分身

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在遊戲中,玩家可連接一個屬於自己的分身,玩家可以隨時在本體與分身之間自由選擇操作tee。切換控制分身的綁定鍵可在設置里更改,或可按F1進入控制台使用bind x toggle cl_dummy 0 1指令綁定按鍵。分身能複製執行本體的操作,與本體錘擊飛行,甚至高階技巧使在操作本體的同時控制分身單獨進跳躍釋放鈎索和開火等操作。

某些地圖必須以分身來協助本體到達終點的,統稱為分身圖。在分身圖中,分身通常在一開始就會進入深度凍結狀態。分身也能用來配合本體來通過其他非分身地圖,來達成單人通過合作地圖的效果。但有些地圖如果想要與分身配合通關,難度會變得很高,甚至會變得不可能,因為這些地圖的某些部分可能需要兩名玩家同時進行一些精確的操作來合作通關。


基礎技巧

與分身錘擊飛行

遊戲主要有兩種與分身進行錘擊飛行的方式。第一種方式為讓分身持續向本體有間隔地錘擊,該方式為開啟自動錘擊功能來使分身有一定節奏地朝本體方向持續錘擊,但在開啟自動錘擊則意味着分身錘擊時間不能被控制(也可以反覆激活和關閉自動錘擊功能來解決這種情況)。自動錘擊的綁定鍵在設置里可以進行更改,或者可以可按F1進入控制台使用bind x toggle cl_dummy_hammer 0 1

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.