分身
在游戏中,玩家可连接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tee。切换控制分身的绑定键可在设置里更改,或可按F1进入控制台使用bind x toggle cl_dummy 0 1
指令绑定按键。分身能复制执行本体的操作,与本体锤击飞行,甚至高阶技巧使在操作本体的同时控制分身单独进跳跃、 释放钩索和开火等操作。
某些地图必须以分身来协助本体到达终点的,统称为分身图。在分身图中,分身通常在一开始就会进入深度冻结状态。分身也能用来配合本体来通过其他非分身地图,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。
基础技巧
与分身锤击飞行
游戏主要有两种与分身进行锤击飞行的方式。第一种方式为让分身持续向本体有间隔地锤击,该方式为开启自动锤击功能来使分身有一定节奏地朝本体方向持续锤击,但在开启自动锤击则意味着分身锤击时间不能被控制(也可以反复激活和关闭自动锤击功能来解决这种情况)。自动锤击的绑定键在设置里可以进行更改,或者可以可按F1进入控制台使用bind x toggle cl_dummy_hammer 0 1
;
第二种方式则为让分身在您每次按下特定按键时向本体锤击。该方式好处在于本体可以精准无误地操控分身锤击时刻,可视为第一种方式的改良版,玩家可能需要一定程度的练习才能掌握熟悉。有两种绑定方法,其一为bind x +toggle cl_dummy_hammer 1 0
,这样每次按下x键时会令分身锤击本体一下。
其二为以cfg文件绑定至鼠标左键,教程见此页面。
与分身锤击
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.