Dummy
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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.
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. - 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.
- 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.