分身
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
;
第二種方式則為讓分身在您每次按下特定按鍵時向本體錘擊。該方式好處在於本體可以精準無誤地操控分身錘擊時刻,可視為第一種方式的改良版,玩家可能需要一定程度的練習才能掌握熟悉。有兩種綁定方法,其一為bind x +toggle cl_dummy_hammer 1 0
,這樣每次按下x鍵時會令分身錘擊本體一下。
其二為以cfg文件綁定至鼠標左鍵,教程見此頁面。
與分身錘擊
和分身完成錘擊操作不複雜,只需在本體對分身完成錘擊操作後,直接切換操作對象繼續錘擊即可,但比起雙人操作,單人操作需要更快的操作速度。如果玩家在切換操作對象時依然按住某個或某些操作鍵(移動,跳躍等),切換後先前的操作對象會持續執行這些操作並直到玩家重新切換回去。這種情況通常來說很危險,這會導致使用錘擊解除操作對象的凍結狀態時,繼承的操作鍵通常會向着玩家未曾預料到的方向進行移動,從而導致切換操作對象時容易手忙腳亂,致使下次錘擊失敗。有一種辦法可以阻止上述情況的發生,那就是設置客戶端指令cl_dummy_resetonswitch
,將該指令值設置為1
可以防止上述情況的發生。不過需注意這個功能是否在你需要的時候處於關閉狀態:例如玩家需要分身使用鈎索掛在可鈎牆體上,或需要分身鈎住本體一段時間,如果此時設置cl_dummy_resetonswitch
的值為1
,則從分身切換到本體後,玩家的本體會重置一切操作,導致掛在可鈎牆體的分身鬆開鈎索並掉落。玩家可單獨再為指令cl_dummy_resetonswitch
設置切換按鍵,以便玩家在需要該功能時能夠更快捷與方便地操作。
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.
進階技巧
下列技巧為與分身合作通關時適用的進階技巧。這些技巧中有一部分更適合跟分身一起通過一些對操作分身而言較為困難的部分而並非和其他玩家一起操作,但更多情況下這些技巧都是很有用處的。
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.
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.