티스토리 뷰
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17. Slidebug: written by faker
The slidebug is another no damage fall technique. This technique is similar to the edgebug, but obviously - just like the name is implying - we need a surfable or slideable wall to perform this, not an edge.
So how can I do this technique?
First of all we need to find an object we can slide/surf on, for example a surf wall or a spike (just like the edges when we try to do an edgebug). Running and jumping towards that object has to get us up a 64 units height block, otherwise a slidebug is not possible on that object. Furthermore this object needs to be touching the ground obviously, so we can stand on the ground after performing that slidebug.
After we found an adequate place to jump off from we need to make sure that we maintain enough horizontal speed to be able to touch the ground and - exactly in the same frame - touch the wall of the shortly after we were landing. After we "touched" the ground (which would make us die) we need to strafe into the slanted surface of the surf/slideable object immediately. If you do this with a perfect timing you won't die and survive the fall.
So how is that exactly possible?
The result of this move is that we are touching the ground and sliding up a wall at the same time, forcing the cs engine to assume that we have a positive vertical speed (going up) and that we are not connected to the ground - so there is no "need" for the engine to damage you.
Let's sum it up: The frame starts, at first you'll touch the ground so your vertical speed is going to be reseted to 0. Shortly after that you'll slide up from the ground to the slanted surface of the surf/slideable object... doing that is going to move you up some units in height therfore you are not located on the ground anylonger. Now the frame ends.
So we can say that you were not connected to the ground when the frame started and you are still not connected to the ground (anymore) when the frame is ending... therefore the engine does not detect you touching the ground at all.
Thanks to Numb for discovering this technique and documenting it in a forum thread.
Our recap video shows you an useful slidebug shortcut, performed on kz_cg_wigbl0ck:
The slidebug is another no damage fall technique. This technique is similar to the edgebug, but obviously - just like the name is implying - we need a surfable or slideable wall to perform this, not an edge.
So how can I do this technique?
First of all we need to find an object we can slide/surf on, for example a surf wall or a spike (just like the edges when we try to do an edgebug). Running and jumping towards that object has to get us up a 64 units height block, otherwise a slidebug is not possible on that object. Furthermore this object needs to be touching the ground obviously, so we can stand on the ground after performing that slidebug.
After we found an adequate place to jump off from we need to make sure that we maintain enough horizontal speed to be able to touch the ground and - exactly in the same frame - touch the wall of the shortly after we were landing. After we "touched" the ground (which would make us die) we need to strafe into the slanted surface of the surf/slideable object immediately. If you do this with a perfect timing you won't die and survive the fall.
So how is that exactly possible?
The result of this move is that we are touching the ground and sliding up a wall at the same time, forcing the cs engine to assume that we have a positive vertical speed (going up) and that we are not connected to the ground - so there is no "need" for the engine to damage you.
Let's sum it up: The frame starts, at first you'll touch the ground so your vertical speed is going to be reseted to 0. Shortly after that you'll slide up from the ground to the slanted surface of the surf/slideable object... doing that is going to move you up some units in height therfore you are not located on the ground anylonger. Now the frame ends.
So we can say that you were not connected to the ground when the frame started and you are still not connected to the ground (anymore) when the frame is ending... therefore the engine does not detect you touching the ground at all.
Thanks to Numb for discovering this technique and documenting it in a forum thread.
Our recap video shows you an useful slidebug shortcut, performed on kz_cg_wigbl0ck:
17. 슬라이드버그: Translated by RhyshaN
슬라이드버그는 또 다른 형태의 추락데미지를 입지 않는 기술입니다. 이 기술은 엣지버그와 비슷하나, 이름이 암시하듯 엣지가 아닌 서프나 슬라이드가 가능한 벽면을 필요로 합니다.
그래서 이 기술을 어떻게 해야 사용할 수 있나요?
첫째로 슬라이드/서프가 가능한 물체를 찾아야 합니다. 예를 들면 서프가 가능한 벽면이나 스파이크가 있습니다(엣지버그를 하려 할 때 엣지가 필요하듯). 또한 64유닛 이상의 높이로 우리를 올려줄 수 있는 블록이어야 슬라이드버그가 가능합니다. 더 나아가, 슬라이드버그를 한 후에 착지할 수 있게끔 땅에 닿아 있어야 할 것입니다.
뛰어내리기 적당한 장소를 찾은 뒤에는, 착지하고 조금 후 정확히 같은 프레임에 땅과 벽면에 동시에 닿을 수 있도록 충분한 수평속도를 유지해야만 합니다. (우리를 죽게 만들) 땅에 "닿은" 뒤에는 바로 서프/슬라이드가 가능한 기울어진 표면을 향해 스트레이프를 해야만 합니다. 이것을 완벽한 타이밍으로 해낸다면 죽지 않고 추락에서 살아남을 것입니다.
그래서 이 기술이 어떻게 가능한건가요?
이러한 움직임의 결과로 우리는 땅에 닿는 것과 벽면을 올라가는 것을 동시에 하게 되어, 카스엔진으로 하여금 우리가 양의 수직속도(위로 올라가는)를 가지며 땅에 닿지 않았다고 간주하게 만듭니다. 따라서 엔진이 당신에게 데미지를 입힐 "필요"가 없는 것입니다.
정리해 보겠습니다: 프레임이 시작되고, 먼저 당신이 땅에 닿아 수직속도가 0으로 리셋되는 것으로 시작합니다. 조금 후에 당신은 땅에서 서프/슬라이드가 가능한 땅에서 기울어진 벽면으로 슬라이드해 올라갈 것입니다. 이는 당신을 몇 유닛 정도 위로 올릴 것이고 당신은 땅에 더 이상 위치하고 있지 않게 됩니다. 그리고 프레임이 끝나게 됩니다.
따라서 프레임이 시작될 때 땅에 닿지 않았고, 프레임이 끝날 때 역시 땅에 여전히(더 이상은) 닿지 않았다고 볼 수 있습니다. 따라서 엔진은 당신이 땅에 닿은 사실을 감지할 수 없게 됩니다.
이 기술을 발견하고 포럼 쓰레드에 문서화한 Numb에게 감사의 말씀을 드립니다.
아래 우리의(Xtreme-Jumps.eu의) 비디오는 슬라이드버그를 이용한 kz_wigbl0ck의 유용한 지름길을 보여줍니다.
This video shows a recap of how the slidebug is done correctly. Thanks to saier.
4 NFD(No Fall Damage)-Technics: Edgebug, Jumpbug, Duckbug and Slidebug
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