钩子
警告:显示标题“钩子”覆盖了之前的显示标题“钩索”。
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钩子允许玩家在游戏里进行精确而富有技巧性的移动,钩子为玩家的默认装备且几乎在所有地图里都是必不可少的
。钩子可以用来:
- 钩住可钩实体进行摆动;
- 钩住其他玩家,将他们拉向你或是将你轻微地拉向他们。
按住次要开火键以使用钩子。松开次要开火键以释放钩子。(默认次要开火键为鼠标右键)
钩子的基础特性如下:
- 钩子被发射时会以朝着玩家按下次要开火键时所看向的方向沿直线射出,直到钩子接触到其他玩家或可钩/不可钩实体;
- 如果钩子在发射途中没有接触到任何玩家或实体,它会在到达最大长度时消失;
- 发射钩子到进行判定或到达最大长度需要一小段时间,并非立即与视角方向的实体或玩家进行判定;
- 被钩住的玩家不会立即失去已经获得的速度,可以将其看做是施加在玩家上的另一种力来逐渐改变速度大小以及方向;
- 钩子的头部判定宽度很窄,因此钩子可以穿过两个可碰撞实体组成的角落。
实体类型
这里列举出各个实体/区域与钩子进行互动时能产生的效果:
- 钩子可以穿过空气与未使用实体;
- 钩子触碰禁钩实体时将会消失;
- 钩子触碰可钩实体时会定在所触碰的位置,并将玩家拉向该处,直到玩家松开钩子或被冻结以
及被传送;
- 钩穿实体( + 或 + )是由主要游戏实体层中
的可碰撞实体( 或 )与次要游戏实体层中的钩穿元件组合而成。这种
实体将不会对玩家发射的钩子产生影响,钩子会像穿过空气一样穿过钩穿实体,但玩家本身依然对钩穿实体有碰撞判定;
- 禁钩区域与可钩穿单元有着一样的外观,但禁钩区域通常单独使用而非组合使用。禁钩区域和禁钩实体的效果
很类似,会取消发射到区域内的钩子,两者区别在于玩家不会对禁钩区域有碰撞判定,同时其他武器发射的弹幕也可以穿过禁钩区
域;
- 单向钩穿区域是钩穿单元的变种,其会允许从某一方向上发射到区域内的钩子穿过,而取消从其他方向上发射
到区域内的钩子;
- 旧版钩穿单元(/)通常放置在可碰撞实体旁边,这种组合允许钩子在某一角度范围内发
射时穿过可碰撞实体;(这种钩穿单元现已不建议使用)
- 钩子发射至钩子传送区域时会将钩子传送至地图上的指定位置。
当钩子钩住可钩实体时,玩家会被拉向钩子钩住的点,此时钩子的释放时间是无限的,所以玩家可以持续按住次要开火以挂在实体
旁边。
钩住玩家
钩住其他玩家会将玩家拉向释放钩子的玩家,同时释放钩子的玩家也会被轻微地拉向被钩住玩家。由于存在摩擦力,当两名玩家均
处于地面上时,将玩家拉向自己的速度会变慢。不同于钩住可钩实体,钩住其他玩家时,钩子最长持续时间更改为1.25秒。当超过
最长持续时间时,钩子会被自动释放。 但当玩家触碰过无限钩子区域时,最长持续时间的限制将被移除,该玩家可以持续钩住其他玩家。当玩家触碰解
除无限钩子区域时,玩家发射的钩子将重新得到钩住其他玩家最长持续时间的限制。在玩家触碰解除无限钩子区
域的同时在持续钩住其他玩家的话,会从触碰到区域的同时重新进行持续时间的计时(即触碰解除区域后依然可以让钩子持续1.25
秒)。
无限钩子的能力也可以在服务器设置里添加指令sv_endless_drag 1
或在地图内任意位置添加一个全局无限钩子单元
来使所有玩家从一开始便获得此能力。
Hooking tees can be disabled by touching the disable hook collision block . Your hook will go
through other tees when in this mode. Hook collision gets enabled again by touching the enable hook collision block
. The hook can be permanently disabled on a map with the tune player_hooking 0
or by
placing the disable hook collision map config tile somewhere on the map.
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
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.
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.