Dummy o Maniquí

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Revision as of 23:01, 26 February 2023 by Nochabon (talk | contribs) (Created page with "La segunda manera es hacer que tu dummy golpee en tu dirección cada vez que se toque una tecla, este método tiene la ventaja de que puedes controlar el momento exacto en el cual tu dummy golpea, y generalmente es superior al primer método, pero es más difícil así pues requiere más práctica. existen 2 maneras de vincular esta acción a una tecla o botón del mouse, <code>bind x +toggle cl_dummy_hammer 1 0</code>, lo que simplemente hace que tu dummy golpee al pres...")

Todos los jugadores pueden acceder a su maniquí o dummy, el cual pueden controlar y cambiar entre el maniquí y el tee principal. el boton para cambiarlo puede ser localizado en el menú, o alternativamente usando la consola de f1 escribiendo: bind x toggle cl_dummy 0 1.

El dummy tambien puede copiar tus acciones, ayudarte a hacer Vuelo con martillo y usando funciones más avanzadas puede saltar, enganchar, y disparar.

Mapas diseñados para el uso del maniquí o dummy son llamados "Dummy maps", en los cuales el dummy suele estar permanentemente en estado de congelación profunda. el "Dummy" también es útil para completar todo tipo de mapas por tu cuenta sin necesitar un compañero, aunque algunos mapas pueden resultar muy difíciles o imposibles de hacer solo con dummy porque uno no suele tener el control total de ambos tees al mismo tiempo.

Técnicas Básicas

Vuelo de martillo con dummy

Existen dos maneras principales para volar con martillo junto al dummy, la primera manera hace que el dummy golpee con el Martillo en tu dirección en una tasa de golpes que simula la necesaria para volar - es completamente automático y tiene el beneficio de permitirte concentrarte completamente en conducir el vuelo. pero tiene la desventaja de no poder controlar cuando el dummy golpea, (Aparte de prenderlo y apagarlo repetidamente). esta opción puede ser vinculada a una tecla en el menú de controles, o alternativamente ser vinculado a una tecla en la consola de f1: bind x toggle cl_dummy_hammer 0 1.

La segunda manera es hacer que tu dummy golpee en tu dirección cada vez que se toque una tecla, este método tiene la ventaja de que puedes controlar el momento exacto en el cual tu dummy golpea, y generalmente es superior al primer método, pero es más difícil así pues requiere más práctica. existen 2 maneras de vincular esta acción a una tecla o botón del mouse, la 1: bind x +toggle cl_dummy_hammer 1 0, lo que simplemente hace que tu dummy golpee al presionar la tecla.

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

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.

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.