Runmode: Difference between revisions
RetiredSnail (talk | contribs) |
RetiredSnail (talk | contribs) |
||
Line 58: | Line 58: | ||
* (255,255,186): hidden, radius 3 | * (255,255,186): hidden, radius 3 | ||
* (255,255,187): checkpoint with radius 1 | * (255,255,187): checkpoint with radius 1 | ||
* (255,255,188): boost checkpoint, smaller and less boost | |||
To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints. | To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints. | ||
Next stage checkpoints are only shown when next stage is activated or checkpoint number 9 has been passed. They don't work in loop maps. | Next stage checkpoints are only shown when next stage is activated or checkpoint number 9 has been passed. They don't work in loop maps. |
Revision as of 15:33, 4 December 2023
Runmode is a community made Speedrunning mode where the goal is to finish a route by passing all checkpoints as quickly as possible.
In runmode you can't shoot and have no weapons and you can suicide by pressing reload key.
On a runmode server by using the chat command !top
you can show the top 12 players of the current map. !pb
will show your personal best for the current map.
If you have admin permissions or are the only player on the server you can manually change maps with !map run_mapname
. Otherwise use the Vote Map function of the game.
Commands
- !top: Show leaderboard for current map
- !pb: Show your own personal best for current map
- !autorespawn: auto-respawn when you're behind (0.25s)
- !autorespawn:extreme: auto-respawn when you're behind (0.05s)
- !autorespawn:hard: auto-respawn when you're behind (0.1s)
- !autorespawn:soft: auto-respawn when you're behind (0.4s)
- !autorespawn:lazy: auto-respawn when you're behind (1.0s)
- !autorespawn:off: disable auto-respawn
Beehive
- !add or !ctf': Register to play an unofficial ranked CTF round!
- !del or !remove: Unregister from the above.
- !rating: Show your rating (only updated daily).
- !rejoin: Upon disconnect you connect as spectator. Use this command to get back into the game. Then manually press respawn.
For Players
Ordered checkpoints have their checkpoint number shown. You must cross checkpoints in an increasing fashion.
In curves it is often helpful to not use the side jump but the neutral jump. (The neutral jump is when jump is pressed without left/right pressed.) In curves it is thus also often helpful to keep jump pressed during the curve. You can go into a curve by gaining momentum from a few side jumps and once you're in the curve you switch from side jumps to a neutral jump.
At the top of the curve in a lot of cases additional speed can be gained by using a prone boost. Since entering prone (also called superman) rotates your body this (by nature of physics) causes a push force of the body collides with a protoshape (for example with the feet). If this happens during rotation then there's a push force caused by this rotation. This can also be used in a 'roof bounce' fashion which allows you to quickly switch from going up to going down. Note that the position of the cursor is very important for all these tricks because the body will rotate towards your cursor and for example to get a nice roof bounce the cursor has to be straight (or almost straight) below your body such that it is rotated in such a way that the rotation causes the feet to push of the roof protoshape.
For Map Makers
- Script: https://github.com/snailretired/stats/blob/main/Runmode.cs
- Rules: https://github.com/snailretired/stats/blob/main/Runmode.json
Checkpoints are placed by placing protoshapes with special color values. These protoshapes won't be visible but you need to make sure that gosteks don't collide with them by setting them to ItemsCollide.
The colors work as follows
- (255,0,0) or (0,255,0): regular unordered checkpoint with radius 5
- (0,0,255): loop/lap checkpoint (radius 5)
- (0,255,255): unordered checkpoint with radius 2
- (255,255,1-29): ordered checkpoint (number 1-19)
- (255,255,31-59): ordered no-jet checkpoint (number 1-19, 30 will be subtracted)
- (255,255,61-89): ordered checkpoint with radius 2
- (255,255,91-119): next stage checkpoint, ordered (90 will be subtracted)
- (255,255,171-179): activate next stage. (170 will be subtracted, next stage is per default activated at checkpoint 9 otherwise)
- (255,255,181): no drag checkpoint
- (255,255,182): infinite jet checkpoint
- (255,255,183): boost checkpoint
- (255,255,184): zero-g checkpoint
- (255,255,185): hidden, radius 5
- (255,255,186): hidden, radius 3
- (255,255,187): checkpoint with radius 1
- (255,255,188): boost checkpoint, smaller and less boost
To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints.
Next stage checkpoints are only shown when next stage is activated or checkpoint number 9 has been passed. They don't work in loop maps.