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Старый 21.01.2008, 18:42   #12
a new aurora
 
Аватар для Aztek ^_^

 
Регистрация: 21.10.2007
Адрес: Владивосток
Сообщений: 3,136
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Ну, кроме тебя мало кто это читал. А последний вопрос действительно улыбнул. Вообще молодцы, с юмором написали, только иногда сленг непонятный.
Для тех, кто не читал, описание трюков:

Скрытый текст:
Speed Swimming
Speed Crawling
Bunny Hopping
Crawl Jumping
Circle Jumping
Collision Boosting
Dale Jumping
Impact Boosting
Gravity Jumping
Advanced Gravity Jumping
Ladder Jumping
Flying
Flying (Climbing)
Flying (Sailing)
Flying (Hovering)
Wall Climbing
Staircasing
Freefalling
Object Acceleration
Super Turbo Up
Orb Jumping
Brute Acceleration
Brute Launching
Stuck Jumping
Gravity Flying
Enter Clipping
Teleporting


==============
Speed Swimming
==============

Team Discoverer: Many
Description: Using the sprinting ability to travel faster in and under water.

Explanation
-----------

If you hold the sprint button before you enter the water, you are able to keep your sprint even while underwater, until your suit power runs out.


==============
Speed Crawling
==============

Team Discoverer: DaleLewill
Description: Using the sprinting ability to travel faster while crawling.

Explanation
-----------

If you hold the sprint button before you enter a crawl, you are able to crawl at faster speeds until your suit power runs out.


=============
Bunny Hopping
=============

Team Discoverer: Many
Description: Jumping continuously at accelerating speeds.

Explanation
-----------

Jump while moving forwards, then jump again as soon as you hit the ground. If your timing is right, you'll gain speed. Continue doing this upon each successive jump.


=============
Crawl Jumping
=============

Team Discoverer: Many
Description: Jumping continuously while ducking to slowly decrease speed or speed through very small corridors.

Explanation
-----------

Identical to bunnyhopping, but while holding the duck key. This does not keep, let alone gain, your previous speed as bunnyhopping does, and in fact it deplenishes your speed fairly slowly. However, it can take you through tight corridors like vents much faster than you ever could speed crawling, provided you have the speed to begin with, and there are no turns.


============
Circle Jumping
============

Team Discoverer: Many
Description: Jumping further than normal from a standstill.

Explanation
-----------

The idea behind this is to increase your forward velocity both by sprinting and by using extra speed provided by strafing. Turn left or right from the direction you want to jump towards, and then hold in the strafe key that will now take you in the direction you originally wanted to go. At the same time, hold in the sprint and forward keys. After about a fraction of a second, quickly turn back toward the intended direction and jump.


==================
Collision Boosting
==================

Team Discoverer: Many
Description: Using speed and the slope of objects/terrain to propel yourself over and past obstacles.

Explanation
-----------

Simply charge full speed into an object or terrain. With enough speed, you can use just about anything solid to collision boost off of. However, the best objects are slanted much like a ramp. The height and distance you get from it depends on the slope of the object.


============
Dale Jumping
============

Team Discoverer: DaleLewill
Description: Transportable collision boosting.

Explanation
-----------

Carrying an object while bhopping, preferably something sloped like a barrel sideways, then dropping or throwing it at your feet at just the right time so you collide into the top edge of the object and achieve a collision boost.


===============
Impact Boosting
===============

Team Discoverer: Many
Description: Dramatically increasing velocity and/or height with the power of explosive weapons.

Explanation
-----------

Take out a weapon that explodes, and fire it at the ground while running/jumping in the intended direction. If it is a grenade, make sure it is behind you, and wait until it explodes before moving away from it for maximum effect.


===============
Gravity Jumping
===============

Team Discoverer: Many
Description: Using the gravity gun to boost yourself vertically.

Explanation
-----------

The simplest way to perform this trick is to stand on object, preferably flat, crouch, look down, and shoot the gravity gun's primary fire at the object. The object will rebound off the ground and throw you into the air. The height it gives you depends on the weight, area, your location on the object, and other such properties of the object. This can be done without crouching, and sometimes it helps to jump just as the object is rebounding off the ground for extra height, although this may end up stifling your jump instead.


========================
Advanced Gravity Jumping
========================

Team Discoverer: Max]I[muS-X
Description: Gravity jumping with the additional aid of more complex physics manipulation.

Explanation
-----------

Same concept as gravity jumping, but simply more complex in it's use of physics to gain height. For example, some objects can be tilted off their axis by duckjumping on top of the edge of them, after which they quickly return to their initial state. You can use the added force of the object's edge trying to push itself up, on top of the rebounding effect from the gravjump, to propel yourself to even higher heights.

Other examples, such as gaining massive height from a gravjump off the airboat, involve standing on the edge of a bulky object, then firing the gravity gun at it sideways, so that the object is thrown perpendicular to the ground, simultaneously throwing the edge with you on it upwards violently.


==============
Ladder Jumping
==============

Team Discoverer: Pincus
Description: Climbing ladders at extremely fast speeds.

Explanation
-----------

For reasons not altogether understood by myself, if repeatedly jump and crouch while on a ladder, it sends you hurtling up it. That's about it for this one.


======
Flying
======

Team Discoverer: DemonStrate
Description: Using HL2's physics against itself to repeatedly jump off objects and simulate flight.

Explanation
-----------

When you hold an object underneath yourself, you end up standing on it. After about a second of this the game automatically makes you let go of the item. However, if you stand on an object while still holding it, and then immediately jump, you will jump off the object and the object will follow you to your new height. If you repeatedly do this, you will continue to gain height. With most objects holding in the forward button helps, as it maintains your place on the object, whereas otherwise it starts to come out from under you. Flat objects with a good amount of room for standing are easiest to fly with.


=================
Flying (Climbing)
=================

Team Discoverer: Lonerville
Description: Flying in such a way that you gain height and distance rapidly.

Explanation
-----------

Normally if you hold in forward while flying without letting go for a certain amount of time, eventually you'll end up gaining too much speed and flying off and past the object. However, if the object is slanted in front of you just right, you are repeatedly jumping forward off and INTO the object, therefore you are not only kept from flying off the end, but you jump more rapidly, as you land on the object faster. This makes for a sharper climb in height and better speed.


================
Flying (Sailing)
================

Team Discoverer: Lonerville
Description: Using the crouch key while flying to descend or maintain a certain height.

Explanation
-----------

If you simply stop bhopping while flying on an object, since you are standing on the edge, either the object will tip and not fall, or it will fall out from under you and prevent you from flying further. However if you crouch while flying on an object, and the object is held close enough that you crouch on it and not behind it, you stop bhopping and start to lose height. As long as you don't stay too long in this state, you are able to start flying again. This can be used to descend, to maintain a certain height, or to keep yourself from flying off the end of an object.


=================
Flying (Hovering)
=================

Team Discoverer: Lonerville
Description: Staying in one place while midair, using an object.

Explanation
-----------

This trick can be achieved in two ways. One is simply to take a long flat object and fly without moving forwards. Eventually the object will slant enough that you are barely standing on it, balancing the jumping and falling enough that you won't gain any height. If the object has enough surface area, you're generally also able to teeter around the back edges, causing the object to try to adjust itself and remain in air.


============
Wallclimbing
============

Team Discoverer: Max]I[muS-X
Description: Using small and/or cylindrical objects to fluidly "roll" up a wall.

Explanation
-----------

This trick is essentially the same concept as flying, but it is faster for gaining height than climbing while flying and can be done with small objects. Cylindrical objects work best and are preferred with this trick. The standard method of wallclimbing is to hold the object with the cylindrical, curved part of the surface facing the wall (this usually means holding the object sideways) at chest level, then to move toward the wall, and just as the object touches, to quickly jump forward and lower the object. If done right, instead of bumping up the wall as normal flying will do in this situation, you will fluidly "roll" up the wall.

Another method to use if the object is not cylindrical, as bandit5k discovered, is to jump over the object and shoot it with the gravity gun, giving it vertical velocity, then grabbing and bunnyhopping on the object up the wall.


============
Staircasing
============

Team Discoverer: Lonerville?
Description: Using an object while midair to lower yourself to the ground like a series of stepping stones.

Explanation
-----------

If you stand on the back edge of a flat object with sufficient surface area while midair, without jumping, the object will slant underneath you and you will begin to fall. However, since the object is slanted you will land on it at regular intervals, therefore slowing lowering you to the ground without damage.


============
Free Falling
============

Team Discoverer: DaleLewill
Description: Falling while balanced on an object and landing without recieving any damage.

Explanation
-----------

If you stop flying while midair on an object with enough surface area (usually better if it is long) and balance yourself in the middle, both you and the object will drop at the same rate. Since your gravity in HL2 is not relative to the "earth" but to any surface beneath you, you do not receieve fall damage once your object hits the ground. It is possible that your object may break, however.


===================
Object Acceleration
===================

Team Discoverer: Lonerville?
Description: Using the same method as flying to accelerate horizontally.

Explanation
-----------

While flying, jumping occurs much more frequently as the "ground" you are standing on is constantly being pulled up to the same level as your feet. Consequently, you can fly while moving forward (from a standstill) to build up speed with bunnyhops faster, then duck and pull the object out from under you to resume bunnyhopping normally. This is only good for gaining speed for the first few seconds, before bunnyhopping normally would have been faster.


==============
Super Turbo Up
==============

Team Discoverer: Lonerville
Description: Using a special falling collision with a falling object to propel yourself vertically.

Explanation
-----------

The reasons as to why this trick works is not understood. If you are climbing with an object, it is possible to "slide" past it by making yourself unstable, either naturally or using the strafe keys, resulting in both you and the object to begin falling at different angles and speeds. After doing so, although it is very rare, there is a chance that the angles of both you and the object you were flying on will intersect, and the object will touch you in such a way that for some reason, your character boosts upwards to significant heights.

This has only been done with a pallet so far, and upon collision, the pallet has been upright.


===========
Orb Jumping
===========

Team Discoverer: suga
Description: Using the force of a collision between an object and an energy orb to dramatically increase player velocity.


Explanation
-----------

Although orbjumping has been known throught the HL2DM community for some time, this specific single-player rendition of a jump using energy orbs was first performed by suga, as inspired by a video called "Josh2High". The method involves first standing on a part of an object, where ideally the part of the object has small surface area but the object itself is large and heavy. Grab an energy orb with the gravity gun, and fire it at the object in such a way that the part of the object you are standing on is launched in the intended direction.

Alternatively, as demonstrated by Chib, you are also able to boost off of an enemy elite's energy orb, if you collide with it at the right angle.


==================
Brute Acceleration
==================

Team Discoverer: Max]I[muS-X
Description: Using the complicated properties of in-game models to launch yourself at tremendous horizontal speeds from a standstill.

Explanation
-----------

This works best with a small object with a complicated model, such as a piece of a broken bottle. If you duckjump on top of the object and stay there for half a second, then try to jump, you may find you are stuck either under or in one of the jagged edges of the object. However, you are able to move fractions of an inch in your intended direction. Using this technique, you can jump fast and repeatedly with virtually no time taken to land back on the ground. What this results in is the added velocity of many bunnyhops in a very short amount of time.

Once you "jump" far enough away from the object that you are "released", release the duck button and resume bunnyhopping with the additional velocity. As a side note, sometimes you may be "crushed" doing this trick, either because you clipped the object or a part of you was trapped between the object and the ground.


===============
Brute Launching
===============

Team Discoverer: Max]I[muS-X
Description: Using a similar concept as brute acceleration to launch the player vertically.

Explanation
-----------

When flying with an object, if you collide into a surface such that the bottom of the object is pressed up against the surface, there is a chance that for a short period of time both player and object will be stuck in that position without falling. In this position, the player is keeping the board against the wall, but some as of yet unknown dynamic is holding the player to the board/wall. It is believed that the player model is fighting to release itself from this adhesive force in the general direction of the velocity it was previously travelling in. When it is finally freed, it's fight with the board has amplified it's previous velocity in much the same fashion as brute acceleration. The result, if applied vertically, is the player is launched into the air.


=============
Stuck Jumping
=============

Team Discoverer: Pincus
Description: Using the game's clip prevention techniques against itself to transfer large amounts of force to the player.

Explanation
-----------

In the unlikely event that a solid object passes through another solid object in the world, the game automatically tries to push the objects out of each other with tremendous force. The object continues to push until it is freed from it's faulty position. This is why you are sometimes "crushed" when accidentally clipping inside of objects while doing seemingly innocent things in the game.

To take advantage of this, it is possible to use forced animations, such as the closing of a door, the raising of a ramp, etc. to trap objects inside of the animated object, and deform both the physics of both objects. If the animated object isn't necessarily an object, such as a door, then only the regular object's physics will be deformed. When an object's physics are "deformed", it is holding large amounts of energy trying to push itself out, which can be transferred to the player when you touch it. For optimal height versus distance, it is best to duckjump into the diagonal of the object. Forces depend on both the size and shape of the object you are touching, as well as the way you touch it.


==============
Gravity Flying
==============

Team Discoverer: Max]I[muS-X
Description: Using objects held with the gravity gun to simulate flying using alternate methods.

Explanation
-----------

So far this has only been done with one object, but there are others which potentially can achieve the same result. The object which was used was the holding container for prisoners in the citadel, found hanging high above at the beginning of citadel_03 and able to be grabbed with the super gravity gun. If you lay it on it's back, stand a little away from it on the end that resembles pincers, and grab it with the gravity gun, you will find that the distance the object is held away from you is far too short on this end of the object. It cannot penetrate you, so it scrambles wildly around your body as you continue to hold it, trying to find a stable place to rest (inside of you), and finding none.

It is very random, but it is possible to lower the object below you as it is doing this, and if you are lucky, it will be twisted below you in such a way that it's movements pull itself up. This action combined with very fast and repetitive jumping allow for essentially the same concept as flying, but far more limited. Because the object is constantly trying to adjust it's position while beneath you, you do not automatically let go of the object even though you are occasionally standing on it, as you normally would. It's benefits are that it is able to climb in a straight line, and at a faster rate than normal climbing with an object.


==============
Enter Clipping
==============

Team Discoverer: Max]I[muS-X
Description: Using the "entering" animation most common with vehicles to skip triggers and pass through walls.

Explanation
-----------

When you enter something, a vehicle for example, the player model is not actually passing through the area between yourself and the vehicle, but disappears, and is replaced by the model of the vehicle for the time you are using it. When it shows you entering the vehicle, it is only an animation, nothing more. For this reason it is possible to pass through triggers upon entering a vehicle, provided the width of the trigger is smaller than the maximum possible width between the player and the vehicle upon a successful "entering".

Using the exit animation, it is similarly possible to pass through walls, but this one is trickier. There are small areas surrounding the vehicle which are designated to be spots where the player is able to be exited, and are checked to make sure these places are clear before a player exits. If one of these places is blocked, it will force the player to exit into one of the other possible exit locations. If ALL the exits are blocked, it will not allow the player to exit until they are free. To trick the game into thinking an exit is free when it is not, it is possible to violently change the position of the airboat, usually via midair crash, upon exiting the vehicle near a wall. This is actually how I first accidentally discovered the glitch.

There are other, simpler ways to exit through a wall, but these are dependent on the area. For example, in some places the vehicle naturally thinks an exit is free, but it is only by strange design of that specific terrain, and you end up being partway inside of a wall, after which you are automatically and instantaneously pushed to the other side.


===========
Teleporting
===========

Team Discoverer: Lonerville
Description: Blinking an NPC straight to it's destination while it is in path mode.

Explanation
-----------

There are essentially three modes for an NPC to be in. We'll call them Stand Mode, Follow Mode, and Path Mode. The latter is the one we're interested in. This is the mode where an NPC is headed for a specific point on the map, and will continue to try to get there no matter what block it's path. For example, even if you completely block an NPC's path while it is in path mode, it may try to strafe around the objects for a few seconds, but it will eventually teleport on the other side or straight to it's intended point, depending on how long it was delayed.

Taking advantage of this knowledge, it has been found that holding or lowering an object over a "sweet" spot just above and in front of the NPC's head while they are in path mode, most easily when they have just begun moving, will trick the NPC into thinking there is no way around the object and instantly teleports the NPC to it's destination.

Так Done Quick Team - читеры или нет? А Spider-Waffle - рекордсмер Half-Life (28мин) - читер?
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