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  • unfrozen by the hammer. Using this you can create chain reactions using the 1-tick-unfreeze. On top of being unfrozen, the hit tee will get a good amount of...
    4 KB (404 words) - 17:43, 14 March 2023
  • Ground: Every tick velocity.x = velocity.x * 0.5 Air: Every tick velocity.x = velocity.x * 0.95 Pressing key in opposite direction: Ground: Every tick the horizontal...
    4 KB (562 words) - 19:12, 11 February 2023
  • The laser rifle is an automatic weapon that fires a straight beam that is used to unfreeze tees. The laser beam will bounce off of walls, ending either...
    3 KB (344 words) - 17:23, 25 January 2025
  • 06 tiles (450 base units) Dash time: 180ms (9 ticks) Velocity of 1,56 tiles per tick (50 base units per tick) During the dash, all other forces like gravity...
    3 KB (336 words) - 01:17, 10 March 2025
  • is hit, the tee is then only unfrozen for one tick, allowing weapon, movement, and jump input for that tick. While hook input is possible, the range and...
    5 KB (652 words) - 12:48, 5 May 2024
  • is hit, the tee is then only unfrozen for one tick, allowing weapon, movement, and jump input for that tick. While hook input is possible, the range and...
    6 KB (652 words) - 12:49, 5 May 2024
  • hook_fire_speed 80.0 How far the hook advances each tick hook_drag_accel 3.0 Factor to acceleration the hook gives each tick hook_drag_speed 15.0 Maximum speed you...
    8 KB (1,142 words) - 21:32, 2 June 2025
  • unfrozen by the hammer. Using this you can create chain reactions using the 1-tick-unfreeze. On top of being unfrozen, the hit tee will get a good amount of...
    4 KB (403 words) - 18:59, 14 March 2023
  • tirer juste après avoir été unfreeze par le marteau. Avec le unfreeze à 1 tick, vous pouvez créer des réaction en chaîne. En plus d'être dégelé, le tee...
    4 KB (396 words) - 06:41, 5 May 2024
  • hitbox between two ticks, your position will not be stopped 'between' your two tick locations. This leads to a couple effects: Your first tick inside a stopper...
    2 KB (210 words) - 03:25, 23 March 2025
  • 激光枪发射的光线形状相同而颜色可以相异,并且两种光线都可以被墙体反射。它们各自拥有最远射程,射中玩家后产生不同的效果。 霰弹枪光线行为如下: 光线会在发射的同一游戏刻(tick)击中目标或者到达最大射程消失,击中之后根据击中目标的区别产生不同效果; 如果击中墙面并且累计没有达到最大射程或者反射次数,光线将会进行反射,反射...
    9 KB (2,124 words) - 15:28, 2 July 2024
  • server (novice, moderate, ...) "none" sv_send_votes_per_tick Number of vote options being send per tick 5 1 15 sv_rescue Allow /rescue command so players can...
    109 KB (0 words) - 17:39, 4 May 2024
  • hook_fire_speed 80.0 How far the hook advances each tick hook_drag_accel 3.0 Factor to acceleration the hook gives each tick hook_drag_speed 15.0 Maximum speed you...
    9 KB (1,122 words) - 15:57, 31 May 2025
  • first target - Teeworlds by Michał Dardas 2019-09-28: The Anatomy of a One Tick Unfreeze by heinrich5991 2019-09-17: Porting a C++ multiplayer game to the...
    25 KB (1,726 words) - 17:18, 3 March 2025
  • hook_fire_speed 80.0 How far the hook advances each tick hook_drag_accel 3.0 Factor to acceleration the hook gives each tick hook_drag_speed 15.0 Maximum speed you...
    10 KB (1,131 words) - 15:57, 31 May 2025
  • Ticks (section First Tick)
    is called a "tick". Having only 50 ticks per second (tps) leads to some physical oddities. Many interactions are governed by their first tick. For example...
    643 bytes (76 words) - 19:43, 21 February 2023
  • Ticks/es (section First Tick)
    is called a "tick". Having only 50 ticks per second (tps) leads to some physical oddities. Many interactions are governed by their first tick. For example...
    753 bytes (76 words) - 08:29, 22 March 2023
  • Ticks/en (section First Tick)
    is called a "tick". Having only 50 ticks per second (tps) leads to some physical oddities. Many interactions are governed by their first tick. For example...
    585 bytes (76 words) - 19:43, 21 February 2023
  • Ground: Every tick velocity.x = velocity.x * 0.5 Air: Every tick velocity.x = velocity.x * 0.95 Pressing key in opposite direction: Ground: Every tick the horizontal...
    5 KB (562 words) - 08:20, 22 March 2023
  • Ground: Every tick velocity.x = velocity.x * 0.5 Air: Every tick velocity.x = velocity.x * 0.95 Pressing key in opposite direction: Ground: Every tick the horizontal...
    4 KB (562 words) - 19:44, 11 February 2023
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