Forums

Pages: 1 ... 6 7 [8] 9 10 ... 12
Author Topic: Beginnings 2013  (Read 8225 times)
Fly
**

Posts: 57
Just call me trey
A few questions about grimace:

1) Where is the timer reset, I looked but I can't find anything
2) Is it alright to use hurtme before the run if I don't use more than 2 stickies? I keep dying on doubles, sometimes even without fall damage and it's really annoying
   
Offline  X_DIAS
Rocketman
***

Posts: 643
The world is a cube
A few questions about grimace:

1) Where is the timer reset, I looked but I can't find anything
2) Is it alright to use hurtme before the run if I don't use more than 2 stickies? I keep dying on doubles, sometimes even without fall damage and it's really annoying

1-just fall off the edge at the start
2-the rules strictly forbid the use of the hurtme command
   
Offline  The BQE
Soldier
***

Posts: 135
I have not known such frustration as having my best run yet and then spending 3 full minutes on the last fucking jump.
   
Rocketeer
****

Posts: 331
the skybox is the limit
A few questions about grimace:

1) Where is the timer reset, I looked but I can't find anything
2) Is it alright to use hurtme before the run if I don't use more than 2 stickies? I keep dying on doubles, sometimes even without fall damage and it's really annoying

you die on double stickies with mp_falldamage 0?
   
Rocketeer
****

Posts: 424
You can't die from a double sticky without falldamage.
Try it yourself. Put 2 on the ground and crouch right above it and detonate them, you have 3 hp.


---------------------------
   
Offline  QuBA
Soldier
***

Posts: 134
You can't die from a double sticky without falldamage.
Try it yourself. Put 2 on the ground and crouch right above it and detonate them, you have 3 hp.

You can die from 2 stickies. They do more damage if youre slightly above the ground (cause the center of the sticky is closer to your hitbox I guess...).

Edit: I mean closer to the surface of your hitbox.
« Last Edit: November 19, 2013, 10:44:20 AM by QuBA »
   
Soldier
***

Posts: 216
Hi
You can't die from a double sticky without falldamage.
Try it yourself. Put 2 on the ground and crouch right above it and detonate them, you have 3 hp.

You can die from 2 stickies. They do more damage if youre slightly above the ground (cause the center of the sticky is closer to your hitbox I guess...).

Edit: I mean closer to the surface of your hitbox.
lol


---------------------------
Hi
   
Rocketeer
****

Posts: 424
You can't die from a double sticky without falldamage.
Try it yourself. Put 2 on the ground and crouch right above it and detonate them, you have 3 hp.

You can die from 2 stickies. They do more damage if youre slightly above the ground (cause the center of the sticky is closer to your hitbox I guess...).

Edit: I mean closer to the surface of your hitbox.
Hmm, ye.
I was wrong.
Interesting.


---------------------------
   
Fly
**

Posts: 57
Just call me trey
It could have been a bounce too, but I'm pretty sure I didn't hear the fall damage sound.

you die on double stickies with mp_falldamage 0?
Yes, because mp_falldamage 0 doesn't prevent fall damage
   
Offline  RNC1839
Maggot
*

Posts: 23
It could have been a bounce too, but I'm pretty sure I didn't hear the fall damage sound.

you die on double stickies with mp_falldamage 0?
Yes, because mp_falldamage 0 doesn't prevent fall damage

uhh...

https://developer.valvesoftware.com/wiki/Mp_falldamage


---------------------------
   
Rocketeer
****

Posts: 331
the skybox is the limit
It could have been a bounce too, but I'm pretty sure I didn't hear the fall damage sound.

you die on double stickies with mp_falldamage 0?
Yes, because mp_falldamage 0 doesn't prevent fall damage

uhh...

https://developer.valvesoftware.com/wiki/Mp_falldamage

nah, treynolds is right, it's another derelict variable in tf2 that does nothing
   
Offline  Rokio
Maggot
*

Posts: 11
Easier way to do void 14?

jump_void jump 14 syncs


It's slower than getting it right the first time; but sometimes it saves me on this jump that I'm extra terrible at....
   
Offline  The BQE
Soldier
***

Posts: 135
Do what you want, but that looks way more difficult.  If you can figure out the timing for telesyncs, you can figure out what height to shoot off the first wall and where to left wall jump to do it right on the first jump.
   
Offline  Rokio
Maggot
*

Posts: 11
If you can figure out the timing for telesyncs, you can figure out what height to shoot off the first wall and where to left wall jump to do it right on the first jump.

You'd think so, wouldn't you...

Some of the time I can get it no problem, but other times it takes several attempts.  I like that the map has multiple options for most jumps in any case.
   
Offline  The BQE
Soldier
***

Posts: 135
If you can figure out the timing for telesyncs, you can figure out what height to shoot off the first wall and where to left wall jump to do it right on the first jump.

You'd think so, wouldn't you...

Some of the time I can get it no problem, but other times it takes several attempts.  I like that the map has multiple options for most jumps in any case.

In the first jump, if you just aim slightly further ahead on the left wall portion you'll clear the jump no problem.  I only need 2 rockets on the left wall, and a couple times I've gone past the start of the next jump.
   
0 Members and 1 Guest are viewing this topic.
Pages: 1 ... 6 7 [8] 9 10 ... 12
« previous next »


spirit Powered by SMF 2.0 RC5 | SMF © 2006–2011, Simple Machines LLC