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Stick death maze
Stick death maze




stick death maze

Using a precise dash slide, it is possible to get on the green wall area right outside Dark Palace. The black box is the spot where water transitions into void. You'll be caught by the Lorule Soldier but will be able to try the skip again. Doing so means you can Tornado Rod up through the bridge. If Link dives into the line where water turns into void, he floats out of the water and for a few frames can use the Tornado Rod before voiding out. Below the bridge is a spot you can swim into and void out. Normally, you would have to reset or void out until you die, but it is possible to fly out of the water using the Tornado Rod. If this happens, it is still possible to save yourself to try the skip again. If you don't do it properly and dash in the north-east direction by accident, he will fall into the water. Getting Out Of The Water Discovered By LemonKongīe EXTREMELY careful when orienting Link before dashing. Be careful not to get caught by another guard after the skip, because you will be thrown into the second prison, which is about halfway into the maze, making it necessary for you to actually complete the thing. From there, walk along the ledge to get past that one guard. He will bump into the tree and fall on the ledge.

stick death maze

Tap the control stick to the right so he faces directly east and dash using the Pegasus Boots. When Link lands, he will be facing the north-east direction. As soon as you take damage, run into the corner while you are invincible and use the Tornado Rod.

stick death maze

Stand on the left side of him as he is waking up. Using a non-damaging item (The Sand Rod is probably the best choice here, though in the fastest any% route only the Hookshot is available), push the Snapdragon (the one near the first cell) northeast, all the way in the corner made by the tree and the ledge. It is possible to skip most of the Dark Maze you're supposed to go through to access Dark Palace. Used a better system of checking whether the game spawned a ledge ragdoll as opposed to a boolean.Navigation Dark Maze Dark Maze Skip Discovered By CloudMax Usage of m_iDeathPose and m_iDeathFrame now results in (almost) proper ragdoll deaths. Edited code's replacement for falling-off-after-hanging deaths. Used PostThinkPost hook instead of PreThink on Lux's suggestion. Attempt to fix 'Spawn ragdoll on' not getting added to admin menu upon plugin's first load on a new map. Fixed a bug with sm_c_survivor_ragdoll_dual_drop that made non-dual wielding players drop an extra pistol after they die and get revived. Fixed 'Spawn ragdoll on' not getting added to admin menu upon plugin's first load on a new map. This lets survivors play the falling animation properly again, but also results in inaccuracies with slays/suicides whilst falling. Preventing ledge-hanging fall deaths from removing the death model now uses the method Zero used to detect whether a survivor is going to die. Could possibly be caused by the method of setting the ragdoll's player netprop to the chosen player. Manually spawning a ragdoll on anyone has the chance to make them invisible on one or more client's ends. The plugin automatically adds a function to the admin menu called 'Spawn ragdoll on' that lets you manually spawn a ragdoll on a chosen player from it's list. Sm_ragdoll = Spawn a client ragdoll on yourself. ^ Toggle whether players should drop their extra pistol upon death. Sm_c_survivor_ragdoll_dual_drop 1 - min:0/max:1 (Beware - this could wreak havoc on older computers!) ^ 0 - Use game's preferred ragdoll limits. Sm_c_survivor_ragdoll_nolimit 0 - min:0/max:1 ^ Toggle preventing ledge deaths from making victims unrevivable. Sm_c_survivor_ragdoll_ledge 1 - min:0/max:1 Sm_c_survivor_ragdoll_staticbody 0 - min:0/max:2 ^ Toggle usage of non-ledge based ragdoll deaths. Sm_custom_survivor_ragdoll 1 - min:0/max:1 However, it uses the same method Zero used to know if a player will die, so it will not be able to detect suicides/slays.īut survivors that were falling are already going to die anyway, and it works for just falling to your death, so it shouldn't be much of a problem to keep this feature on. There's a toggleable function to stop m_isFallingFromLedge deaths from removing the static model. The plugin supports L4D1, but only has the feature to manual-spawn ragdolls. It also comes with manually spawning the ragdolls yourself, for funsies. You can also choose to make the static death model invisible, remove it, or do nothing to the body. Zero's Restore Ragdoll plugin, except it functions on ALL deaths, including suicides.






Stick death maze