ΡΠ΅ΡΠ²Π΅ΡΠ° Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ ΡΠΎΠΊΠ΅Ρ Π΄ΠΆΠ°ΠΌΠΏΠ° ΡΡ2
ΠΠΎΠ»ΡΡΠΎΠΉ ΠΌΠ°Π½ΡΠ°Π» Π΄Π»Ρ Π½Π°ΡΠΈΠ½Π°ΡΡΠ΅Π³ΠΎ ΡΠΎΠ»Π΄Π°ΡΠ°
ΠΠ΄ΡΠ°Π²ΡΡΠ²ΡΠΉΡΠ΅, ΡΠ΅Π³ΠΎΠ΄Π½Ρ Ρ Ρ ΠΎΡΠ΅Π» ΡΠ°ΡΡΠΊΠ°Π·Π°ΡΡ Π²ΡΠ΅ ΡΠ°ΠΉΠ½Ρ ΠΈ ΡΠ΅ΠΊΡΠ΅ΡΡ ΡΡ`Π°, ΠΊΠ°ΡΠ°ΡΡΠΈΠ΅ΡΡ ΠΊΠ»Π°ΡΡΠ° ΡΠΎΠ»Π΄Π°Ρ.
Π§Π°ΡΡΡ ΠΏΠ΅ΡΠ²Π°Ρ: ΠΡΠ½ΠΎΠ²Ρ, ΠΈ Π½Π΅ΠΌΠ½ΠΎΠ³ΠΎ ΠΏΠΎΠ½ΡΠΎΠ².
Π ΡΠ΅ΠΏΠ΅ΡΡ, ΠΏΠΎΠ³ΠΎΠ²ΠΎΡΠΈΠΌ ΠΎ ΡΡΠΌ-ΡΠΎ Π±ΠΎΠ»Π΅Π΅, ΠΊΠΎΠ½ΠΊΡΠ΅ΡΠ½ΠΎΠΌ. ΠΠ΅ΡΠ²ΠΎΠ΅ ΡΡΠΎ Π΄ΠΎΠ»ΠΆΠ΅Π½ ΡΠΌΠ΅ΡΡ ΡΠΎΠ»Π΄Π°Ρ (ΠΊΡΠΎΠΌΠ΅, ΠΊΠ°ΠΊ Ρ ΠΎΡΠΎΡΠΎ ΡΡΡΠ΅Π»ΡΡΡ), ΡΡΠΎ ΡΠΎΠΊΠ΅Ρ Π΄ΠΆΠ°ΠΌΠΏΡ (Π΄Π°Π»Π΅Π΅ ΠΈΠΌΠ΅Π½ΡΡΡΠΈΠ΅ΡΡ ΠΊΠ°ΠΊ RJ). RJ Π±ΡΠ²Π°ΡΡ ΡΡΡΡ ΡΠΈΠΏΠΎΠ².
Π Π°Π·Π½ΠΈΡΡ Π² Π²ΡΡΠΎΡΠ΅ ΡΠΎΠΊΠ΅ΡΠ΄ΠΆΠ°ΠΏΠΎΠ² ΠΌΠΎΠΆΠ½ΠΎ Π²ΠΈΠ΄Π΅ΡΡ Π½Π° ΠΊΠ°ΡΡΠΈΠ½ΠΊΠ΅ Π½ΠΈΠΆΠ΅.
Π’Π°ΠΊΠΆΠ΅ Ρ ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ Π²ΠΈΠ΄Π° Π΄ΠΆΠ°ΠΌΠΏΠΎΠ² Π΅ΡΡΡ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ ΠΏΠΎΠ΄Π²ΠΈΠ΄ΠΎΠ².
ΠΠΎΠ΄Π²ΠΈΠ΄ Π²ΡΠΎΡΠΎΠΉ: ΠΏΡΡΠΆΠΎΠΊ Π±Π΅Π· ΠΎΠΏΠΎΡΡ Π² Π΄Π»ΠΈΠ½Ρ, Π²ΡΠΏΠΎΠ»Π½ΡΠ΅ΡΡΡ ΠΏΡΠΈ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠΈ ΡΠΏΠΈΠ½ΠΎΠΉ Π²ΠΏΠ΅ΡΡΠ΄, Π²ΡΡΡΡΠ΅Π» ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΡΡ ΠΏΠ΅ΡΠ΅Π΄ ΡΠΎΠ±ΠΎΠΉ, ΡΠ°ΠΊΠΈΠΌ ΠΎΠ±ΡΠ°Π·ΠΎΠΌ, ΡΡΠΎΠ±Ρ ΠΏΡΠΈΠ΄Π°ΡΡ ΡΡΠΊΠΎΡΠ΅Π½ΠΈΠ΅ ΠΏΠ°ΡΠ°Π»Π»Π΅Π»ΡΠ½ΠΎ Π·Π΅ΠΌΠ»Π΅.
ΠΠΎΠ΄Π²ΠΈΠ΄ ΡΡΠ΅ΡΠΈΠΉ: ΠΏΡΡΠΆΠΎΠΊ Π² Π΄Π»ΠΈΠ½Ρ Ρ ΠΎΠΏΠΎΡΠΎΠΉ, ΡΠ°ΠΌΡΠΉ Π΄Π°Π»ΡΠ½ΠΈΠΉ ΠΏΡΡΠΆΠΎΠΊ. ΠΠΎΠΆΠ½ΠΎ Π΅Π³ΠΎ Π²ΡΠΏΠΎΠ»Π½ΠΈΡΡ ΡΠΎΠ»ΡΠΊΠΎ ΠΎΡ ΡΡΠ΅Π½Ρ, Π»ΠΈΠ±ΠΎ ΠΎΡ Π΄ΡΡΠ³ΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠ° ΡΠΈΠΏΠ° ΠΏΠΎΠΊΡΡΡΠ΅ΠΊ. Π ΠΌΠΎΠΌΠ΅Π½Ρ Π²ΡΡΡΡΠ΅Π»Π° Π²Ρ Π΄ΠΎΠ»ΠΆΠ½Ρ Π΄Π²ΠΈΠ³Π°ΡΡΡΡ Π²Π΄ΠΎΠ»Ρ ΠΎΠ±ΡΠ΅ΠΊΡΠ°, ΠΊΠΎΠ³Π΄Π° Π²Ρ Π±ΡΠ΄Π΅ΡΠ΅ Π½Π°Ρ ΠΎΠ΄ΠΈΡΡΡΡ Π² ΡΠΏΠΎΡ ΠΊ ΡΡΠ΅Π½Π΅, Π½ΡΠΆΠ½ΠΎ ΡΠ΄Π΅Π»Π°ΡΡ DJ, ΠΏΠΎΡΠ»Π΅ ΡΠ΅Π³ΠΎ Π²Π°Ρ ΡΠΈΠ»ΡΠ½ΠΎ ΠΎΡΡΠΎΠ»ΠΊΠ½ΡΡ ΠΎΡ ΠΎΠ±ΡΠ΅ΠΊΡΠ° ΠΈ Π²Ρ ΠΏΠΎΠ»Π΅ΡΠΈΡΠ΅ ΠΏΡΠ°ΠΊΡΠΈΡΠ΅ΡΠΊΠΈ ΠΏΠ°ΡΠ°Π»Π»Π΅Π»ΡΠ½ΠΎ Π·Π΅ΠΌΠ»Π΅.
ΠΠ»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ Π½Π°Π²ΡΠΊΠΎΠ² RJ Π΅ΡΡΡ ΠΌΠ½ΠΎΠ³ΠΎ ΠΊΠ°ΡΡ, ΠΎΠ½ΠΈ ΡΠ°ΡΡΠΎ ΠΈΠΌΠ΅ΡΡ ΡΠ΅Π³ jump_***, Ρ ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»ΡΡ Π²Π°ΡΠ΅ΠΌΡ Π²Π½ΠΈΠΌΠ°Π½ΠΈΡ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ ΠΊΠ°ΡΡ ΡΠ°Π·Π½ΠΎΠ³ΠΎ ΡΡΠΎΠ²Π½Ρ ΡΠ»ΠΎΠΆΠ½ΠΎΡΡΠΈ.
ΠΠ»Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ ΡΠ°ΠΊΠΈΡ ΠΊΠ°ΡΡ, Π½ΡΠΆΠ½ΠΎ Π»ΠΈΠ±ΠΎ Π½Π°ΠΉΡΠΈ ΡΠ΅ΡΠ²Π΅Ρ Ρ ΡΡΠΎΠΉ ΠΊΠ°ΡΡΠΎΠΉ, Π»ΠΈΠ±ΠΎ ΡΠΎΠ·Π΄Π°ΡΡ Π΅Π³ΠΎ Π½Π° ΡΠ²ΠΎΡΠΌ ΠΊΠΎΠΌΠΏΡΡΡΠ΅ΡΠ΅. ΠΠ»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΡΠ΅ΡΠ²Π΅ΡΠ° Π½Π° ΡΠ²ΠΎΡΠΌ ΠΊΠΎΠΌΠΏΡΡΡΠ΅ΡΠ΅ Π½ΡΠΆΠ½ΠΎ: ΠΏΠΎΠ»ΠΎΠΆΠΈΡΡ ΠΊΠ°ΡΡΡ (ΡΠ°ΠΉΠ» ΠΈΠΌΠ΅ΡΡΠΈΠΉ ΡΠ°ΡΡΠΈΡΠ΅Π½ΠΈΠ΅ *.bsp) Π² Π΄ΠΈΡΠ΅ΠΊΡΠΎΡΠΈΡ C:\Program Files\Steam\SteamApps\»ΠΈΠΌΡ Π²Π°ΡΠ΅Π³ΠΎ Π°ΠΊΠΊΠ°»\team fortress 2\tf\maps, Π·Π°ΠΏΡΡΡΠΈΡΡ ΠΈΠ³ΡΡ, Π½Π°ΠΆΠ°ΡΡ ΠΊΠ½ΠΎΠΏΠΊΡ «ΡΠΎΠ·Π΄Π°ΡΡ ΡΠ΅ΡΠ²Π΅Ρ», Π²ΡΠ±ΡΠ°ΡΡ Π² Π²ΡΠΏΠ°Π΄Π°ΡΡΠ΅ΠΌ ΡΠΏΠΈΡΠΊΠ΅ ΡΡ ΠΊΠ°ΡΡΡ ΠΊΠΎΡΠΎΡΡΡ Π²Ρ Ρ ΠΎΡΠΈΡΠ΅ ΠΏΠΎΠΈΠ³ΡΠ°ΡΡ. ΠΡΠ»ΠΈ Π²Ρ Ρ ΠΎΡΠΈΡΠ΅, ΡΡΠΎΠ±Ρ ΠΊ Π²Π°ΠΌ ΠΌΠΎΠ³Π»ΠΈ ΠΏΡΠΈΡΠΎΠ΅Π΄ΠΈΠ½ΠΈΡΡΡΡ Π΄ΡΡΠ·ΡΡ, Π²Π°ΠΌ Π½ΡΠΆΠ½ΠΎ Π² ΠΊΠΎΠ½ΡΠΎΠ»Ρ Π²Π²Π΅ΡΡΠΈ ΡΠ»Π΅Π΄ΡΡΡΠΈΠ΅ ΠΊΠΎΠΌΠ°Π½Π΄Ρ: sv_lan 0, changelevel tr_airshot_v0 (ΠΈΠ»ΠΈ ΠΈΠΌΡ Π»ΡΠ±ΠΎΠΉ Π΄ΡΡΠ³ΠΎΠΉ ΠΊΠ°ΡΡΡ Π½Π° ΠΊΠΎΡΠΎΡΠΎΠΉ Π²Ρ ΡΠΎΠ±ΡΠ°Π»ΠΈΡΡ ΠΈΠ³ΡΠ°ΡΡ).
rj_rocketeer ΠΊΠ°ΡΡΠ° Π΄Π»Ρ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ ΡΠΎΠ»Π΄ΠΎΠ², ΡΡΠΎΠ²Π΅Π½Ρ ΡΠ»ΠΎΠΆΠ½ΠΎΡΡΠΈ low+
rj_rocketeer_advanced ΠΊΠ°ΡΡΠ° Π΄Π»Ρ ΠΊΡΡΡΡΡ ΠΏΠ°ΡΠ½Π΅ΠΉ, Π΄Π°Π½Π½Π°Ρ ΠΌΠ°ΠΏΠ° ΠΈΠΌΠ΅Π΅Ρ ΡΡΠΎΠ²Π΅Π½Ρ ΡΠ»ΠΎΠΆΠ½ΠΎΡΡΠΈ high-
ΠΠΎΡ Π²ΠΈΠ΄Π΅ΠΎ ΠΏΠΎ ΠΏΡΠΎΡ ΠΎΠΆΠ΄Π΅Π½ΠΈΡ ΡΡΠΎΠΉ ΠΊΠ°ΡΡΡ:
jump_skip ΡΡΠΎΠ²Π΅Π½Ρ ΡΠ»ΠΎΠΆΠ½ΠΎΡΡΠΈ mid-
Π ΡΡΠΎΠΉ ΡΠ°ΡΡΠΈ Ρ Π·Π°ΡΡΠΎΠ½Ρ ΡΠ°ΠΊΠΈΠ΅ ΠΆΠΈΠ²ΠΎΡΡΠ΅ΠΏΠ΅ΡΡΡΠΈΠ΅ ΠΏΡΠΎΠ±Π»Π΅ΠΌΡ, ΡΠ²ΡΠ·Π°Π½Π½ΡΠ΅ Ρ ΠΊΡΠΈΠ²ΡΠΌΠΈ ΡΡΠΊΠ°ΠΌΠΈ.
ΠΡΠ»ΠΈ Ρ Π²Π°Ρ Π½Π΅ΡΡ ΠΎΠΏΡΡΠ° ΠΈΠ³Ρ Π² Π΄ΡΡΠ³ΠΈΠ΅ ΠΊΠΈΠ±Π΅ΡΡΠΏΠΎΡΡΠΈΠ²Π½ΡΠ΅ Π΄ΠΈΡΡΠΈΠΏΠ»ΠΈΠ½Ρ, Π°, Π²ΡΡΠ°ΠΆΠ°ΡΡΡ ΠΏΡΠΎΡΡΡΠΌ ΡΠ·ΡΠΊΠΎΠΌ, Π΅ΡΠ»ΠΈ ΡΡ Π½Π΅ Π·Π°Π΄ΡΠΎΡ, Π° ΠΈΠ³ΡΠ°ΡΡ Π»ΡΡΡΠ΅ Ρ ΠΎΡΠ΅ΡΡΡ, ΡΠΎ ΡΠ΅Π±Π΅ Π½ΡΠΆΠ½ΠΎ ΡΡΠ΅Π½ΠΈΡΠΎΠ²Π°ΡΡΡΡ!
ΠΡ Π° ΡΠ΅ΠΏΠ΅ΡΡ ΡΠ΅ΡΡΡΠ·Π½ΠΎ, Π΅ΡΡΡ ΠΌΠ½ΠΎΠ³ΠΎ ΡΠΏΠΎΡΠΎΠ±ΠΎΠ² ΡΡΠ΅Π½ΠΈΡΠΎΠ²Π°ΡΡ ΡΠΎΠ»Π΄Π°. ΠΠΎΠΌΠΈΠΌΠΎ RJ ΠΊΠ°ΡΡ, Π΅ΡΡΡ Π΅ΡΡ ΠΊΠ°ΡΡΡ Ρ ΡΠ΅Π³ΠΎΠΌ tr_***, ΡΡΠΈ ΠΊΠ°ΡΡΡ ΡΠΎΠ΄Π΅ΡΠΆΠ°Ρ Π±ΠΎΡΠΎΠ² ΠΊΠΎΡΠΎΡΡΡ Π½ΡΠΆΠ½ΠΎ ΡΠ±ΠΈΠ²Π°ΡΡ. ΠΠΎΠ²ΠΎΠ»ΡΠ½ΠΎ ΡΠ°ΡΡΠΎ, ΠΏΠ΅ΡΠ΅Π΄ ΠΊΠ² Ρ ΡΠ°Π·ΠΌΠΈΠ½Π°ΡΡΡ Π½Π° ΡΡΠΈΡ ΠΊΠ°ΡΡΠ°Ρ . ΠΠΎΡ ΠΎ Π½ΠΈΡ -ΡΠΎ ΡΠ΅ΡΡ ΠΈ ΠΏΠΎΠΉΠ΄ΡΡ Π½ΠΈΠΆΠ΅.
tr_airshot_v0 ΠΏΠΎΠΆΠ°Π»ΡΠΉ, ΡΠ°ΠΌΠ°Ρ ΠΈΠ·Π²Π΅ΡΡΠ½Π°Ρ ΠΈ ΠΏΠΎΠΏΡΠ»ΡΡΠ½Π°Ρ ΠΊΠ°ΡΡΠ° Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΎΠΊ. Π ΡΡΠΎ Π½Π° Π½Π΅ΠΉ ΠΌΠΎΠΆΠ½ΠΎ ΡΡΠ΅Π½ΠΈΡΠΎΠ²Π°ΡΡ? ΠΠΈΡΡΠΎΡΡ! ΠΡΠ° ΠΊΠ°ΡΡΠ° ΠΎΡΠ΅Π½Ρ ΠΏΠΎΠ»Π΅Π·Π½Π°, Π΄Π»Ρ Π½ΠΎΠ²ΠΈΡΠΊΠΎΠ², ΠΊΠΎΡΠΎΡΡΠ΅ Ρ ΠΎΡΡΡ Π΄Π΅Π»Π°ΡΡ ΠΊΡΠ°ΡΠΈΠ²ΡΠ΅ Π°ΠΈΡΡΠΎΡΡ.
tr_flinger_b2 ΡΡΠ° ΠΊΠ°ΡΡΠ° ΠΌΠ»Π°Π΄ΡΠΈΠΉ Π±ΡΠ°Ρ Π°ΠΈΡΡΠΎΡΠΎΠ². ΠΠ° Π½Π΅ΠΉ Π²Ρ Π²ΡΠ±Π΅ΡΠΈΡΠ΅ ΠΌΠ΅ΡΡΠ½ΠΎΡΡΡ, ΡΡΠΎ Π»ΠΈΠ±ΠΎ ΡΠΏΠΈΠ»Ρ Π±Π°Π΄Π»Π°Π½Π΄ΡΠ° Π»ΠΈΠ±ΠΎ ΠΏΠΎΡΠ»Π΅Π΄Π½ΡΡ ΡΠΎΡΠΊΠ° Π³ΡΠ°Π²Π΅Π» ΠΏΠΈΡΠ°.
tr_midair_v1 ΡΠΎΠ·Π΄Π°Π½Π½Π°Ρ Π΄Π»Ρ Π΄Π΅ΠΌΠΎΠΌΠ΅Π½Π° Π½ΠΎ ΠΌΠΎΠΆΠ½ΠΎ ΡΠ°ΠΊΠΆΠ΅ ΡΠ·Π°ΡΡ ΠΈ Π΄Π»Ρ ΡΠΎΠ»Π΄Π°. ΠΠ°Π·Π²Π°Π½ΠΈΠ΅ ΠΊΠ°ΡΡΡ (ΠΌΠΈΠ΄ΡΠΈΡ) ΠΏΡΠΎΠΈΡΡ ΠΎΠ΄ΠΈΡ ΠΎΡ ΡΠ°Π·Π½ΠΎΠ²ΠΈΠ΄Π½ΠΎΡΡΠΈ Π°ΠΈΡΡΠΎΡΠ°, ΠΊΠΎΡΠΎΡΡΠΉ Π±ΡΠ²Π°Π΅Ρ Π½Π° Π±Π»ΠΈΠ·ΠΊΠΎΠΌ ΡΠ°ΡΡΡΠΎΡΠ½ΠΈΠΈ.
tr_rocket_shooting2 Π½Π°Π·Π²Π°Π½ΠΈΠ΅ Π³ΠΎΠ²ΠΎΡΠΈΡ ΡΠ°ΠΌΠΎ Π·Π° ΡΠ΅Π±Ρ. ΠΠ°ΡΡΠ° Ρ ΠΎΡΠΎΡΠΎ ΠΏΠΎΠ΄Ρ ΠΎΠ΄ΠΈΡ, Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ ΡΡΡΠ΅Π»ΡΠ±Ρ ΡΠ°ΠΊΠ΅ΡΠ°ΠΌΠΈ Π½Π° Π±ΠΎΠ»ΡΡΠΎΠΌ ΠΈ ΡΡΠ΅Π΄Π½Π΅ΠΌ ΡΠ°ΡΡΡΠΎΡΠ½ΠΈΠΈ.
tr_aim ΠΊΠ°ΡΡΠ° Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ Π°ΠΈΠΌΠ°. ΠΠ΄Π½Π° ΠΈΠ· Π»ΡΡΡΠΈΡ ΠΊΠ°ΡΡ Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΎΠΊ. ΠΠΌΠ΅Π΅Ρ ΡΠ΅Π³ΡΠ»ΠΈΡΠΎΠ²ΠΊΡ ΡΠΊΠΎΡΠΎΡΡΠΈ ΡΡΡΠ΅ΠΉΡΠ° Ρ Π±ΠΎΡΠΎΠ², ΠΌΠΎΠΆΠ½ΠΎ ΠΎΡΠΊΠ»ΡΡΠ°ΡΡ ΠΊΡΠΈΡΡ Π±Π΅Π· ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ ΠΊΠΎΠ½ΡΠΎΠ»ΠΈ.
ΠΡΠΎ Π²ΡΡ Π·Π΄ΠΎΡΠΎΠ²ΠΎ, Π½ΠΎ ΡΡΠΎ ΡΠΎΠ»ΡΠΊΠΎ Π΄Π»Ρ Π½ΠΎΠ²ΠΈΡΠΊΠΎΠ² ΠΈΠ»ΠΈ Π΄Π»Ρ ΡΠ°Π·ΠΎΠ³ΡΠ΅Π²Π° ΠΏΠ΅ΡΠ΅Π΄ ΠΊΠ². ΠΡΠ΅Π΄ΠΏΠΎΠ»ΠΎΠΆΠΈΠΌ, Π²Ρ ΡΡΡΠ΅Π»ΡΠ΅ΡΠ΅ ΠΎΡΠ»ΠΈΡΠ½ΠΎ Π½ΠΎ Ρ Π²Π°Ρ Π΅ΡΡΡ ΠΎΠ΄Π½Π° ΠΏΡΠΎΠ±Π»Π΅ΠΌΠ° ΠΈ ΡΡΠ° ΠΏΡΠΎΠ±Π»Π΅ΠΌΠ° Π²ΡΡΠΎΠΊΠΈΠΉ ΠΏΠΈΠ½Π³, Ρ Π³ΠΎΠ²ΠΎΡΡ Π½Π΅ ΠΎ ΠΏΠΈΠ½Π³Π΅ 80 Ρ Π³ΠΎΠ²ΠΎΡΡ ΠΎ ΠΏΠΈΠ½Π³Π΅ 250 Π½Π° Π΅Π²ΡΠΎΠΏΠ΅ΠΉΡΠΊΠΈΡ ΡΠ΅ΡΠ²Π΅ΡΠ°Ρ . Π§ΡΠΎ Π΄Π΅Π»Π°ΡΡ? ΠΠ΄Π΅ΡΡ Π²Π°ΠΌ ΠΌΠΎΠΆΠ΅Ρ ΠΏΠΎΠΌΠΎΡΡ ΡΠΎΠ»ΡΠΊΠΎ ΠΊΠΎΠ½ΡΠΈΠ³.
Π§Π°ΡΡΡ ΡΡΠ΅ΡΡΡ: ΠΠΎΠ½ΡΠΈΠ³ΠΈ, ΠΏΠΈΠ½Π³ΠΈ.
ΠΡ, Π΄Π»Ρ Π½Π°ΡΠ°Π»Π° Ρ ΠΎΡΡ ΡΠΊΠ°Π·Π°ΡΡ Π·Π°ΡΠ΅ΠΌ Π²ΠΎΠΎΠ±ΡΠ΅ Π½ΡΠΆΠ½Ρ ΠΊΠΎΠ½ΡΠΈΠ³ΠΈ, ΠΊΠΎΠ½ΡΠΈΠ³ ΡΡΠΎ ΡΠ°ΠΉΠ» ΡΠΎΠ΄Π΅ΡΠΆΠ°ΡΠΈΠΉ Π²Π°ΡΠΈ ΡΠΎΠ±ΡΡΠ²Π΅Π½Π½ΡΠ΅ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ, Π²Π°ΡΠΈ ΡΠΊΡΠΈΠΏΡΡ Π΄Π° ΡΡΠΎ ΡΠ³ΠΎΠ΄Π½ΠΎ.
ΠΠ»Ρ Π½Π°ΡΠ°Π»Π° ΠΏΠΎΠ³ΠΎΠ²ΠΎΡΠΈΠΌ ΠΎ ΡΠΎΠΌ, ΠΊΠ°ΠΊ Π²ΡΡ ΠΆΠ΅ Π΄Π΅Π»Π°ΡΡ ΠΊΠΎΠ½ΡΠΈΠ³ΠΈ, Π²Π΅Π΄Ρ Π»ΡΡΡΠΈΠΉ ΠΊΠΎΠ½ΡΠΈΠ³ ΡΡΠΎ ΠΊΠΎΠ½ΡΠΈΠ³ ΡΠ΄Π΅Π»Π°Π½Π½ΡΠΉ ΡΠ°ΠΌΠΈΠΌ ΡΠΎΠ±ΠΎΠΉ ΠΈ Π΄Π»Ρ ΡΠ΅Π±Ρ. ΠΠΎΠ½ΡΠΈΠ³ΠΈ Π»Π΅ΠΆΠ°Ρ Π·Π΄Π΅ΡΡ: C:\Program Files\Steam\SteamApps\»ΠΈΠΌΡ Π²Π°ΡΠ΅Π³ΠΎ Π°ΠΊΠ°»\team fortress 2\tf\cfg, ΡΠ°ΠΉΠ»Ρ ΠΈΠΌΠ΅ΡΡΠΈΠ΅ ΡΠ°ΡΡΠΈΡΠ΅Π½ΠΈΠ΅ *.cfg ΠΌΠΎΠΆΠ½ΠΎ ΠΎΡΠΊΡΡΠ²Π°ΡΡ ΠΎΠ±ΡΡΠ½ΡΠΌ Π±Π»ΠΎΠΊΠ½ΠΎΡΠΎΠΌ.
alias «+m2bind» «+swap1»
alias «-m2bind» «-swap1»
bind «MOUSE2» «+m2bind»
alias +normaatkkreload «+attack»
alias «+m1bind» «+swap2»
alias «-m1bind» «-swap2»
bind «MOUSE1» «+m1bind»
ΠΠ°ΠΆΠΌΠΈΡΠ΅ «Π‘ΠΎΡ ΡΠ°Π½ΠΈΡΡ ΠΊΠ°ΠΊ. «, Π½Π°ΠΉΠ΄ΠΈΡΠ΅ ΡΡ ΠΏΠ°ΠΏΠΊΡ ΠΎ ΠΊΠΎΡΠΎΡΠΎΠΉ Ρ Π³ΠΎΠ²ΠΎΡΠΈΠ» ΡΡΡΡ Π²ΡΡΠ΅, ΠΈ Π½Π°ΠΏΠΈΡΠΈΡΠ΅ Π½Π°Π·Π²Π°Π½ΠΈΠ΅ ΡΠ°ΠΉΠ»Π° «Lopata.cfg»
Π’Π΅ΠΏΠ΅ΡΡ, ΡΡΠΎΠ±Ρ Π·Π°ΠΏΡΡΡΠΈΡΡ ΡΠΊΡΠΈΠΏΡ, Π½ΡΠΆΠ½ΠΎ Π·Π°ΠΉΡΠΈ Π½Π° Π»ΡΠ±ΠΎΠΉ ΡΠ΅ΡΠ²Π΅Ρ (ΠΈΠ»ΠΈ ΡΠΎΠ·Π΄Π°ΡΡ ΡΠ²ΠΎΠΉ), Π²ΡΠ±ΡΠ°ΡΡ ΠΊΠ»Π°ΡΡ ΡΠΎΠ»Π΄Π°Ρ, ΠΈ Π² ΠΊΠΎΠ½ΡΠΎΠ»ΠΈ Π½Π°ΠΏΠΈΡΠ°ΡΡ «exec lopata.cfg». Π ΡΠ΅ΠΏΠ΅ΡΡ ΠΏΡΠΈ Π½Π°ΠΆΠ°ΡΠΈΠΈ ΠΏΡΠ°Π²ΠΎΠΉ ΠΊΠ½ΠΎΠΏΠΊΠΈ ΠΌΡΡΠΈ Π²Ρ Π±ΡΠ΄ΠΈΡΠ΅ Π±ΡΠ°ΡΡ Π»ΠΎΠΏΠ°ΡΡ, ΠΏΡΠΎ ΠΏΠΎΠ²ΡΠΎΡΠ½ΠΎΠΌ Π½Π°ΠΆΠ°ΡΠΈΠΈ Π±ΡΠ΄ΠΈΡΠ΅ Π΅ΠΉ Π±ΠΈΡΡ, ΠΏΡΠΈ Π½Π°ΠΆΠ°ΡΠΈΠΈ ΠΌΠ°ΡΡ1 (Π»Π΅Π²Π°Ρ ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡΡΠΈ) Π²Ρ Π±ΡΠ΄ΠΈΡΠ΅ Π±ΡΠ°ΡΡ ΡΠΎΠΊΠ΅Ρ Π»Π°ΡΠ½ΡΠ΅Ρ, ΠΈ Ρ.Π΄.
ΠΡΠΎ ΠΏΡΠΈΠΌΠ΅Ρ ΡΠΊΡΠΈΠΏΡΠΈΠ½Π³Π°. Π’Π΅ΠΏΠ΅ΡΡ ΠΏΠΎΠ³ΠΎΠ²ΠΎΡΠΈΠΌ ΠΎ ΠΊΠΎΠ½ΡΠΈΠ³Π°Ρ , Π²ΠΎΠΎΠ±ΡΠ΅ ΡΠΊΡΠΈΠΏΡΡ Ρ Π½Π΅ ΠΎΡΠ΅Π½Ρ ΡΠ²ΠΎΠΆΠ°Ρ, Π² ΡΠ²ΡΠ·ΠΈ Ρ ΡΠ΅ΠΌ, ΡΡΠΎ ΠΎΠ½ΠΈ ΠΏΠ΅ΡΠΈΠΎΠ΄Π°ΠΌΠΈ ΠΌΠΎΠ³ΡΡ Π΄Π΅Π»Π°ΡΡ ΠΏΠΎΠ» ΡΠ°Π±ΠΎΡΡ Π·Π° ΡΠ΅Π±Ρ, Π° Π²ΠΎΡ ΠΊΠΎΠ½ΡΠΈΠ³ΠΈ Ρ ΠΎΡ.Π»ΡΠ±Π»Ρ.
Π― ΡΠΆΠ΅ Π³ΠΎΠ²ΠΎΡΠΈΠ» ΠΎ Π²ΡΡΠΎΠΊΠΎΠΌ ΠΏΠΈΠ½Π³Π΅, Π½Π΅ Π·Π½Π°Ρ ΠΊΠ°ΠΊ Ρ Π²Π°Ρ, Π° Ρ ΠΈΠ³ΡΠ°Ρ Π² 3 Π»ΠΈΠ³Π°Ρ ΠΈ ΠΏΠΎΡΡΠΈ Π²ΡΠ΅, ΠΎΠ½ΠΈ ΠΈΠ³ΡΠ°ΡΡΡΡ Ρ Π»ΡΠ΄ΡΠΌΠΈ Π½Π΅ ΠΈΠ· Π ΠΎΡΡΠΈΠΈ, ΠΈ ΠΏΠΎΡΡΠΎΠΌΡ ΠΊΠ² ΠΏΡΠΎΡ ΠΎΠ΄ΡΡ Π½Π° Π΅Π²ΡΠΎΠΏΠ΅ΠΉΡΠΊΠΈΡ ΡΠ΅ΡΠ²Π΅ΡΠ°Ρ . Π ΠΏΠΈΠ½Π³ Π½Π° ΡΠ΅ΡΠ²Π΅ΡΠ΅ ΠΌΠΎΠ΅ΠΉ ΠΊΠΎΠΌΠ°Π½Π΄Ρ (Π½Π°Ρ ΠΎΠ΄ΡΡΠΈΠΉΡΡ Π² ΠΠΎΠ»Π°Π½Π΄ΠΈΠΈ), Π½Π΅ ΠΎΠΏΡΡΠΊΠ°Π΅ΡΡΡ Π½ΠΈΠΆΠ΅ Π½Π΅ Π±ΡΠ²Π°Π΅Ρ Π½ΠΈΠΆΠ΅ 200. ΠΠΎ Ρ Π΄Π»Ρ ΡΠ΅Π±Ρ Π½Π°ΠΏΠΈΡΠ°Π» Π·Π°ΠΌΠ΅ΡΠ°ΡΠ΅Π»ΡΠ½ΡΠΉ ΠΊΠΎΠ½ΡΠΈΠ³ ΠΎΡ ΠΏΠΈΠ½Π³Π°:
ΠΠ»Ρ ΡΠΎΠ³ΠΎ ΡΡΠΎΠ±Ρ ΠΊΠ°ΠΆΠ΄ΡΠΉ ΡΠ°Π· Π·Π°Π³ΡΡΠΆΠ°ΡΡ ΠΊΠΎΠ½ΡΠΈΠ³ ΠΈΠ»ΠΈ ΡΠΊΡΠΈΠΏΡ ΠΊΠΎΡΠΎΡΡΠΌ Π²Ρ ΠΏΠΎΠ»ΡΠ·ΡΠ΅ΡΠ΅ΡΡ ΠΏΠΎΡΡΠΎΡΠ½Π½ΠΎ, ΠΌΠΎΠΆΠ½ΠΎ ΠΏΠΎΠ»ΠΎΠΆΠΈΡΡ Π΅Π³ΠΎ Π² ΡΠ°ΠΉΠ» Ρ ΠΈΠΌΠ΅Π½Π΅ΠΌ ΠΊΠ»Π°ΡΡΠ° ΠΊΠΎΡΠΎΡΡΠΉ ΡΠ·Π°Π΅Ρ ΡΡΠΎΡ ΠΊΠΎΠ½ΡΠΈΠ³, Π»ΠΈΠ±ΠΎ Π² ΡΠ°ΠΉΠ» Ρ Π½Π°Π·Π²Π°Π½ΠΈΠ΅ΠΌ «autoexec.cfg», ΠΎΠ½ Π±ΡΠ΄Π΅Ρ Π·Π°Π³ΡΡΠΆΠ°ΡΡΡΡ ΠΏΠΎΡΠ»Π΅ ΠΊΠ°ΠΆΠ΄ΠΎΠΉ Π²Π°ΡΠ΅ΠΉ ΡΠΌΠ΅ΡΡΠΈ ΠΈ ΠΏΡΠΈ ΠΊΠ°ΠΆΠ΄ΠΎΠΌ Π·Π°Ρ ΠΎΠ΄Π΅ Π½Π° ΡΠ΅ΡΠ²Π΅Ρ.
ΠΡ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΌΠ΅Π½ΡΡΡ ΠΏΠΈΠ½Π³ ΠΊΠΎΠ½ΡΠΈΠ³ ΠΏΠΎ ΡΠ²ΠΎΠ΅ΠΌΡ ΡΡΠΌΠΎΡΡΠ΅Π½ΠΈΡ, ΡΡΠΎΡ ΠΊΠΎΠ½ΡΠΈΠ³ Π½Π°ΡΡΡΠΎΠ΅Π½ Π½Π° ΡΠΊΡΡΡΠΈΠΌΠ°Π»ΡΠ½ΠΎΠ΅ ΡΠΎΠΊΡΠ°ΡΠ΅Π½ΠΈΠ΅ ΠΏΠ°ΠΊΠ΅ΡΠΎΠ² ΠΏΠ΅ΡΠ΅Π΄Π°Π²Π°Π΅ΠΌΡΡ Π½Π° ΡΠ΅ΡΠ²Π΅Ρ, Π΄Π»Ρ Π»ΡΠ΄Π΅ΠΉ ΠΆΠΈΠ²ΡΡΠΈΡ Π±Π»ΠΈΠΆΠ΅ ΠΊ Π΅Π²ΡΠΎΠΏΠ΅ΠΉΡΠΊΠΎΠΉ ΡΠ°ΡΡΠΈ Π ΠΎΡΡΠΈΠΈ, ΡΠΎΠ²Π΅ΡΡΡ ΠΏΠΎΠΌΠ΅Π½ΡΡΡ Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ cl_cmdrate, Π½Π° 40.
ΠΡΠ»ΠΈ Π·Π°Ρ ΠΎΡΠΈΡΠ΅ ΡΠ²ΠΈΠ΄Π΅ΡΡ ΡΠ°Π·Π½ΠΈΡΡ Π² ΠΏΠΈΠ³Π΅ Ρ ΠΊΠΈΠ½ΡΠΈΠ³ΠΎΠΌ ΠΈ Π±Π΅Π·, ΠΌΠΎΠΆΠ½ΠΎ ΡΠ΄Π΅Π»Π°ΡΡ ΡΠ»Π΅Π΄ΡΡΡΠ΅Π΅: Π·Π°Ρ ΠΎΠ΄ΠΈΡΠ΅ Π½Π° Π΅Π²ΡΠΎ ΡΠ΅ΡΠ²Π΅Ρ Π½Π°ΠΆΠΈΠΌΠ°Π΅ΡΠ΅ Π’ΠΠ ΠΈ ΡΠΌΠΎΡΡΠΈΡΠ΅ ΠΏΠΈΠ½Π³ ΠΊΠΎΡΠΎΡΡΠΉ Ρ Π²Π°Ρ Π½Π° ΡΠ°Π±Π»ΠΎ. Π Π΅ΡΠ»ΠΈ Π²Ρ Π½Π°Π±Π΅ΡΡΡΠ΅ Π² ΠΊΠΎΠ½ΡΠΎΠ»Ρ «ping» Π²Ρ ΡΠ²ΠΈΠ΄ΠΈΡΠ΅ ΡΠΎΠ²Π΅ΡΡΠ΅Π½Π½ΠΎ Π΄ΡΡΠ³ΡΡ ΡΠΈΡΡΡ, ΠΌΠ½ΠΎΠ³ΠΈΠ΅ ΡΠΊΠ°ΠΆΡΡ ΡΡΠΎ ΠΊΠΎΠ½ΡΠΎΠ»Ρ ΠΏΠΎΠΊΠ°Π·ΡΠ²Π°Π΅Ρ ΠΏΡΠ°Π²Π΄Ρ Π° ΡΠ°Π±Π»ΠΎ ΡΠ΅ΠΉΠΊΠΎΠ²ΡΡ. ΠΠΎ ΡΡΠΎ Π±ΠΎΠ»ΡΡΠΎΠ΅ Π·Π°Π±Π»ΡΠΆΠ΄Π΅Π½ΠΈΠ΅, ΠΏΡΠΈ Π°ΠΊΡΠΈΠ²Π°ΡΠΈΠΈ ΠΊΠΎΠΌΠ°Π½Π΄Ρ «ΠΏΠΈΠ½Π³», ΠΊΠ»ΠΈΠ΅Π½Ρ ΡΠ²ΡΠ·ΡΠ²Π°Π΅ΡΡΡ Ρ ΡΠ΅ΡΠ²Π΅ΡΠΎΠΌ Ρ ΡΡΡΡΠΎΠΌ ΡΡΠ°Π½Π΄Π°ΡΡΠ½ΡΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ ΠΈ ΠΏΠΎ ΡΡΠΎΠΌΡ ΠΏΠΎΠΊΠ°Π·ΡΠ²Π°Π΅Ρ ΠΏΠΈΠ½Π³ Π³ΠΎΡΠ°Π·Π΄ΠΎ Π±ΠΎΠ»ΡΡΠ΅ ΡΠ΅ΠΌ Π½Π° ΡΠ°Π±Π»ΠΎ.
Π§Π°ΡΡΡ ΡΠ΅ΡΠ²ΡΡΡΠ°Ρ: ΡΠ°Π±ΠΎΡΠ° Π² ΠΊΠΎΠΌΠ°Π½Π΄Π΅. ΠΠ»ΠΈ, Π΄ΡΡΠΆΠ½Π΅Π΅ ΠΏΠ°ΡΠ½ΠΈ Π° ΡΠΎ ΠΊΠΈΡΠΏΠΈΡΡ Π΄ΠΎ ΡΡΡΠ° Π½Π΅ Π²ΡΠ³ΡΡΠ·ΠΈΠΌ.
ΠΡΠ½ΠΎΠ²Π½Π°Ρ Π·Π°Π΄Π°ΡΠ° ΡΠΎΠ»Π΄Π°ΡΠ° ΠΎΠ±ΠΎΡΠΎΠ½Π° ΠΌΠ΅Π΄ΠΈΠΊΠ°, ΠΎΡ ΡΠΊΠ°ΡΡΠΎΠ² ΠΈ ΠΏΡΠΎΡΠ΅ΠΉ Π΅ΡΠΈΡΠΈ. Π ΠΊΠΎΠΌΠ°Π½Π΄Π΅ Π·Π°ΡΠ°ΡΡΡΡ ΠΎΠ±Π° ΡΠΎΠ»Π΄Π° (Π² ΡΠΈΡ ΠΈΠ΅ ΠΌΠΈΠ½ΡΡΠΊΠΈ) Ρ ΠΎΠ΄ΡΡ Ρ ΠΌΠ΅Π΄ΠΈΠΊΠΎΠΌ, Π° Π² ΠΊΠΎΠ³Π΄Π° Π½Π°ΡΠΈΠ½Π°Π΅ΡΡΡ ΠΌΡΡΠΎ ΠΎΠ΄ΠΈΠ½ ΡΠΎΠ»Π΄ (Π±ΠΎΠ»Π΅Π΅ ΠΎΠΏΡΡΠ½ΡΠΉ, Π»ΠΈΠ±ΠΎ ΡΠΎΡ Ρ ΠΊΠΎΠ³ΠΎ ΠΌΠ΅Π½ΡΡΠ΅ Ρ ΠΏ) ΡΠ·Π°Π΅Ρ (Ρ ΠΊΡΠΈΡΡΠΊΡΠΈΠ³ΠΎΠΌ Π²ΡΡ Ρ ΠΏΠΎ Π΄ΡΡΠ³ΠΎΠΌΡ, Π΅Π³ΠΎ ΡΠ·Π°Π΅Ρ ΡΠ°ΠΌΡΠΉ ΠΎΠΏΡΡΠ½ΡΠΉ ΠΈ Ρ ΡΠ°ΠΌΡΠΌ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎΠΌ Ρ ΠΏ), Π° Π²ΡΠΎΡΠΎΠΉ ΡΠΎΠ»Π΄ ΡΡ ΠΎΠ΄ΠΈΡ Ρ Π»ΠΈΠ½ΠΈΠΈ ΠΎΠ³Π½Ρ, ΠΏΠΎΠΊΠ° ΡΠ±Π΅Ρ Ρ ΠΏΡΠΎΡΠΈΠ²Π½ΠΈΠΊΠΎΠ² Π½Π΅ ΠΏΠΎΠ³Π°ΡΠ½Π΅Ρ, ΠΏΠΎΡΠ»Π΅ ΡΠ΅Π³ΠΎ ΠΎΠ½ Π²ΠΎΠ·Π²ΡΠ°ΡΠ°Π΅ΡΡΡ, ΠΈ ΡΡΡ Π² Π·Π°Π²ΠΈΡΠΈΠΌΠΎΡΡΠΈ ΠΎΡ ΡΠΈΡΡΠ°ΡΠΈΠΈ, Π»ΠΈΠ±ΠΎ ΠΏΠΎΠΌΠΎΠ³Π°Π΅Ρ ΠΌΠ΅Π΄Ρ ΡΠ±Π΅ΠΆΠ°ΡΡ (Π΅ΡΠ»ΠΈ ΡΠ±Π΅Ρ ΡΠ»ΠΈΠ»ΠΈ), Π»ΠΈΠ±ΠΎ ΠΏΠΎΠΌΠΎΠ³Π°Π΅Ρ ΠΏΠ΅ΡΠ²ΠΎΠΌΡ ΡΠΎΠ»Π΄Ρ Π΄ΠΎΠ±ΠΈΡΡ Π²ΡΠ΅Ρ .
Π‘ΠΎΠ»Π΄Π°Ρ ΡΡΠΎ ΡΠΎΡ, ΠΊΠ»Π°ΡΡ Π½Π° ΠΊΠΎΡΠΎΡΡΠΉ Π²ΠΎΠ·Π»Π°Π³Π°Π΅ΡΡΡ Π±ΠΎΠ»ΡΡΠ΅ Π²ΡΠ΅Π³ΠΎ ΠΎΡΠ²Π΅ΡΡΡΠ²Π΅Π½Π½ΠΎΡΡΠΈ. ΠΠ½, Π½ΠΈ Π² ΠΊΠΎΠ΅ΠΌ ΡΠ»ΡΡΠ°Π΅ Π½Π΅ Π΄ΠΎΠ»ΠΆΠ΅Π½ ΠΎΡΡΠ°Π²Π»ΡΡΡ ΠΌΠ΅Π΄ΠΈΠΊΠ° ΠΎΠ΄Π½ΠΎΠ³ΠΎ, ΠΎΠ½ Π½Π΅ Π΄ΠΎΠ»ΠΆΠ΅Π½ ΠΎΡΡΠ°Π²Π»ΡΡΡ ΠΏΠΎΡΠ»Π΅Π΄Π½ΡΡ ΡΠΎΡΠΊΡ ΠΏΡΡΡΠΎΠΉ, ΠΎΠ½ Π½Π΅ Π΄ΠΎΠ»ΠΆΠ΅Π½ Π°ΡΠΊΠ°Π΄ΠΈΡΡ, ΠΎΠ½ Π½Π΅ Π΄ΠΎΠ»ΠΆΠ΅Π½ ΡΠΌΠΈΡΠ°ΡΡ Π½Π° ΡΠ΅Π½ΡΡΠ΅. ΠΡΠΎ Π»ΠΈΡΡ ΠΌΠ°Π»Π°Ρ ΡΠ°ΡΡΡ ΡΠΎΠ³ΠΎ ΡΡΠΎ ΡΠΎΠ»Π΄Ρ Π½Π΅Π»ΡΠ·Ρ, ΠΎΡ Π° ΡΠΊΠΎΠ»ΡΠΊΠΎ ΠΎΠ½ ΠΎΠ±ΡΠ·Π°Π½.
Π§Π°ΡΡΡ ΠΏΡΡΠ°Ρ ΠΈ ΠΏΠΎΡΠ»Π΅Π΄Π½ΡΡ: Π½Ρ ΠΈ ΡΠ΅Π³ΠΎ ΡΡΠΎΠΈΠΌ? ΠΠΉΠ΄Π° ΠΊΡΠΏΠ°ΡΡΡΡ!
ΠΠ°Π½Π½ΡΠΉ ΠΏΠΎΡΡ ΡΠΎΠ΄Π΅ΡΠΆΠΈΡ Π² ΡΠ΅Π±Π΅ Π»ΠΈΡΠ½ΡΠΉ ΠΎΠΏΡΡ Π½Π°Π±ΡΠ°Π½Π½ΡΠΉ Π·Π° 2 Π³ΠΎΠ΄Π° ΠΈΠ³ΡΡ Π² ΡΡ2.
Π‘Π΅ΡΠ²Π΅ΡΠ° Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ ΡΠΎΠΊΠ΅Ρ Π΄ΠΆΠ°ΠΌΠΏΠ° ΡΡ2
ΠΠ»Ρ Π½Π°ΡΠ°Π»Π° ΡΠ°Π·Π±Π΅ΡΠ΅ΠΌ ΡΡΠΎ ΡΡΠΎ ΡΠ°ΠΊΠΎΠ΅.. speedshot
— ΡΡΠΎ ΠΎΡΠ΅ΡΠ΅Π΄Π½ΠΎΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ Π±Π°Π³Π° Π΄Π²ΠΈΠΆΠΊΠ° ΠΎΡ ΠΠ΅Π»Π², ΠΊΠΎΡΠΎΡΠΎΠ΅ ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»ΡΠ΅Ρ ΡΠΎΠ±ΠΎΠΉ ΠΏΠΎΠ»ΡΡΠ΅Π½ΠΈΠ΅ ΡΠΊΠΎΡΠΎΡΡΠΈ ΠΎΡ ΡΠ°ΠΊΠ΅ΡΡ, ΠΏΡΠΈΠ·Π΅ΠΌΠ»ΠΈΠ²ΡΠ΅ΠΉΡΡ Π½Π° Π·Π΅ΠΌΠ»Ρ ΡΡΠ°Π·Ρ Π·Π° ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ΅ΠΌ, Ρ Π·Π°Π΄Π΅ΡΠΆΠΊΠΎΠΉ Π² Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ Π΄Π΅ΡΡΡΡΡ
ΡΠ΅ΠΊΡΠ½Π΄Ρ, ΠΏΡΠΈ ΡΡΠ»ΠΎΠ²ΠΈΠΈ, ΡΡΠΎ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ ΠΏΡΠΈΠ·Π΅ΠΌΠ»ΠΈΠ»ΡΡ Π½Π° Π·Π΅ΠΌΠ»Ρ Ρ Π½Π΅ΠΊΠΎΡΠΎΡΠΎΠΉ ΡΠΊΠΎΡΠΎΡΡΡΡ, ΠΏΠΎΠ»ΡΡΠ΅Π½Π½ΠΎΠΉ ΠΏΠΎΡΠ»Π΅ ΠΏΡΡΠΆΠΊΠ° Π½Π° ΡΠ°ΠΊΠ΅ΡΠ΅/Π»ΠΈΠΏΡΡΠΊΠ΅.
ΠΠ΄Π΅ΡΡ Π½ΡΠΆΠ½ΠΎ Π»ΠΈΡΡ ΠΏΠΎΠΉΠΌΠ°ΡΡ ΡΠ°ΠΉΠΌΠΈΠ½Π³ ΠΈ ΠΏΠΎΡΡΠ°ΡΠ°ΡΡΡΡ ΠΏΡΠΈΠ²ΡΠΊΠ½ΡΡΡ ΠΊ Π½Π΅ΠΌΡ. Π‘ΠΏΠΈΠ΄ΡΠΎΡ ΠΌΠΎΠΆΠ΅Ρ Π±ΡΡΡ ΠΎΡΠ΅Π½Ρ ΠΏΠΎΠ»Π΅Π·Π΅Π½, Π½Π°ΠΏΡΠΈΠΌΠ΅Ρ, ΠΏΡΠΈ Π·Π°Ρ Π²Π°ΡΠ΅ ΡΠ°Π·Π²Π΅Π΄. Π΄Π°Π½Π½ΡΡ .
bind «MWHEELDOWN» «+jump»
ΠΡΠΎΡ Π±ΠΈΠ½Π΄ Π΄Π°Π΅Ρ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΡ ΠΏΡΡΠ³Π°ΡΡ, ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡ ΠΊΠΎΠ»Π΅ΡΠΎ ΠΌΡΡΠΈ (Mouse3), ΡΠ°ΠΊ Π±Π°Π½ΠΈΡ
ΠΎΠΏΠΈΡΡ Π³ΠΎΡΠ°Π·Π΄ΠΎ ΠΏΡΠΎΡΠ΅, ΡΠ΅ΠΌ ΠΏΡΠΎΡΡΠΎ Π½Π° ΠΏΡΠΎΠ±Π΅Π».
ΠΡ Π° Π΅ΡΠ»ΠΈ Π²ΡΠ΅ ΡΠΆ ΡΠΎΠ²ΡΠ΅ΠΌ ΠΏΠ»ΠΎΡ ΠΎ, ΡΠΎ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π²ΠΎΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡΡΡ ΡΡΠΈΠΌ:
ΠΡΠΎ ΡΠ°ΠΌΠ°Ρ ΠΏΡΠΎΡΡΠ°Ρ ΡΠΈΠ½Ρ ΡΠΎΠ½ΠΈΠ·Π°ΡΠΈΡ, ΠΈΠ½ΠΎΠ³Π΄Π° ΠΏΡΠΈΠΌΠ΅Π½ΡΠ΅ΡΡΡ Π½Π° ΠΏΠ°Π±Π»ΠΈΠΊΠ΅ Π΄Π»Ρ Π±ΡΡΡΡΠΎΠ³ΠΎ Π΄ΠΎΡΡΠΈΠΆΠ΅Π½ΠΈΡ ΡΠ΅Π»ΠΈ Π΅ΡΠ»ΠΈ ΠΈΠ·Π½Π°ΡΠ°Π»ΡΠ½Π°Ρ ΡΠΎΡΠΊΠ° Π½Π°Ρ ΠΎΠ΄ΠΈΡΡΡ Π½Π° Π²ΠΎΠ·Π²ΡΡΠ΅Π½Π½ΠΎΡΡΠΈ.
ΠΠΎΠ»Π» Π±Π°Π³ ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»ΡΠ΅Ρ ΡΠΎΠ±ΠΎΠΉ Π·Π°Π²ΠΈΡΠ°Π½ΠΈΠ΅ Π½Π° Π²ΡΠΏΠΈΡΠ°ΡΡΠΈΡ ΡΠ½ΠΈΡΠ°Ρ Π½Π΅ΡΠΎΠ²Π½ΠΎΠΉ ΠΏΠΎΠ²Π΅ΡΡ Π½ΠΎΡΡΠΈ ΠΊΠ°ΡΡΡ.
ΠΠ»Ρ ΡΠΎΠ³ΠΎ ΡΡΠΎΠ±Ρ ΡΡΠΎ ΠΎΡΡΡΠ΅ΡΡΠ²ΠΈΡΡ, Π½ΡΠΆΠ½ΠΎ ΠΏΡΠΎΡΡΠΎ ΠΏΡΡΠ³Π½ΡΡΡ Π½Π° ΡΡΡ ΡΠ°ΠΌΡΡ Π½Π΅ΡΠΎΠ²Π½ΡΡ ΠΏΠΎΠ²Π΅ΡΡ Π½ΠΎΡΡΡ ΠΈ ΡΠΏΠ΅ΡΠ΅ΡΡΡΡ Π² Π½Π΅Ρ Π»ΠΈΡΠΎΠΌ, ΡΠ²ΠΎΠ΅Π²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎ Π²ΠΎ Π²ΡΠ΅ΠΌΡ ΠΏΠΎΠ»Π΅ΡΠ° Π²Π½ΠΈΠ· ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΠΎ Π½Π°ΠΆΠΈΠΌΠ°ΡΡ A ΠΈ D (ΠΠ΅ ΡΠΏΠ°ΠΌΠΈΡΡ, Π° ΠΏΠΎ ΠΎΡΠ΅ΡΠ΅Π΄Π½ΠΎ Π½Π°ΠΆΠΈΠΌΠ°ΡΡ), ΠΏΡΠΈ ΡΡΠΎΠΌ Π·Π°ΠΆΠΈΠΌΠ°Ρ W.
Π‘ΠΊΠΈΠΏ Π·Π°ΠΊΠ»ΡΡΠ°Π΅ΡΡΡ Π² ΠΏΠΎΠ»ΡΡΠ΅Π½ΠΈΠΈ ΡΡΠΊΠΎΡΠ΅Π½ΠΈΡ ΡΠΎΠ»ΡΠΊΠΎΠΌ ΠΎΡ Π»ΡΠ±ΠΎΠΉ ΠΏΠΎΠ²Π΅ΡΡ Π½ΠΎΡΡΠΈ Π½Π°Ρ ΠΎΠ΄ΡΡΠ΅ΠΉΡΡ ΠΏΠΎΠ΄ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ΅ΠΌ ΠΏΡΠΈ ΡΡΠ»ΠΎΠ²ΠΈΠΈ Π½Π°ΡΠ°Π»ΡΠ½ΠΎΠ³ΠΎ ΡΡΠΊΠΎΡΠ΅Π½ΠΈΡ.
ΠΠΊΠ°Π·ΡΠ²Π°Π΅ΡΡΡ, ΠΌΠΎΠΈ Π·Π½Π°Π½ΠΈΡ ΠΎ C-tap’Π΅ Π±ΡΠ»ΠΈ Π°Π±ΡΠΎΠ»ΡΡΠ½ΠΎ ΠΌΠΈΠ½ΠΈΠΌΠ°Π»ΡΠ½Ρ, Π½ΠΎ Π½ΠΈ ΠΎΠ΄Π½ΠΎΠ³ΠΎ ΡΡΡΡΠΊΠΎΠ³ΠΎ Π³Π°ΠΉΠ΄Π° Π³Π΄Π΅ Π±Ρ ΠΎΠ±ΡΡΡΠ½ΡΠ»ΠΈ ΠΊΠ°ΠΊ Π½ΡΠΆΠ½ΠΎ ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎ Π΄Π΅Π»Π°ΡΡ C-tap Ρ ΠΌΠ΅Π½Ρ Π½Π°ΠΉΡΠΈ Π½Π΅ ΠΏΠΎΠ»ΡΡΠΈΠ»ΠΎΡΡ..
ΠΡΠ΅ ΠΆΠ΅ Π΅ΡΡΡ Π°Π½Π³Π»ΠΎΡΠ·ΡΡΠ½ΡΠ΅ Π³Π°ΠΉΠ΄Ρ, Π½Π°Π΄Π΅ΡΡΡ ΠΌΠΎΠΈ Π·Π½Π°Π½ΠΈΡ Π°Π½Π³Π»ΠΈΠΉΡΠΊΠΎΠ³ΠΎ Π½Π΅ ΠΏΠΎΠ΄Π²Π΅Π΄ΡΡ.
Π ΡΠ°ΠΊ, ΡΠ»Π΅Π΄ΠΎΠ²Π°ΡΠ΅Π»ΡΠ½ΠΎ ΡΡΠΎΠ±Ρ Π½Π°ΡΡΠΈΡΡΡΡ C-tap’Ρ, Π΄Π»Ρ Π½Π°ΡΠ°Π»Π° Π½ΡΠΆΠ½ΠΎ Π½Π°ΡΡΠΈΡΡΡΡ ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎ ΠΡΡΠ³Π°ΡΡ, Π° Π΄Π»Ρ ΡΠΎΠ³ΠΎ, ΡΡΠΎΠ±Ρ Π½Π°ΡΡΠΈΡΡΡΡ ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎ ΠΡΡΠ³Π°ΡΡ, Π½ΡΠΆΠ½ΠΎ Π½Π°ΡΡΠΈΡΡΡΡ ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎ ΠΡΠΈΡΠ΅Π΄Π°ΡΡ ΠΏΠ΅ΡΠ΅Π΄ ΠΏΡΡΠΆΠΊΠΎΠΌ.
ΠΠ°ΡΡΠ° jump_ctap_test
ΠΠΎΠΆΠ΅ΡΠ΅ Π΅Ρ ΡΠΊΠ°ΡΠ°ΡΡ ΠΏΠΎ ΡΡΠΎΠΉ ΡΡΡΠ»ΠΊΠ΅ [gamebanana.com]
(Π’Π°ΠΊ ΠΆΠ΅ ΠΌΠΎΠΆΠ½ΠΎ ΠΏΠΎΡΡΠ΅Π½ΠΈΡΠΎΠ²Π°ΡΡΡΡ Π½Π° Jump_academy_e [gamebanana.com] )
Π£ΡΡΠ°Π½ΠΎΠ²ΠΊΠ° ΠΎΡΠ΅Π½Ρ ΠΏΡΠΎΡΡΠ°Ρ, Π½ΡΠΆΠ½ΠΎ Π»ΠΈΡΡ ΠΏΠ΅ΡΠ΅ΠΊΠΈΠ½ΡΡΡ ΡΠ°ΠΉΠ» Ρ ΠΊΠ°ΡΡΠΎΠΉ ΠΏΠΎ ΡΡΠΎΠΌΡ Π°Π΄ΡΠ΅ΡΡ:
C:\Program Files x86\Steam\steamapps\common\Team Fortress 2\tf\maps
ΠΠ½ Π½Π΅ ΠΎΡΠ΅Π½Ρ ΡΠΎ ΠΈ ΡΠ΄ΠΎΠ±Π΅Π½ Π² ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠΈ, Π·Π°ΡΠΎ Π½Π΅ ΠΏΡΠΈΠ΄Π΅ΡΡΡ ΠΌΡΡΠΈΡΡΡΡ ΡΠ΅Π»ΡΡ 30 ΡΠ΅ΠΊΡΠ½Π΄, ΡΡΠΎΠ±Ρ Π΄ΠΎΠ±Π°Π²ΠΈΡΡ ΡΡΠΎΡ alias Π² cfg:
Π‘ ΡΠ°ΠΌΠΎΠ³ΠΎ Π½Π°ΡΠ°Π»Π° Ρ ΠΌΠ΅Π½Ρ Π½Π΅ Π±ΡΠ»ΠΎ ΠΎΡΠΎΠ±ΠΎΠ³ΠΎ ΠΆΠ΅Π»Π°Π½ΠΈΡ Π²ΠΊΠ»ΡΡΠ°ΡΡ ΡΡΠΎΡ ΡΠ°Π·Π΄Π΅Π» Π² Π³Π°ΠΉΠ΄, Ρ.ΠΊ. ΡΡΠΎ ΠΌΠ°Π»ΠΎ ΠΏΡΠΈΠΌΠ΅Π½ΠΈΠΌΠΎ Π½Π° ΠΏΠ°Π±Π»ΠΈΠΊΠ΅, Π΄Π° ΠΈ ΡΡΠΎ Π½Π΅ ΡΠΎΠ²ΡΠ΅ΠΌ ΠΎΡΠ½ΠΎΠ²Ρ Π΄ΠΆΠ°ΠΌΠΏΠ°, Π½ΠΎ ΡΠ°Π· ΡΠΆ Π² Π³Π°ΠΉΠ΄Π΅ Π΅ΡΡΡ Π΄Π°ΠΆΠ΅ C-tap, ΡΠΎ ΠΈ ΡΡΠΎ Π²ΡΡΠ΄ Π»ΠΈ Π±ΡΠ΄Π΅Ρ Π»ΠΈΡΠ½ΠΈΠΌ, ΠΊ ΡΠΎΠΌΡ ΠΆΠ΅, ΠΎΠΊΠ°Π·ΡΠ²Π°Π΅ΡΡΡ, Ρ ΠΌΠ½ΠΎΠ³ΠΈΡ Ρ ΡΡΠΈΠΌ ΠΏΡΠΎΠ±Π»Π΅ΠΌΡ.
Π ΡΠ°ΠΊ, ΠΏΠΎΡΠ»Π΅ ΡΠΎΠ³ΠΎ ΠΊΠ°ΠΊ Π²Ρ ΠΎΠΊΠ°Π·Π°Π»ΠΈΡΡ Π²ΠΏΠ»ΠΎΡΠ½ΡΡ ΠΊ ΡΡΠ΅Π½Π΅, Π½ΡΠΆΠ½ΠΎ Π½Π΅ΠΌΠ½ΠΎΠ³ΠΎ ΠΏΠΎΠ΄Π½ΡΡΡ ΠΏΡΠΈΡΠ΅Π» ΠΈ ΠΏΠΎΠ²Π΅ΡΠ½ΡΡΡ Π΅Π³ΠΎ Π»Π΅Π²Π΅Π΅ (ΠΠ»ΠΈ ΠΏΡΠ°Π²Π΅Π΅, ΡΡΠΎ Π·Π°Π²ΠΈΡΠΈΡ ΠΎΡ ΡΠΎΠ³ΠΎ Ρ ΠΊΠ°ΠΊΠΎΠΉ ΡΡΠΎΡΠΎΠ½Ρ Ρ Π²Π°Ρ Π Π°ΠΊΠ΅ΡΠΎΠΌΠ΅Ρ) ΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²ΠΈΡΡΡΡ ΠΏΡΠΈΠΌΠ΅ΡΠ½ΠΎ ΠΏΠΎΠ΄ ΡΠ΅ΠΌ ΡΠ³Π»ΠΎΠΌ, ΠΊΠΎΡΠΎΡΡΠΉ Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π²ΠΈΠ΄Π΅ΡΡ Π² Π²ΠΈΠ΄Π΅ΠΎ.
ΠΠ°Π»ΡΡΠ΅ Π½ΡΠΆΠ½ΠΎ ΠΏΠΎΡΡΠΎΡΠ½Π½ΠΎ Π·Π°ΠΆΠΈΠΌΠ°ΡΡ W ΠΈ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΠΎ Π½Π°ΠΆΠΈΠΌΠ°ΡΡ D Π² ΡΠ΅ ΠΌΠΎΠΌΠ΅Π½ΡΡ, ΠΊΠΎΠ³Π΄Π° Π²Ρ ΡΡΠ²ΡΡΠ²ΡΠ΅ΡΠ΅, ΡΡΠΎ Π²Π°Ρ ΡΠ½ΠΎΡΠΈΡ ΠΊΡΠ΄Π°-ΡΠΎ Π½Π΅ ΡΡΠ΄Π° ΠΈ Π²Ρ Π½Π°ΡΠΈΠ½Π°Π΅ΡΠ΅ ΡΠ΅ΡΡΡΡ ΡΠ°Π²Π½ΠΎΠ²Π΅ΡΠΈΠ΅, ΡΠΎ Π΅ΡΡΡ ΠΏΠΎΡΡΠΈ ΠΏΠΎΡΡΠΎΡΠ½Π½ΠΎ Π²Π°ΠΌ ΠΏΡΠΈΠ΄Π΅ΡΡΡ ΡΠ°ΠΏΠ°ΡΡ ΡΡΡ ΠΊΠ»Π°Π²ΠΈΡΡ. ΠΡΠΎΠ΄ΠΎΠ»ΠΆΠ°ΠΉΡΠ΅ Π΄Π΅ΡΠΆΠ°ΡΡ ΡΠ°Π²Π½ΠΎΠ²Π΅ΡΠΈΠ΅ ΠΈ ΠΏΠΎ Π½Π΅ΠΌΠ½ΠΎΠ³Ρ ΠΏΠΎΠ΄Π½ΠΈΠΌΠ°ΡΡΡΡ Π²Π²Π΅ΡΡ
.
ΠΠ°ΠΌ Π½ΡΠΆΠ½ΠΎ Π±ΡΠ΄Π΅Ρ ΠΏΠΎΡΡΠ°ΡΠΈΡΡ Π½Π΅ΠΊΠΎΡΠΎΡΠΎΠ΅ Π²ΡΠ΅ΠΌΡ Π½Π° ΡΠΎ, ΡΡΠΎΠ±Ρ Π½Π°ΠΉΡΠΈ ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΡΠΉ ΡΠ³ΠΎΠ» Π΄Π»Ρ ΠΏΠ΅ΡΠ²ΠΎΠ³ΠΎ Π²ΡΡΡΡΠ΅Π»Π°, ΠΏΡΠΈ ΠΊΠΎΡΠΎΡΠΎΠΌ Π±Ρ Π²Ρ Π½Π΅ ΠΏΠ°Π΄Π°Π»ΠΈ Π²Π½ΠΈΠ· ΠΈ ΠΏΡΠΈ ΡΡΠΎΠΌ Π½Π΅ ΡΠ»ΠΈΡΠΊΠΎΠΌ Π²ΡΡΠΎΠΊΠΎ ΡΠ»Π΅ΡΠ°Π»ΠΈ Π½Π°Π²Π΅ΡΡ
, ΠΏΡΠ°Π²Π΄Π° Π΄Π»Ρ ΡΠΏΡΡΠΊΠ° ΠΏΠΎ 2-ΠΌ ΡΡΠ΅Π½Π°ΠΌ ΡΡΠΎ Π½Π΅ ΡΠ°ΠΊ ΡΠΆ ΠΈ ΠΏΡΠΈΠ½ΡΠΈΠΏΠΈΠ°Π»ΡΠ½ΠΎ.
ΠΠΎΠ³Π΄Π° Π²Ρ ΡΠ΄Π΅ΡΠΆΠΈΡΠ΅ΡΡ Π½Π° ΡΡΠ΅Π½Π΅, Π²Π°ΠΌ Π±ΡΠ΄Π΅Ρ Π½ΡΠΆΠ½ΠΎ ΡΠΎΠ»ΡΠΊΠΎ ΡΠ΄Π΅ΡΠΆΠΈΠ²Π°ΡΡ W ΠΈ ΡΠ΄Π΅Π»Π°ΡΡ 1-2 Π²ΡΡΡΡΠ΅Π»Π° Π² ΡΡΠ΅Π½Ρ ΡΡΡΡ Π½ΠΈΠΆΠ΅, Π΄Π»Ρ ΡΠΎΠ³ΠΎ, ΡΡΠΎΠ±Ρ Π½Π΅ΠΌΠ½ΠΎΠ³ΠΎ ΠΏΡΠΈΡΠΏΡΡΡΠΈΡΡΡΡ, Π·Π°ΡΠ΅ΠΌ ΠΌΠΎΠΆΠ½ΠΎ ΠΎΡΡΠΎΠ»ΠΊΠ½ΡΡΡΡΡ ΠΊ Π΄ΡΡΠ³ΠΎΠΉ ΡΡΠ΅Π½Π΅, Π½ΠΎ ΡΠ΄Π΅ΡΠΆΠΈΠ²Π°ΠΉΡΠ΅ D Π² ΠΏΠΎΠ»Π΅ΡΠ΅ Π΄Π»Ρ ΡΠΎΠ³ΠΎ, ΡΡΠΎΠ±Ρ Π½Π΅ ΡΠ»Π΅ΡΠ΅ΡΡ ΡΠ»ΠΈΡΠΊΠΎΠΌ Π΄Π°Π»Π΅ΠΊΠΎ Π²Π»Π΅Π²ΠΎ, Π΄Π°Π»Π΅Π΅ ΠΏΠΎ ΡΠΎΠΉ ΠΆΠ΅ ΡΡ
Π΅ΠΌΠ΅ ΠΏΡΡΠ³Π°Π΅ΠΌ ΠΎΠ±ΡΠ°ΡΠ½ΠΎ ΠΈ ΡΠ°ΠΊ Π΄Π°Π»Π΅Π΅.
ΠΠ°ΠΌ Π½ΡΠΆΠ½ΠΎ Π½Π°ΡΡΠΈΡΡΡΡ ΡΠΎΠΌΡ, ΠΊΡΠ΄Π° Π½ΡΠΆΠ½ΠΎ ΡΠ΅Π»ΠΈΡΡΡΡ ΠΏΡΠΈ ΡΠΏΡΡΠΊΠ΅ ΠΈ Π² Π΄Π°Π»ΡΠ½Π΅ΠΉΡΠ΅ΠΌ ΡΡΠ²ΡΡΠ²ΠΎΠ²Π°ΡΡ ΡΡΠΎ.
ΠΠΎ 2-ΠΌ ΡΡΠ΅Π½Π°ΠΌ Π΄ΠΎΠ²ΠΎΠ»ΡΠ½ΠΎ ΠΏΡΠΎΡΡΠΎ ΡΠΏΡΡΠΊΠ°ΡΡΡΡ, ΠΏΠΎΡΠΎΠΌΡ ΡΡΠΎ ΠΏΡΠΈ ΠΏΠΎΡΠ΅ΡΠ΅ ΠΊΠΎΠ½ΡΡΠΎΠ»Ρ Π½Π° ΠΎΠ΄Π½ΠΎΠΉ ΡΡΠ΅Π½Π΅, Π²ΡΠ΅Π³Π΄Π° ΠΌΠΎΠΆΠ½ΠΎ ΠΎΠΏΠ΅ΡΠ΅ΡΡΡΡ Π½Π° Π΄ΡΡΠ³ΡΡ.
ΠΠ΄Π΅ΡΡ ΡΠΎΠΆΠ΅ ΠΏΡΠΈΠ΄Π΅ΡΡΡ ΠΏΠΎΠΈΡΠΊΠ°ΡΡ ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΡΠΉ ΡΠ³ΠΎΠ» Π΄Π»Ρ ΡΡΠΏΠ΅ΡΠ½ΠΎΠ³ΠΎ Π½Π°ΡΠ°Π»Π°, ΠΏΠΎΡΠ»Π΅ ΡΠΎΠ³ΠΎ ΠΊΠ°ΠΊ Π²Ρ ΡΠΌΠΎΠΆΠ΅ΡΠ΅ ΡΠ΄Π΅ΡΠΆΠΈΠ²Π°ΡΡΡΡ Π½Π° ΡΡΠ΅Π½Π΅ Π½Π΅ ΠΏΠ°Π΄Π°Ρ, Π½ΡΠΆΠ½ΠΎ Π±ΡΠ΄Π΅Ρ ΡΠΎΠ²ΡΠ΅ΠΌ Π½Π΅ΠΌΠ½ΠΎΠ³ΠΎ ΠΏΠΎΠ²Π΅ΡΠ½ΡΡΡ ΠΏΡΠΈΡΠ΅Π» ΠΏΡΠ°Π²Π΅Π΅ (ΠΠ»ΠΈ Π½ΠΈΠΆΠ΅), ΡΡΠΎΠ±Ρ Π½Π°ΡΠ°ΡΡ ΡΠ½ΠΈΠΆΠ°ΡΡΡΡ.
Π‘Π»Π΅Π΄ΠΈΡΠ΅ Π·Π° ΡΠ²ΠΎΠΈΠΌΠΈ ΡΠ°ΠΊΠ΅ΡΠ°ΠΌΠΈ, ΠΎΠ½ΠΈ Π΄Π΅ΠΉΡΡΠ²ΠΈΡΠ΅Π»ΡΠ½ΠΎ ΠΏΠΎΠΌΠΎΠ³ΡΡ Π²Π°ΠΌ ΠΎΠΏΡΠ΅Π΄Π΅Π»ΠΈΡΡ, ΠΊΠ°ΠΊ Π±ΡΡΡΡΠΎ Π²Ρ ΠΏΠ°Π΄Π°Π΅ΡΠ΅.
ΠΡΠ»ΠΈ Π²Π°ΠΌ ΠΊΠ°ΠΆΠ΅ΡΡΡ, ΡΡΠΎ Π²Ρ ΡΠ½ΠΈΠΆΠ°Π΅ΡΠ΅ΡΡ ΡΠ»ΠΈΡΠΊΠΎΠΌ Π±ΡΡΡΡΠΎ, ΡΠΎ ΡΡΠΎΠΈΡ ΠΏΡΠ΅ΠΊΡΠ°ΡΠΈΡΡ ΡΠΏΡΡΠΊ ΠΈ Π²Π΅ΡΠ½ΡΡΡ ΠΏΡΠΈΡΠ΅Π» Π½Π° ΠΈΡΡ
ΠΎΠ΄Π½ΡΡ Π΄Π»Ρ ΡΠΎΠ³ΠΎ, ΡΡΠΎΠ±Ρ Π²Π΅ΡΠ½ΡΡΡ ΡΠ°Π²Π½ΠΎΠ²Π΅ΡΠΈΠ΅, Π° ΠΏΠΎΡΠ»Π΅ ΡΠ½ΠΎΠ²Π° ΠΏΡΠΎΠ΄ΠΎΠ»ΠΆΠ°ΡΡ..
Π‘ΡΠ°ΡΠ°ΠΉΡΠ΅ΡΡ ΠΏΠΎΡΡΠΎΡΠ½Π½ΠΎ ΡΠΌΠ΅ΡΠ°ΡΡΡΡ Π² ΠΊΠ°ΠΊΡΡ-Π½ΠΈΠ±ΡΠ΄Ρ ΡΡΠΎΡΠΎΠ½Ρ, ΡΡΠΎ ΠΏΠΎΠΌΠΎΠΆΠ΅Ρ Π²Π°ΠΌ ΠΏΡΠΎΡΠΈΠ²ΠΎΡΡΠΎΡΡΡ ΠΏΠ°Π΄Π΅Π½ΠΈΡ.
ΠΡΠ»ΠΈ Π²Ρ Π΄ΠΎΠΏΡΡΡΠΈΡΠ΅ Π₯ΠΠ’Π¬ ΠΠΠΠ£ ΠΎΡΠΈΠ±ΠΊΡ, ΡΠΎ Π²Ρ ΠΏΠΎΠ»Π΅ΡΠΈΡΠ΅ Π²Π½ΠΈΠ·.
Π§ΡΠΎΠ±Ρ ΠΎΠ±ΠΎΠΉΡΠΈ ΡΠ³ΠΎΠ», Π²Π°ΠΌ Π½ΡΠΆΠ΅Π½ Π½Π΅ΠΊΠΈΠΉ ΠΈΠΌΠΏΡΠ»ΡΡ.
ΠΠ΅ΡΠΆΠΈΡΠ΅ΡΡ Π½Π° ΡΠ°ΠΌΠΎΠΌ ΠΊΡΠ°Ρ ΡΡΠ΅Π½Ρ Π΄ΠΎ ΡΠ΅Ρ
ΠΏΠΎΡ, ΠΏΠΎΠΊΠ° Π²Ρ Π½Π΅ Π±ΡΠ΄Π΅ΡΠ΅ ΡΡΠΈΡΠ°ΡΡ, ΡΡΠΎ Π³ΠΎΡΠΎΠ²Ρ.
ΠΠ°ΡΠ° ΡΠ»Π΅Π΄ΡΡΡΠ°Ρ ΡΠ°ΠΊΠ΅ΡΠ° Π±ΡΠ΄Π΅Ρ ΡΡΠΈΡΠ°ΡΡΡΡ ΡΠ³Π»ΠΎΠ²ΡΠΌ ΠΏΠΎΠ³ΠΎ.
ΠΠΎΡΠ»Π΅ ΡΠΎΠ»ΡΠΊΠ° ΠΎΡ ΡΡΠΎΠΉ ΡΠ°ΠΌΠΎΠΉ ΡΠ°ΠΊΠ΅ΡΡ Π²Ρ Π΄ΠΎΠ»ΠΆΠ½Ρ ΡΠ΄Π΅ΡΠΆΠΈΠ²Π°ΡΡ D Π΄ΠΎΠ»ΡΡΠ΅, ΡΠ΅ΠΌ ΠΎΠ±ΡΡΠ½ΠΎ, ΡΠ°ΠΊ Π²Ρ ΠΏΠΎΠ»ΡΡΠΈΡΠ΅ Π±ΠΎΠ»ΡΡΠΈΠΉ ΠΈΠΌΠΏΡΠ»ΡΡ.
Π£Π΄Π΅ΡΠΆΠΈΠ²Π°ΠΉΡΠ΅ D Π²ΠΎ Π²ΡΠ΅ΠΌΡ ΡΡΡΠ΅ΠΉΡΠ° ΡΠ΅ΡΠ΅Π· ΡΠ³ΠΎΠ».
ΠΡ Π° ΠΏΠΎΡΠ»Π΅ ΠΎΠ±ΡΡΠ½ΠΎΠ΅ ΠΏΠΎΠ³ΠΎ Π΄ΠΎ ΠΌΠ΅ΡΡΠ° Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ.
ΠΠ΄Π΅ΡΡ ΠΆΠ΅ Π²ΡΠ΅ ΠΏΡΠΎΡΠ΅.
Π’Π°ΠΊΠ°Ρ ΠΆΠ΅ ΠΏΠΎΠ΄Π³ΠΎΡΠΎΠ²ΠΊΠ°, ΠΊΠ°ΠΊ ΠΈ Π΄Π»Ρ Π»Π΅Π²ΠΎΠΉ ΡΡΠ΅Π½Ρ, Π½ΠΎ ΡΠ°Π·Π½ΡΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ Π½Π° ΠΏΡΠ΅ΠΎΠ΄ΠΎΠ»Π΅Π½ΠΈΠ΅ ΡΠ³Π»Π°:
ΠΠ°ΠΌ Π½Π΅ Π½ΡΠΆΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ D.
ΠΠ°ΡΠΈ ΡΠ°ΠΊΠ΅ΡΡ Π²ΡΡ
ΠΎΠ΄ΡΡ Ρ ΠΏΡΠ°Π²ΠΎΠΉ ΡΡΠΎΡΠΎΠ½Ρ, ΠΏΠΎΡΡΠΎΠΌΡ Π²Π΅ΡΡ ΠΈΠΌΠΏΡΠ»ΡΡ, ΠΊΠΎΡΠΎΡΡΠΉ Π²Π°ΠΌ Π½ΡΠΆΠ΅Π½, ΠΈΡΡ
ΠΎΠ΄ΠΈΡ ΠΈΠ· ΡΡΠΎΠ³ΠΎ.
( Π‘ΠΏΠ°ΡΠΈΠ±ΠΎ Π·Π° Π½Π΅Π±ΠΎΠ»ΡΡΡΡ ΠΏΠΎΠΌΠΎΡΡ craygore, Π±Π΅Π· Π½Π΅Π³ΠΎ ΡΡΠΎΠ³ΠΎ ΡΠ°Π·Π΄Π΅Π»Π° Π½Π΅ Π±ΡΠ»ΠΎ Π±Ρ )
ΠΠΎΠΊΠ° ΡΡΠΎ ΡΡΠΎ Π²ΡΠ΅, Π² Π±Π»ΠΈΠΆΠ°ΠΉΡΠ΅Π΅ Π²ΡΠ΅ΠΌΡ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎ Π½Π°ΠΏΠΈΡΡ ΡΡΠΎ-Π½ΠΈΠ±ΡΠ΄Ρ ΠΎ ΡΡΡΡΠ΅ ΠΈ ΡΠ°ΠΌΠΏΠ°Ρ .
Jumping
In addition to this basic innate jumping ability of limited height, most classes have means of technical jumping that can exploit weapons or other effects to reach much greater heights.
Contents
Associated weapons
Basic maneuvers
Crouch-jumping
At any point during a jump, the player may crouch by pressing the pre-assigned button. This will cause the classes to bring their legs up in world view and move an additional Hammer unit up, as well as reduce their height by 27 Hammer units from the bottom of their hitbox. This allows them to reach higher surfaces or shrink their hitboxes to dodge enemy fire. By default, a player may only crouch and uncrouch twice while in the air to prevent several exploits.
Crouch-jumping is also used to boost the effect of explosive knock back. By design, any jump involving an explosive will go farther with a crouch-jump than a regular jump.
Air strafing
Air strafing allows players to curve in mid-air to change their trajectory. While airborne, it can be performed by simultaneously strafing and turning smoothly in the same direction. Attempting to move forward with the movement keys (such as holding W) during the maneuver will prevent the player from strafing, while attempting to move backward will also result in a decrease of speed.
Scout jumps
The Scout is the only class with the innate ability to double jump. This can be augmented with the Force-A-Nature, Boston Basher, Winger, or Atomizer, thus creating a wide variety of jumping variations.
Double Jump
By pressing the jump key a second time while in midair, the Scout can perform a second jump in any direction. The extra height and distance this ability grants can be used to access areas which other classes cannot. This can be useful for avoiding enemy fire and ambushing incoming enemies. A careless double jump, however, has an easily predictable trajectory, allowing competent players to make a kill.
It is possible to execute the second jump at any time while in midair. This can be used to negate fall damage by performing the second jump just before hitting the ground.
Triple Jump
Equipping the Atomizer allows the Scout to perform a triple jump while fully deployed. With this ability, the Scout can jump across larger gaps that would otherwise be inaccessible through double jumping. Scouts with this ability are distinct from other Scouts, as a second or third jump will emit a purple cloud beneath their feet.
Force Jump
With the Force-A-Nature equipped, the Scout can use the recoil from a shot while in mid-air to propel himself even higher for an effective triple jump. The third «jump» produced by the Force-A-Nature shot has more horizontal force and is slightly more difficult to aim and predict than a double jump. By jumping forwards and firing the Force-A-Nature downwards, the Scout will propel himself higher than a double jump, but will still have the second jump available in reserve. This acts as a trade-off; horizontal momentum is lost in order to provide greater vertical displacement. As firing the Force-A-Nature while in the air will push the Scout in the opposite direction of the fired shot, he can launch himself in any direction, even downwards.
Bonk! Jump
With the Bonk! Atomic Punch equipped, the Scout is impervious to all damage. Because of this, the Scout can use the recoil from enemy fire, such as from an opposing Sentry Gun or explosives, to propel himself up in the air. The closer to the source of the knockback, the more explosives, or the higher the sentry level is, the longer and faster the jump will be.
Basher Jump
By hurting himself with the Boston Basher or Three-Rune Blade while in midair, the Scout can use the Basher’s self-damaging properties to get to places otherwise inaccessible. Such a maneuver is risky, however, as it only takes four missed swings to bring a non-overhealed Scout with full health to exactly one hitpoint. The overall height gained is also not often a worthwhile trade, being significantly less efficient than using the Atomizer. Extensive use of medkits is therefore required. Much like rocket jumping, crouching while in midair will greatly increase the distance a Basher-jumping Scout can travel. The Boston Basher can be used in conjunction with the Force-A-Nature to achieve maximum height or distance as the Scout in a single jump.
Quad Jump
By combining the Atomizer’s triple jump with the Force-A-Nature’s knock back, a Scout can perform four jumps in quick succession, allowing him to get to hard-to-reach spots and maintain a massive height advantage over the enemies. The safest method to perfom a successful quad jump is to swap weapons to the Force-A-Nature just after having used the Atomizer, the reverse is more difficult due to the Atomizer’s long switch speed, and would leave you with your melee rather than damaging primary out after a jump.
Winger Jump
While having the Winger as the active weapon, the Scout gains 25% additional height in his jumps. This is useful for jumping onto or over things that Scouts normally can’t. This also pairs well with the Force-A-Nature, increasing jumping distance even further, although one would have to swap weapons mid-air to utilize the extra jumps obtained from the Force-A-Nature.
Hype Jump
After filling and activating the Soda Popper’s Hype meter, the player can perform up to five additional air jumps for a brief period. This allows for reaching areas normally inaccessible by Scouts, allowing players to cover much greater distances and reach much higher areas. The weapon is also good for flanking and heckling enemies, as five extra jumps can make the Scout much harder to predict. Note that Hype jumping replaces the Atomizer’s third jump; however, the Winger, while deployed, can be used to increase the height of each jump, further increasing the Scout’s mobility.
Soldier jumps
Basic rocket jump
A rocket jump is any jump assisted by the explosive knockback of the Soldier’s own rockets. A Soldier can propel himself to great heights and distances, usually at the cost of some health. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with rocket jumps, the Soldier has a 40% damage resistance against any rocket he fires that hurts him while he is in the air. This resistance will take effect even if an enemy was hit with the same rocket used to rocket jump, unlike the Gunboats. Critical hits do not deal extra self-damage or extra knockback to the Soldier, so they will not propel him further. Any rocket jumping Soldier will display burning, smoky boots until he lands, similar to the Demoman.
To execute a rocket jump, simultaneously jump and fire a rocket at the ground below. The angle of the shot and distance from the explosion will determine the velocity and height of the jump. Crouch-jumping before firing the rocket will launch the player significantly farther. The sooner the explosion is made after jumping, the farther and faster the Soldier will fly.
The Market Gardener will deal lethal critical hits (195 damage) when the user is rocket jumping. Landing one of these can sometimes lead to a very impressive and satisfactory kill. Enemy rockets, grenades and stickies will count as an explosive jump if the player is not killed by the explosion. Experienced players can sometimes use this to land critical hits against enemies. Players can also bunnyhop on the ground very precisely before hitting someone to gain a critical hit. The B.A.S.E. Jumper can also be utilized by keeping the player airborne while they attack people with the Market Gardener.
For consistency, self damage caused by rockets will always use the same base damage and blast radius no matter the rocket launcher used, giving consistent launch force for all weapons for a given rocket jump, with self-damage reductions on weapons like the Liberty Launcher applied afterwards and not affecting the force of the jump.
Overload jump
An Overload jump can be achieved by jumping while overloading the Beggar’s Bazooka. This form of rocket jumping is unique in the fact that it can allow the Soldier to perform up to three rocket jumps in mid-air, without worrying about having a surface to propel from, and allows the Soldier to achieve heights often denied to other Soldiers. Practice is required to time when to jump and where to aim while Overloading, but the technique isn’t too difficult to learn. Due to the self-inflicted damage resulting from Overload jumping, especially if the Soldier plans on overloading three times per ‘jump,’ the Gunboats are highly suggested for this technique, as it will decrease the amount of damage from overloads. Knowing where Health Packs are on the map is also a necessity, as the multiple overloads and fall damage will often leave the Soldier at very low health.
Advanced rocket jump
There are multiple variations of the basic rocket jump. Most are regularly used on jump maps, but they can also be used in a normal game to gain great speed or height.
Demoman jumps
Basic sticky jump
A sticky jump is any jump assisted by the explosive knock back of the Demoman’s own stickies. Compared to the Soldier’s rocket jump, the Demoman pays more health, but jumps much higher and farther. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with sticky jumps, stickies deal 25% less self-damage. Critical hits do not deal extra self-damage or extra knockback to the Demoman, so they will not propel him farther. Any sticky jumping Demoman will display burning, smoky boots until he lands, similar to the Soldier.
To execute a successful sticky jump, place a sticky bomb on the ground and wait for it to arm. Jump over the sticky and detonate it. Your distance from the sticky’s wide explosive radius will determine height, velocity, and damage taken to a significant degree. Crouch-jumping will cause the explosion to launch you significantly farther.
Advanced sticky jump
Advanced sticky jumping techniques are similar to a Soldier’s rocket jumping techniques, but the mechanics are somewhat different because of the sticky’s arming period.
Grenade jump
Much like rockets, stickies, and other explosives, a Demoman’s Grenade Launcher can be used to jump. The explosion has power and damage comparable to a rocket jump, but is far more difficult to time and execute. They are rarely used in actual play, but are a niche for Demomen wielding the Chargin’ Targe, Splendid Screen, or Tide Turner, which can also give a boost while jumping and is similar to rampsliding. This allows for Demoknights to perform trimps without a ramp as they jump before charging and strafing (to recieve extra height). This form of jumping may also be preferable if you have stickies already placed and do not wish to detonate them to jump somewhere. Grenades deal 25% less self-damage.
There are three rules of thumb for executing a good grenade jump.
To perfectly time a grenade jump, immediately reload after deploying the grenade and jump after the second audible click plays. A visual clue is to watch the rings around the grenade, which pulses increasingly faster as it nears detonation.
The Iron Bomber is useful for performing grenade jumps, as its projectiles do not move far from where they land. This lets you position yourself over your grenades much more easily.
Caber jump
The Ullapool Caber can be used to jump; by striking the ground or a nearby wall, the Demoman will be launched directly upwards, making it useful to reach some high locations. However, caber jumps are more damaging than sticky jumps or grenade jumps, and while easier, are not as effective. It is also possible to use caber jumps in combination with sticky jumps and grenade jumps; by striking a wall while airborne, the Demoman will gain a significant boost. In addition to this, it is possible to combine a surf (gliding over a ramp at high speeds) with a caber jump by crouching and striking the ground with the caber at the end of the aforementioned ramp. This often means that the Demoman will have more airtime and momentum.
Cannon jump
Similar to the Grenade Launcher, the Loose Cannon can be used to perform explosive jumps without the detonation of sticky bombs, or to retain the use of a charge shield. Cannonballs deal 25% less self-damage.
Rampsliding
Rampsliding, or Trimping, uses the charging ability of the Chargin’ Targe, the Splendid Screen, or the Tide Turner to propel the Demoman off of inclined surfaces.
Pyro jumps
Deflected rocket jump
The Pyro can take advantage of the knockback effect of reflected projectiles to jump. By aiming the compression blast at their own feet, the Pyro can redirect incoming Soldier’s or Sentry Gun’s rockets into a powerful rocket jump. Because the Pyro has no self-damage resistance, this jump generally sends the Pyro farther and higher than what a Soldier could do, however this also means that the Pyro will take considerably more damage than a Soldier would in the same situation. Pyros can also jump with reflected grenades, though the reflecting force exerted by the compression blast in conjunction with the smaller window of time before the detonation make it very tricky to use properly. Sentry Gun rockets can also be used to jump; Sentry rockets will launch the Pyro higher into the air than the Soldier’s rockets, but also inflict more self-damage.
Flare jump
The Pyro can use the explosive flares shot by the Detonator or Scorch Shot to gain additional jump height and distance. It can be used to clear gaps or jump to higher areas that are normally unreachable by the Pyro, which can prove useful for ambushing. The Detonator jump is significantly more powerful than the Scorch Shot jump. While incapable of damaging enemies, the explosion created by the Detonator’s flare colliding with the world will boost the Pyro who shot it, preventing a necessity of timing a difficult manual detonation.
Due to a bug, the Flare Gun can also be used to flare jump when shot close to a wall under a specific angle. [1]
Thermal Thruster jump
The Pyro can use a Thermal Thruster’s charge to launch themself in the direction they’re looking at. When activating the Thermal Thruster, the initial liftoff sends the Pyro up a short distance in the direction they’re aiming. The weapon’s mobility greatly outperforms that of the Detonator and Scorch Shot, but it lacks offensive capability outside of its stomp effect akin to Mantreads. Its slow switch speed makes it more useful for sneaking into higher levels of the map than for making quick escapes or jumping into an attack.
Engineer jumps
Building Step jump
The Building Step jump utilizes the Engineer’s ability to stand on his own buildings in order to reach ledges that are at a medium height. It is executed by simply crouch-jumping on top of a building and using the height gained to crouch-jump up to the target ledge. While Sentry Guns are slightly taller than Dispensers, for this purpose, Dispensers are often more convenient to use due to a lower metal cost; there is almost no practical advantage to step jumping off of a Teleporter. Contrary to some expectations, the building does not have to be fully constructed or upgraded; the height it gives when stood on is constant, regardless of its animation and level.
Examples of potential locations for a Building Step jump include RED’s advanced spawn on Dustbowl’s stage 3 (which allows Engineers to return to spawn easily) and RED’s right side of Gold Rush’s stage 1 (which allows Engineers to reach a common setup location from an unexpected direction).
Note that savvy enemies are capable of using a Dispenser for a jump, just as its Engineer can. Disguised enemy Spies can also use Sentry Guns in this way.
Sentry rocket jump
There are two ways to Sentry Gun rocket jump;
Scripting can automate the hard method, but the technique can be learned manually. While looking at your Sentry Gun, tap the following keys in rapid succession: Crouch-jump and fire rockets simultaneously, switch to your last weapon, and then pack-up the Sentry Gun. If you want to avoid crouch-jumping, you can cut out that step by standing on your Sentry instead.
Using the hard method, you can rapidly relocate and redeploy your Level 3 Sentry in unusual and/or aggressive locations. The Rescue Ranger can also be used in place of this technique, as it allows you to haul buildings from a distance, if you have a line of sight to them. When using the Rescue Ranger, make sure that you will be able to see the sentry from your destination, and ensure you have 100 metal to haul it to you. You can also use the Rescue Ranger’s building pickup ability in the air.
It is recommended that you jump in the direction the rockets were fired, as the launch angle can be hard to determine otherwise.
Sentry bullet jump
Sentry bullet jumps are more difficult than Sentry rocket jumps, but they can be performed with any Sentry and often do less damage to the Engineer. The Gunslinger’s Mini-Sentry is especially useful for bullet jumping. It deals even less damage and fires faster, providing more knockback for the jump.
The technique is deceptively simple. Stand on top of your Sentry Gun, aim in the direction you want to go, crouch-jump, and fire. Your bullets should propel you high into the air. Most bullet jumps fail due to aiming too low or because the angle of the Sentry Gun’s fire isn’t pushing you up fast enough to overcome gravity.
If you have difficulty bullet jumping at angles, a simpler technique is deploy your Sentry beside the location you want to reach, stand on it, and fire almost straight up. Once you are nearly at the height you desire, aim a touch in the direction you wish to go, and the last few bullets will nudge you horizontally at your target.
Energy Orb jump
An Energy Orb jump utilizes the Short Circuit’s self-damage when in close range of a enemy, giving almost the power of a Rocket Jump.
Other jumps
Quick-Fix jump
As a Medic using the Quick-Fix, when the player you are healing does an explosive jump, the Medic is blasted with similar force in the same direction, but takes no damage (although fall damage is still incurred). This only works with Soldiers, Demomen, and Pyros. It does not work with sentry jumps. This is useful to get Medics to the front lines faster, to allow them to reach otherwise inaccessible locations, and to make up for the health loss of explosive jumps.
Enemy-assisted jump
While unlikely, it is possible to use opponents’ attacks to make jumps. For example, Bonk! Atomic Punch Scouts or Dead Ringer Spies can use the knockback of a high-leveled Sentry Gun or a cluster of stickies to fly across a map, while any class could feasibly jump a fair distance using an incoming enemy rocket or grenade. Attempting to make enemy-assisted jumps will often deal high damage and may result in being juggled.
Pumpkin jump
A Pumpkin jump uses Pumpkin bombs to launch the player into the air.
Inability to jump
There are certain states a player can be in that prevent them from jumping;
Jump exploits
These jump exploits allow players to perform unusual and unintended behavior.
Needle boosting
Prior to the December 31, 2007 Patch, Syringe Gun needles pushed friendly players a small amount. With enough Medics using needle boosting, the player could be launched very high on a wave of needles.
Bunny hopping (speed)
Prior to the October 31, 2007 Patch, you could jump repeatedly to preserve forward momentum. Rocket jumping, air strafing, and other techniques could be used to increase the momentum gained from bunny hopping, allowing players to move far faster than intended.
Despite this patch, you still get a small speed boost when air strafing.
Bunny hopping (airborne)
When the player jumps within a very short time span right after landing from an explosive jump, the falling sound will continue to play and the player will still be considered airborne; consequently, the player is still granted effects like guaranteed crits with the Market Gardener. This bug is not yet patched.
Related achievements
Scout
In a single life, kill an enemy while you are on the ground, in the air, and in the water.
Soldier
While rocket jumping kill an enemy with the Equalizer before you land or just after landing.
Wings of Glory Kill an enemy soldier while both you and the target are airborne. |
While rocket jumping, use a rocket to kill a rocket jumping enemy who also kills you with a rocket.