Hook: Difference between revisions

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* Hooking is not instant, it does have a travel time
* Hooking is not instant, it does have a travel time
* Hooks do not nullify the former velocity of a tee, it's just another factor that influences it
* Hooks do not nullify the former velocity of a tee, it's just another factor that influences it
* Thanks to how thin it is, it can fit through diagonal gaps between blocks
* Thanks to how thin it is, it can fit through diagonal corners between tiles


== Block Types ==
== Block Types ==


There are 3 types of solid blocks:
There are 3 types of solid tiles:


* unhookable blocks, which will cancel your hook when hooked
* unhookable tiles, which will cancel your hook when hooked
* hookable blocks, which, when hooked, will anchor your hook into place until you release it
* hookable tiles, which, when hooked, will anchor your hook into place until you release it
* hook-through blocks, which will not affect your hook (the hook will pass right through them)
* hook-through tiles, which will not affect your hook (the hook will pass right through them)


When your hook is active (anchored to a hookable block), your tee will be pulled towards the anchor point.
When your hook is active (anchored to a hookable block), your tee will be pulled towards the anchor point.
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Your tee will also be slightly pulled towards the other tee.
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 block, a hook on another tee only lasts 1.25 sec. Once the timer runs out, the hook will be reset.
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.


=== Pull limit of the hook ===
=== Pull limit of the hook ===


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 rehook the ceiling when your tee is directly below it, to stick tighter to it.
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.


=== Hook Hit box of Tees ===
=== Hook hitbox of tees ===


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 block 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 gap between blocks 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).
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 ===
=== Weak hook / strong hook ===


[[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]]


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’.
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.
With every tee on the server you individually have either weak, or strong hook on them. Who of you 2 has strong hook on the other is determined by who spawned last. The tee that spawned last has weak hook and the one who already lived longer has strong hook.


Weak and Strong hook are especially noticeable in parts where you hook the other tee along the floor and during hammer fly.
Weak and strong hook are especially noticeable in parts where you hook the other tee along the floor and when [[Hammerfly|hammerflying]].


Most parts are easier or only possible with strong hook. There are very few parts on older maps, where weak is an advantage or only possible with 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 (not complete):
Known list of parts with weak as advantage or required (incomplete):


* On [https://ddnet.tw/maps/Insane-32-3 Insane 3] at tele 6: this part is only possible with weak. This is due to the speedups not being strong enough to push the tee up when using the strong hook.
* On [https://ddnet.tw/maps/Insane-32-3 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 [https://ddnet.tw/maps/2Long 2Long] at position <code>x = 380, y = 33</code>: you have to do an edge hook with strong. With weak it is enough if the other tee holds d.
* On [https://ddnet.tw/maps/2Long 2Long] at position <code>x = 380, y = 33</code>: 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 [https://ddnet.tw/maps/Fucktastic 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 [https://ddnet.tw/maps/Fucktastic 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.


== Advanced Behavior ==
== Advanced Behaviour ==


* The hook has a maximum range. Once the hook expanded to 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 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 you see. Instead, it starts a bit further out, which is why it's easier to hook through a gap between blocks when you are near the gap yourself
* 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.


[[Category:Game-Mechanic]]
[[Category:Game-Mechanic]]
[[Category:Hook]]
[[Category:Hook]]

Revision as of 04:27, 9 October 2021

This article is a Stub. You can help us by editing and improving it.

The Hook allows you to maneuver around maps. It is always available and essential to almost every map. With it, you can:

  • Hook certain blocks to swing around
  • Hook other tees to pull them towards you and yourself slightly towards them

Use the hook by holding down secondary fire. Release it by letting go of secondary fire.

How it functions:

  • The hook moves in a straight line until it collides with either a tee or a wall
  • If the hook collides with nothing, it will stop at its maximum range
  • Hooking is not instant, it does have a travel time
  • Hooks do not nullify the former velocity of a tee, it's just another factor that influences it
  • Thanks to how thin it is, it can fit through diagonal corners between tiles

Block Types

There are 3 types of solid tiles:

  • unhookable tiles, which will cancel your hook when hooked
  • hookable tiles, which, when hooked, will anchor your hook into place until you release it
  • hook-through tiles, which will not affect your hook (the hook will pass right through them)

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.

Hooking Tees

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.

Pull limit of the hook

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.

Hook hitbox of tees

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.

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.

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.