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- Collision (section Tile Collision)Collision occurs between tiles, tees, and projectiles in the world. Imagine each tile being made up of a matrix of smaller, sub-squares. Each of these...4 KB (497 words) - 17:54, 4 May 2024
- down secondary fire. Release it by letting go of secondary fire. How it functions: The hook moves in a straight line until it collides with either a tee...8 KB (1,106 words) - 17:56, 4 May 2024
- er Show other players' hook collision line (2 to always show) 1 0 2 cl_show_hook_coll_own Show own players' hook collision line (2 to always show) 1 0...109 KB (0 words) - 17:39, 4 May 2024
- Border tiles take precedence but will not overwrite killbox tiles. Although it may seem possible to skip past the killbox with a tele laser, any tees past...2 KB (228 words) - 18:36, 14 March 2023
- hitting hook/unhook (collision) tiles with a teleporter gun block tile on top in the front layer. Laser teleports you if the last tile it bounced off was a...2 KB (163 words) - 14:58, 5 May 2024
- pushed upwards and to the side due to collision. Multiple tees can get on the exact same position by dashing, to get it to work easily, use corners....3 KB (309 words) - 17:53, 4 May 2024
- https://ddnet.org/explain/game/ Front layer Secondary tile layer of maps. Excludes collision blocks and adds tiles that are only relevant when layered over other tiles...2 KB (35 words) - 19:26, 11 February 2023
- quickly holding the jump button down again, it is possible to automatically jump off of it right when you reach it. An example of a map that is designed around...3 KB (387 words) - 20:55, 24 April 2023
- se téléporter avec le Pistolet et la Grenade en tirant sur des blocs de collision s'ils ont une tuile de téléportation : sur leur couche de surface. Le Laser...2 KB (195 words) - 18:36, 5 May 2024
- Stoppers (section Collisions and Hitboxes)halting movement in either one, two, our four directions. Stoppers are not collision-checked through interpolation. Thus, if you pass by a stopper's hitbox...2 KB (210 words) - 19:15, 15 February 2023
- External Tutorials Extra tools Tiles Settings and Commands Timeline Jump Hook Collision Freeze Teleporter Death Jetpack Tune zones Switch layer Speedups Stoppers...5 KB (157 words) - 15:00, 11 February 2023
- 碰撞是一种地图中会发生在玩家与实体、拋射物之间的交互效果。 介绍碰撞前,我们需要理解单位长度的概念。 想象一下,每一格网格都是由许多最小的正方形单元构成的,我们称这种最小的正方形单元为单位长度。 每一个单位长度都代表着可以一个玩家在任何一个给定的时间里占据的一个单一的、独一无二的位置。每一个单位长度都可能代表一个玩家的中心位置。...5 KB (1,149 words) - 17:54, 4 May 2024
- Tutorials Extra tools Tiles Settings and Commands Timeline Springen Hook Collision Freeze Teleporter Death Jetpack Tune zones Switch layer Speedups Stoppers...10 KB (155 words) - 08:29, 11 February 2023
- Border tiles take precedence but will not overwrite killbox tiles. Although it may seem possible to skip past the killbox with a tele laser, any tees past...1 KB (177 words) - 17:49, 14 March 2023
- Border tiles take precedence but will not overwrite killbox tiles. Although it may seem possible to skip past the killbox with a tele laser, any tees past...2 KB (177 words) - 08:31, 22 March 2023
- will see your own hook collision line or not when you hold your +showhookcoll bind (defaulted to S). When set to 2, your hook collision line will always show...29 KB (2,513 words) - 16:14, 4 July 2023
- Tutorials Extra tools Tiles Settings and Commands Timeline Artwork Jump Hook Collision Freeze Teleporter Death Jetpack Tune zones Switch layer Speedups Stoppers...8 KB (159 words) - 15:07, 10 May 2024
- Collision/en (section Tile Collision)Collision occurs between tiles, tees, and projectiles in the world. Imagine each tile being made up of a matrix of smaller, sub-squares. Each of these...4 KB (497 words) - 17:54, 4 May 2024
- projectile disparaît après un court instant même s'il n'est pas entré en collision....2 KB (260 words) - 18:33, 5 May 2024
- Collision/fr (section Collision des tuiles)possible de la position d'un tee. Les différentes tuiles ont hitbox de collision différentes. Par rapport à la position centrale d'un tee : Les tuiles DDRace...4 KB (553 words) - 15:21, 8 May 2024
- Collision/tr (section Tee Collision)of speed gained depends on the distance between the two tees during the collision (the farther away the less speed gained) as well as the angle at which...4 KB (485 words) - 17:55, 4 May 2024
- hitting hook/unhook (collision) tiles with a teleporter gun block tile on top in the front layer. Laser teleports you if the last tile it bounced off was a...2 KB (163 words) - 16:03, 5 May 2024
- Collision/es (section Tile Collision)Collision occurs between tiles, tees, and projectiles in the world. Imagine each tile being made up of a matrix of smaller, sub-squares. Each of these...5 KB (498 words) - 17:54, 4 May 2024
- quickly holding the jump button down again, it is possible to automatically jump off of it right when you reach it. An example of a map that is designed around...4 KB (387 words) - 20:56, 24 April 2023
- quickly holding the jump button down again, it is possible to automatically jump off of it right when you reach it. An example of a map that is designed around...3 KB (387 words) - 20:56, 24 April 2023
- down secondary fire. Release it by letting go of secondary fire. How it functions: The hook moves in a straight line until it collides with either a tee...8 KB (1,106 words) - 17:57, 4 May 2024
- down secondary fire. Release it by letting go of secondary fire. How it functions: The hook moves in a straight line until it collides with either a tee...9 KB (1,116 words) - 17:57, 4 May 2024
- Коллизия происходит между тайлами, игроками и снарядами в мире. Представьте, что каждая тайл состоит из матрицы более мелких субквадратов. Каждый из этих...6 KB (435 words) - 17:54, 4 May 2024
- Колізії відбуваються між тайлами, гравцями та снарядами у світі. Уявіть собі, що кожна плита складається з матриці більших підквадратів. Кожен з цих підквадратів...6 KB (433 words) - 17:55, 4 May 2024
- Stoppers/en (section Collisions and Hitboxes)halting movement in either one, two, our four directions. Stoppers are not collision-checked through interpolation. Thus, if you pass by a stopper's hitbox...2 KB (210 words) - 19:16, 15 February 2023
- Stoppers/es (section Collisions and Hitboxes)halting movement in either one, two, our four directions. Stoppers are not collision-checked through interpolation. Thus, if you pass by a stopper's hitbox...2 KB (210 words) - 21:33, 3 March 2023
- du jeu Paramètres et Commandes Chronologie Fan Art Saut Hook (Grappin) Collision Freeze (Gel) Téléporteur Mort Jetpack Zones musicales Switch layer (Couche...6 KB (238 words) - 15:07, 10 May 2024
- Border tiles take precedence but will not overwrite killbox tiles. Although it may seem possible to skip past the killbox with a tele laser, any tees past...1 KB (177 words) - 18:39, 14 March 2023
- смерті мають більший хітбокс, тому обійти їх набагато складніше. Див. Collision для отримання додаткової інформації щодо хітбоксів. Перехід на інший бік...5 KB (313 words) - 14:02, 26 August 2023
- убийства имеют больший хитбокс, поэтому окантовать их гораздо сложнее. См. Collision для получения дополнительной информации о хитбоксах. Переход на другую...5 KB (311 words) - 13:59, 26 August 2023
- otherwise it would be compatible only with Teeworlds version 6.x. If successfully, it creates a valid 07-compatible destination map; otherwise, it returns...10 KB (1,325 words) - 17:23, 9 February 2024
- Tutorials Extra tools Tiles Settings and Commands Timeline Artwork Jump Hook Collision Freeze Teleporter Death Jetpack Tune zones Switch layer Speedups Stoppers...5 KB (159 words) - 15:07, 10 May 2024
- Tutorials Extra tools Tiles Settings and Commands Timeline Artwork Jump Hook Collision Freeze Teleporter Death Jetpack Tune zones Switch layer Speedups Stoppers...10 KB (154 words) - 15:07, 10 May 2024
- External Tutorials Extra tools Tiles Settings and Commands Timeline Jump Hook Collision Freeze Teleporter Death Jetpack Tune zones Switch layer Speedups Stoppers...5 KB (157 words) - 08:29, 11 February 2023
- pushed upwards and to the side due to collision. Multiple tees can get on the exact same position by dashing, to get it to work easily, use corners....2 KB (309 words) - 17:54, 4 May 2024
- pushed upwards and to the side due to collision. Multiple tees can get on the exact same position by dashing, to get it to work easily, use corners....3 KB (308 words) - 17:54, 4 May 2024
- https://ddnet.org/explain/game/ Front layer Secondary tile layer of maps. Excludes collision blocks and adds tiles that are only relevant when layered over other tiles...2 KB (35 words) - 20:31, 11 February 2023
- https://ddnet.org/explain/game/ Front layer Secondary tile layer of maps. Excludes collision blocks and adds tiles that are only relevant when layered over other tiles...3 KB (35 words) - 21:33, 3 March 2023
- Couche avant Couche secondaire de tuiles de la carte. Exclut les blocs de collision et ajoute les tuiles qui ne sont pertinentes que lorsqu'elles sont superposées...2 KB (40 words) - 18:26, 5 May 2024
- will see your own hook collision line or not when you hold your +showhookcoll bind (defaulted to S). When set to 2, your hook collision line will always show...28 KB (2,513 words) - 17:07, 4 July 2023
- er Show other players' hook collision line (2 to always show) 1 0 2 cl_show_hook_coll_own Show own players' hook collision line (2 to always show) 1 0...126 KB (0 words) - 17:41, 4 May 2024
- er Show other players' hook collision line (2 to always show) 1 0 2 cl_show_hook_coll_own Show own players' hook collision line (2 to always show) 1 0...128 KB (0 words) - 17:41, 4 May 2024
- er Show other players' hook collision line (2 to always show) 1 0 2 cl_show_hook_coll_own Show own players' hook collision line (2 to always show) 1 0...128 KB (0 words) - 17:41, 4 May 2024
- er Show other players' hook collision line (2 to always show) 1 0 2 cl_show_hook_coll_own Show own players' hook collision line (2 to always show) 1 0...69 KB (0 words) - 17:41, 4 May 2024
- er Show other players' hook collision line (2 to always show) 1 0 2 cl_show_hook_coll_own Show own players' hook collision line (2 to always show) 1 0...128 KB (2 words) - 17:40, 4 May 2024
- will see your own hook collision line or not when you hold your +showhookcoll bind (defaulted to S). When set to 2, your hook collision line will always show...30 KB (2,494 words) - 08:01, 2 January 2024
- commande cl_show_hook_coll_own, définit si vous verrez votre propre ligne de collision de crochet ou non lorsque vous tenez votre bind +showhookcoll (par défaut...31 KB (2,629 words) - 19:55, 7 May 2024
- otherwise it would be compatible only with Teeworlds version 6.x. If successfully, it creates a valid 07-compatible destination map; otherwise, it returns...11 KB (1,013 words) - 16:47, 13 March 2023
- otherwise it would be compatible only with Teeworlds version 6.x. If successfully, it creates a valid 07-compatible destination map; otherwise, it returns...7 KB (1,013 words) - 16:47, 13 March 2023
- лазер отпрыгивает 0 laser_damage (НЕ ИСПОЛЬЗУЕТСЯ) Урон лазера 5 player_collision Разрешить коллизии игроков 1 player_hooking Разрешить использовать хук...116 KB (0 words) - 20:53, 14 May 2024
- laser_bounce_cost 激光每次反弹从衰弱最大里程中扣除的部分 0 laser_damage 激光伤害(弃用) 5 player_collision 允许玩家间碰撞 1 player_hooking 允许玩家间使用钩索拉扯 1 jetpack_strength 手枪作为飞行背包时的推力 400...73 KB (0 words) - 17:41, 4 May 2024