case, often the dummy will hook the tee for too long, ruining the triple fly. To counteract this, toggle cl_dummy_copy_moves on and off to control when the dummy hooks or not. The dummy will still only hook when you do, however.


Method 3

This method requires cl_dummy_copy_moves turned on as well as cl_dummy_hammer bound to an easily reachable key. This method makes use of the fact that when holding down cl_dummy_hammer, the dummy will stop everything, including dummy copy and hook, to hammer you. Therefore, to control when the dummy hooks, hold down the cl_dummy_hammer key when you do not want the dummy to hook - and release it when you do. The dummy will still only hook when you do, however.


Tips and tricks

  • Binding the aforementioned cl_dummy_resetonswitch either to a toggle or two keys for both states is a good way to have more control over your dummy.
  • Turning on cl_dummy_control allows the dummy to jump, hook, or fire at will. This can be useful for parts that are difficult for dummy on some maps, or for having the dummy jump when you hammerhit it without having to switch to the dummy. Use this command with caution, however, as it changes the behavior of the dummy drastically - it is recommended to keep the option off most of the time.
  • It can be very helpful to have an emergency reset button readily at hand if you need it - sometimes, you may have tweaked some settings that affect your dummy in unintended ways, or the dummy is holding keys down that is hard to fix.

A simple bind like that would look like this:

bind x "dummy_reset; cl_dummy_resetonswitch 0; cl_dummy_control 0; cl_dummy_copy_moves 0"

You can then pack on any other commands to it as well.


Advanced Tech

The following section will cover advanced tech that is possible with dummy. Some of the tech is usually only useful for doing dummy unfriendly parts by yourself rather than another player, but some are also viable in more circumstances.


Auto-revert

If the dummy is holding any key down such as movement, hook, etc, and you use dummy copy to have the dummy hold down another key, switching to the dummy will cause it to go back to holding the keys it was before you used dummy copy.

This is useful for parts where you need to quickly change directions when switching to the dummy, as this can make it automatic.


Quick dummy hammer hit

This is a quicker and easier (for dummy) version of a normal hammerhit. Stand right next to your dummy on the left or right, hammer it, walk through, and then jump and have the dummy hammer you.


Dummy control

When setting cl_dummy_control to 1 and enabling dummy copy at the same time, the dummy will only copy movement and aim, and not jump, fire, or hook. Keep in mind that turning this setting on will make dummy hammer performance worse, as occasionally the dummy will miss the hammer compared to it turned off.


Dummy copy mismatch

If you hold down key to fire, and enable dummy copy at the same time, the dummy will only copy your firing command when you release the key, not when you press it down. This allows some control over when the dummy will actually copy your action.