Everything you need to be a dummy player

Read tips and guides about teeworlds-related subjects (mapping, compiling, ..).
Post Reply
User avatar
Tristis
Posts: 8
Joined: Mon Jul 25, 2022 2:13 am
Location: stronghold
Player profile: https://ddnet.tw/players/Tristis/
Mapper profile: https://ddnet.tw/mappers/Tristis/
Clan: Inspire
Discord: Tristonic

Everything you need to be a dummy player

Post by Tristis »

A guide with some handy resources for using your dummy to the fullest
written by tristis

Don't have any friends? Don't ever want to get any? Then this is the guide for you!

The basics to becoming familiar with your dummy mostly comes down to how quick you are with pressing keys and buttons in the right order. If you are playing with another player, you only have to perform a certain amount of actions- (Half) usually, considering If you are being carried or not. This means, If you play with your dummy, you have to be able to perform the same amount of actions that two players would be. But instead of you and the other player, it's you and you.

Over the years players have developed advanced techniques to make doing certain things possible with a dummy, that were previously deemed impossible. Most of these techniques are brought to life with the use of Binds, a way of performing more actions in a more efficient way than usual, one of the popular ones is known as Deepfly bind, you have probably seen this before. Originally, it was a way to make Hammer Fly more conventional for dummy players. Without Deepfly, dummy players would still have a life, It's the main ingredient to becoming a dummy player.

Today we will cover all the things to make you into a fully-fledged dummy (player)
..And what better way to start than showing off the Deepfly bind!
Deepfly bind
Deepfly bindShow
Deepfly bind is a simple config which causes your Dummy to +fire while at the same time as looking directly at your Tee. This config makes use of cl_dummy_hammer, which means your dummy will hammer you, i.e. you control when the Dummy hammers you. This makes Hammerfly much easier. It will enable you to have significantly elevated control/precision when flying. Deepfly bind also means you can make your dummy shoot you with perfect accuracy, with any given weapon, with just the press of a button

The Deepfly bind can be enabled with just a command from in-game, but most players prefer to use a simple config, this allows them to have a toggle, colors, echoes, and extra parameters within the configuration file

Sound complicated? It isn't, It's actually quite simple and one of the most important things you will learn in DDNet. Now let's take a look at the bind and see how it works! :)

For this bind, there are two .cfg files, one for the OFF state, and one for the ON.
1.cfg

Code: Select all

bind mouse1 "+fire; +toggle cl_dummy_hammer 1 0"
bind x exec 2.cfg
echo Deepfly: ON
On line 1, we bind left click so that when you click it, you fire with your main tee, and you also fire with your dummy. What is happening is, cl_dummy_hammer is being toggled on (1), then off (0). As soon as it is enabled, it hammers you, but then is immediately turned back off. This also means that if we hold down left click, cl_dummy_hammer will continue to be enabled, (It will continue to hammer you like normal dummy Hammerfly). i accidentally deleted this section 2 time and had to retype it.

On the second line, we tell it to bind x, to the action of executing another .cfg file, (2.cfg).
Lastly we have echo Deepfly: ON, this tells it to send you the message "Deepfly: ON" in-game, once the program is complete.

The handy thing about having a .cfg file, is that we can add other things in here, like an echo, or other commands.
Lets take a look at the second config file (2.cfg)

2.cfg

Code: Select all

bind mouse1 "+fire"
bind x exec 1.cfg
echo Deepfly: OFF
This second config is basically just here to make the toggle work. What it does is sets mouse1 back to the action it should be performing by default; (+fire), then (re)binds x, to open 1.cfg, if we don't add this it will just open itself when we press x, instead of opening 1.cfg. When the program is complete it sends us the message that Deepfly is OFF

To start using this bind just drop the two .cfg files in your DDNet Directory, then in-game press f1 to open your console, now execute one of the two .cfg files with exec <filename>, now you can toggle it on/off with whatever x is. :)
1.cfg
(128 Bytes) Downloaded 98 times
2.cfg
(100 Bytes) Downloaded 100 times
NOTE: In the example footage shown utilizing Deepfly bind in this tutorial, the "+toggle cl_dummy_hammer 1 0" is bound on a extra separate key (One that is not mouse1). Some of the instances and techniques in the tutorial either require or are greatly encouraged to use this approach (An extra key that is also bound to "+toggle cl_dummy_hammer 1 0", this way each Tee can hammer individually from one Tee.
To add this to your Deepfly bind, simply add this as the second line of 1.cfg bind x "+toggle cl_dummy_hammer 1 0".
Now that we know how to use Deepfly bind, and it's installed and working, lets talk about some of the possibilities it opens up for us.

Techniques that utilize Deepfly bind

Speedfly
SpeedflyShow
Now that we can hammer in quicker succession than before, this means we can Speedfly with our dummy as well.
By jumping and then being hammered in quick succession, it will give the driving Tee a boost, if the driving Tee hooks the bottom Tee each time the bottom one hammers, it will begin a much faster version of Hammerfly.
Instead of the bottom Tee hitting on collision with the driving tee, it now hits right before they collide, causing the Tees to never touch each other, you can utilize this functionality to begin an easy Speedfly.

Aoe also made a tutorial covering Speedfly

Feel free to check the Wiki for additional information on Speedfly

Speedfly with Dummy
Image

Pseudofly
PseudoflyShow
It is very useful to know how to Speedfly before learning Pseudofly.
Pseudofly is essentially a slower & more precise version of Speedfly.
With Pseudofly, the driving Tee has to have perfect hook timings, making sure that he never pulls the bottom Tee too close, as to collide, or let it go too far as to be out of reach of the hammer.
If the driving tee can keep hooking at the right interval, and the bottom tee keeps hammering, it creates a Pseudofly, the driving tee is pulling just enough to keep the bottom tee from falling, and the bottom tee is hammering just enough to keep them both in the air.
Utilizing this technique it is possible to seemingly, 'hover' in extremely small spaces or move back and forth, (Down to 3 tiles of vertical space!).
Here are a few tutorials people have made for Pseudofly:
:arrow: Mr. Teetorial's video
:arrow: Kujire's Video

Feel free to check the Wiki for additional information on Pseudofly

Pseudofly with Dummy
Image Image

Hammer Throw
Hammer ThrowShow
Hammer throwing is one of the most useful techniques out there, however they are difficult to perform with just a dummy.
To throw, you simply jump and swing the other Tee past you. This can be coupled with a hit from your hammer as it flings past you, giving it more momentum.
Also, if the other Tee starts moving in the direction which you are throwing them in, after/as you hammer them, it can greatly increase the strength of the throw. However, the problem with this is that both Tees have to be moving at once, one pulling the other past it and the other one moving in respect to the direction they are throwing.

Standard Hammer Throw
Image
Technique 1:

The way most players get around this, is by putting the Tee that will be thrown, into a freeze tile. Then they hold down the key that moves the Tee in whichever direction they are throwing. Switching back to the main Tee, the one in freeze will continue holding it's direction, but not moving for the time being.
Now the main Tee (The one performing the Hammer Throw), can take the frozen Tee and throw it like usual, hammering it when it is swung past, causing it to unfreeze, and hold the direction it should be going.

This technique is good, it usually holds up just fine. However it has a couple downsides, 1#, it's slower, and 2#, it's not always possible if you don't have a freeze tile near by. To get around this some more skilled dummy players have come up with a new way, which utilizes the Deepfly bind. :geek:

Technique 1 with Dummy
Image
Technique 2:

For this technique it is important to have a toggle for cl_dummy_resetonswitch, more on that later on.
To start this throw, cl_dummy_resetonswitch will have to be toggled on, (1). And don't forget to enable Deepfly.
For this one, we will use Deepfly to make our dummy hammer us, instead of us being the one hammering.
We will start on our first Tee (the one throwing), we will begin to swing/pull the dummy towards us as we jump, then once it gets close, we will quickly switch Tees so that we are now the one being thrown.
As soon as we switch we will start holding whichever direction we are being thrown, to maximize the strength. However, at the same time, we will press mouse1 (LMB). Because we have Deepfly enabled, this will cause the dummy that is throwing, to hammer us. This way we can hold a direction as well as be hammered, maximizing the throw strength.
This technique is quite difficult, and will require lot's of practice and general familiarity with using a dummy. But in the end it can be used in almost any situation, and can be very powerful.

Technique 2 with Dummy
Image
Technique 3:

This technique is not technically a Throw :lol:, however still fits in the same category, as it basically does the same thing.
This technique is much simpler, and extremely easy for anyone to do who has Deepfly bind.
To start, you (Tee being thrown), will sit right next to the other Tee, on the floor. The dummy closer to the direction that you will be thrown.
Next, you will simply hammer the dummy, (or you can switch to your dummy and jump first, switching back to main Tee), then switch Deepfly on.
The goal is to run under the dummy and jump right as it comes down on you. As this happens you can click, your dummy will hammer you as you run past, causing you to go flying away in whichever direction you chose.
If you want to just get flung straight up into the air, all you need to do is jump and have your dummy hammer you in succession, while you are sitting next to each other.
This technique Is quite useful and surprisingly powerful for how simple it is.

Technique 3 with Dummy
Image
There are other methods of Hammer Throwing, however I deemed these the best.

Feel free to check the Wiki for additional information on Hammer Throw.

Various Deepfly bind uses
Auto shoot, Shitfly, Wall Hammer, AledShow
There are many subtle uses for the Deepfly bind, here are some common ways to use it.
Auto Shoot:

If one Tee has a Laser Rifle, and theres a pillar of freeze tiles that you need to get past, just switch to your Laser Rifle, enable Deepfly bind, then switch to the Tee without the Laser Rifle, and jump through the freeze pillar. Now as soon as you jump through and are in mid air, you can click, causing your dummy to shoot directly at you, unfreezing you mid-air, so you can DJ to safety. This trick can be used in many instances, and with any weapon.

Auto Shoot with Dummy
Image
Shitfly:

Shitfly acts like a continuous and repeating Hammer Throw. One Tee Hammer Throws the other above it, or to any side, as soon as the other Tee flings past, it will hook onto the tee that threw it, in turn flinging it past himself and repeating the process.
To do this with a dummy, start by flinging your dummy past you like normal, then switch to the dummy right as it goes past, immediately as you switch you have to click, causing the dummy to hit you. In quick succession, hook the Tee that threw you, and fling it past you, repeating the process as before.
Shitfly is very shitty, its basically a version of Hookfly but with hammers. I don't suggest using it 8-)

Shitfly with Dummy
Image
Wall Hammer:

Basically if you are at a part where you need to hammer the other Tee but keep hooking or doing something, you can just use Deepfly bind to time it, and do it yourself. :D

Wall Hammer with Dummy
Image
Aled:

Aled is when you have a 1 tile pillar of freeze and you can't get past without freezing. Aled solves this problem. To Aled, one Tee jumps, hooks the dummy up into the air a little and lets go, then uses it's DJ to jump again and hook/swing the other Tee under him toward the pillar of freeze. Once the dummy is on the other side of the pillar, the main Tee lets go of hook and hits the dummy, unfreezing it.
Aled by itself is quite simple, however, there are instances where it's very hard especially with dummy, you can use Deepfly bind to make it easier (Still difficult tho :lol:). When Aled-ing, right before hitting the dummy, you switch to the dummy, and click, causing the Aled-ing Tee to hit you. This will give you more time to catch the Aled-ing Tee, which can be crucial if you are Aled-ing mid-air.

Mr. Teetorial also made a video on Aled

Feel free to check the Wiki for additional information on Aled.

Aled with Dummy
Image Image
There are lots of various tricks you can do using the Deepfly bind, keep using it and you will learn lot's of things

(Sorry if some of these descriptions are confusing :cry:, you can check the Wiki for extra info's and GIFS displaying footage of how to actually do some of these things)

If you can think of any extra uses that I did not mention, please let me know.
Moving on let's take a look at various other binds/settings toggles that are useful when using a dummy.


Useful Binds and Settings

Resetonswitch
ResetonswitchShow
Resetonswitch (cl_dummy_resetonswitch) is a setting to determine whether dummy or player should stop holding keys when you switch
When switching back and forth Tees during any kind of HH or fly, it can become very tedious to have your dummy continue to hook or hit at you when you switch, that's why i have created a bind for it
Toggle Resetonswitch with a message.
bind x "echo Resetonswitch Toggled; toggle cl_dummy_resetonswitch 1 0"
This is one command you can just paste in your console. This makes pressing x toggle Resetonswitch

Here's two .cfg files, for if you want a more proper toggle message
resetON.cfg

Code: Select all

cl_dummy_resetonswitch 1
bind x exec resetOFF.cfg
echo Resetonswitch: ON
resetOFF.cfg

Code: Select all

cl_dummy_resetonswitch 0
bind x exec resetON.cfg
echo Resetonswitch: OFF

Feel free to check the Wiki for additional information on Resetonswitch.

Resetonswitch with Dummy
Image Image
resetON.cfg
(117 Bytes) Downloaded 74 times
resetOFF.cfg
(117 Bytes) Downloaded 72 times

Triplefly
TripleflyShow
Triplefly is a flying technique that allows three people to fly, the hammerer will look down and hook a 3rd player along in between hits.

To do this with dummy you will need to make use of the setting cl_dummy_copy_moves (Check the Dummy Copy section below for more information)
Here is a Triplefly config setup that works quite well, you will come to realize that Triplefly is very difficult though. :mrgreen:
The key to a good Triplefly, is proper hook and hammer timings. Hammering will cancel out a hook so you need to time it carefully.
3flyON.cfg

Code: Select all

+weapon1
bind mouse1 "+toggle cl_dummy_hammer 1 0;"
cl_dummy_copy_moves 1
bind x exec 3flyOFF.cfg
echo 3Fly: ON
3flyOFF.cfg

Code: Select all

bind mouse1 "+fire"
cl_dummy_copy_moves 0
bind x exec 3flyON.cfg
echo 3Fly: OFF
When enabled, to use Triplefly bind, press x, then you can either proceed to flying normally, or with Pseudofly. However this time if you get the timings correct, the bottom Tee will hook wherever you look. It will also copy your main Tees movements.

Mr. Teetorial also made a video on Triplefly

Feel free to check the Wiki for additional information on Triplefly.

Triplefly with Dummy: Normal & Speedfly
ImageImage
3flyON.cfg
(166 Bytes) Downloaded 89 times
3flyOFF.cfg
(131 Bytes) Downloaded 85 times

Restoring Weapon
Restoring WeaponShow
Restoring your weapon (cl_dummy_restore_weapon) is a setting to determine whether dummy should switch to last weapon after hammerfly
If you want to have your dummy shoot you when you use Deepfly bind (click), rather than switch back to hammer once it's shot you, then you can toggle that setting on and off using this bind config.
Toggle Restore Weapon with message.
bind x "echo Restore Weapon Toggled; toggle cl_dummy_restore_weapon 1 0"
This is one command you can just paste in your console. This makes pressing x toggle Restore Weapon

Or if you want a more proper toggle, using configs:
Here's two .cfg files, for toggling cl_dummy_restore_weapon on/off (1/0).
restoreON.cfg

Code: Select all

cl_dummy_restore_weapon 1
bind x exec restoreOFF.cfg
echo Restore weapon: ON
restoreOFF.cfg

Code: Select all

cl_dummy_restore_weapon 0
bind x exec restoreON.cfg
echo Restore weapon: OFF
Feel free to check the Wiki for additional information on Restore Weapon.

Restore Weapon with Dummy
Image
restoreON.cfg
(121 Bytes) Downloaded 90 times
restoreOFF.cfg
(121 Bytes) Downloaded 77 times

Dummy Copy
Dummy CopyShow
Dummy copy (cl_dummy_copy_moves) is a setting to determine whether dummy should copy your moves.
If you want to have your Dummy Copy you when you move, jump, hook, etc. you can use this setting to toggle it on and off.

cl_dummy_copy_moves makes use of the setting cl_dummy_control, if cl_dummy_control is set to 0, and cl_dummy_copy_moves is enabled, the dummy will copy every move you make. However, if cl_dummy_control is set to 1 (enabled), it will only copy movement and aim, and not jump, fire, or hook. It also enables the use of 3 commands, cl_dummy_jump, cl_dummy_fire, and cl_dummy_hook, having these enabled or disabled, will determine what actions your dummy will copy when cl_dummy_copy_moves is enabled as well. Most people don't recommend using cl_dummy_control. 90% of the time it is not needed, and it is also buggy when toggling dummy hammer. :( Just stick to Dummy Copy and ignore that dummy control exists. If you really want to know more, there are a few uses for it.

By default you can set a bind in your DDNet controls tab in the settings, however if you would like to bind it yourself, something like this should work fine:
bind x toggle cl_dummy_copy_moves 0 1


Or if you want one that echoes you a "Toggled" message:
Toggle Dummy Copy with message.
bind x "echo Dummy Copy Toggled; toggle cl_dummy_copy_moves 0 1"

And of course, a version with .cfg files, for a more proper ON/OFF message.
copyON.cfg

Code: Select all

cl_dummy_copy_moves 1
bind x exec copyOFF.cfg
echo Dummy Copy: ON
copyOFF.cfg

Code: Select all

cl_dummy_copy_moves 0
bind x exec copyON.cfg
echo Dummy Copy: OFF
Feel free to check the Wiki for additional information on Dummy Copy.

Dummy Copy with Dummy

Image
copyON.cfg
(66 Bytes) Downloaded 88 times
copyOFF.cfg
(66 Bytes) Downloaded 79 times
[/b]

Team & Dummy connect
Team & Dummy connectShow
Here are some simple binds for connecting your dummy, and/or joining a team with your dummy, (& locking it).
By default, to connect your dummy, all you have to do is press esc in-game, then press the Connect Dummy button.
However, if you want a faster way to connect it, we an just bind it to a key, for instance: bind x dummy_connect. Simple and handy, now lets move on to teams.

To join a team, you usually just type /team <any number between 0 and 63>. However, we can bind this to a key as well. For instance: bind x say /team 1.
This will join the Tee you are selected on to team 1. How about if we want both us and our dummy to join a team with just the press of a button? This will do that:
bind x "cl_dummy 1; say /team 1; say /lock; cl_dummy 0; say /team 1"
This will join both Tees to team 1, as well as locking the team.

Here's another one, (source):
Join team with dummy & lock it.
bind x "cl_dummy 1; say /team 1; say /team 2; say /lock; cl_dummy 0; say /team 1; say /team 2"
This one will join you and your dummy to team 1 and lock it, however if team 1 is already taken it will put you in team 2.

Now lets combine dummy_connect with /team for both Tees.

Unfortunately, because of dummy connection time, we cannot connect the dummy as well as put both Tees in a team with a single key press.

Instead we will have to make use of configs, this way we can have multiple key presses to perform steps:

1st press: Connect dummy to server
2nd press: Put both Tees in team 1. If not available team 2.
3rd press: Lock team.

Continuing to press will go back to start and repeat steps.

connectDummy.cfg

Code: Select all

dummy_connect
bind x exec goTeam.cfg
echo Connected dummy, press again to join Team.
goTeam.cfg

Code: Select all

cl_dummy 1; say /team 1; say /team 2; cl_dummy 0; say /team 1; say /team 2
bind x exec lockTeam.cfg
echo Joined team, press again to lock team.
lockTeam.cfg

Code: Select all

say /lock
bind x exec connectDummy.cfg
echo Locked team.

Don't forget to change x to preferred key.
connectDummy.cfg
(129 Bytes) Downloaded 83 times
goTeam.cfg
(189 Bytes) Downloaded 77 times
lockTeam.cfg
(101 Bytes) Downloaded 79 times

Hookfly
HookflyShow
Hookfly is a flying technique which utilizes DDNet's fantastic hook physics.
Hookfly is moderately simple and easy, Its a version of Shitfly (which we talked about earlier), but without the hammering. One Tee hooks the other past it, into the air, then as the other tee goes past, it hooks the first Tee, hooking it past it, into the air. This process can be repeated in any direction to create a Hookfly.
The simplest way to do this with dummy, is to set Resetonswitch on, so that the dummy wont hold any keys after you switch.
To perform this, you will need a fairly fast reaction time, and/or sense of rhythm. Start with both Tees on the ground, looking toward the ground (depending on which direction you Hookfly, you can change this). Next, you will jump, and hook the other Tee past you, right as it passes you, switch to your dummy and hook the first Tee past you, then switch again, repeating the process. You can use this simple technique in a lot of situations, and it's useful to learn as it can increase your overall familiarity with using a dummy.
Here is a video/bind on Hookfly :arrow: Mitako's Hookfly video & bind

As usual, feel free to check the Wiki for additional information on Hookfly.

Hookfly with Dummy
Image

Hammerrun
HammerrunShow
Hammerrun is a technique used in situations where Hammer Throw is not a viable option.
To Hammerrun, two Tees sit next to eachother, then they will run left or right, the Tee that is in the back will then hammer the Tee in front, giving it a speed boost.
This technique can also be coupled with a jump from the Tee in front, at the same time as being hammered, this will cause significant upward momentum.
This technique is similar to the third Hammer Throw technique I showcased earlier, however this one can be done utilizing Dummy Copy, making it very easy for doing it with a dummy.
To do this with dummy, position yourself directly next to your dummy, (you can be on either dummy depending on how you do the Hammerrun).
Next, enable Dummy Copy and run in which ever direction you want to perform the Hammerrun. Once you reach the place you want, you can hammer the front Tee, Or if you are on the front Tee, simply hammer forwards, because you have Dummy Copy enabled, your dummy will hammer you. (Yes, you could also technically use Deepfly bind for this).

As always, feel free to check the Wiki for additional information on Hammerrun.

Hammerrun with Dummy
Image

Other Tutorials & Videos with info on Dummy


Useful links



Credits


Bencie General critique & help with editing.

Broso56 Help with Team & Dummy connect bind



If I missed anything important, please let me know!

Well guys, that will be it for today, I hope this tutorial helped you out. Also big thanks to the contributors over on the Wiki, a large portion of the information here was sourced from there!
If you need anything else feel free to ask below.
Don't forget to share this tutorial to your friends, And have a great day. :)
All binds & configs in this tutorial:Show
Deepfly bind
1.cfg
(128 Bytes) Downloaded 72 times
2.cfg
(100 Bytes) Downloaded 78 times
Resetonswitch
resetON.cfg
(117 Bytes) Downloaded 72 times
resetOFF.cfg
(117 Bytes) Downloaded 80 times
1 command version: (echoes 'Toggled' instead of ON/OFF)
bind x "echo Resetonswitch Toggled; toggle cl_dummy_resetonswitch 1 0"

Triplefly
3flyON.cfg
(166 Bytes) Downloaded 77 times
3flyOFF.cfg
(131 Bytes) Downloaded 89 times
Restore Weapon
restoreOFF.cfg
(121 Bytes) Downloaded 81 times
1 command version: (echoes 'Toggled' instead of ON/OFF)
bind x "echo Restore Weapon Toggled; toggle cl_dummy_restore_weapon 1 0"

Dummy Copy
copyON.cfg
(66 Bytes) Downloaded 76 times
copyOFF.cfg
(66 Bytes) Downloaded 84 times
1 command version: (echoes 'Toggled' instead of ON/OFF)
bind x "echo Dummy Copy Toggled; toggle cl_dummy_copy_moves 0 1"

Dummy connect & Team
connectDummy.cfg
(129 Bytes) Downloaded 88 times
goTeam.cfg
(189 Bytes) Downloaded 66 times
lockTeam.cfg
(101 Bytes) Downloaded 74 times
Dummy Connect 1 command version:
bind x dummy_connect

Join team with dummy & lock 1 command version:
bind x "cl_dummy 1; say /team 1; say /team 2; say /lock; cl_dummy 0; say /team 1; say /team 2"

V1
Hello, worst player on all of DDNet here.
Check out this tutorial I made on custom DDNet sounds https://forum.ddnet.tw/viewtopic.php?f=116&t=7472
Index
Posts: 1133
Joined: Mon May 05, 2014 7:30 pm
Clan: Eagle

Re: Everything you need to be a dummy player

Post by Index »

Amazing tutorial, thanks for writing))
I also linked it in the overview topic (https://forum.ddnet.org/viewtopic.php?t=2420).

And I also linked your other tutorial topic there, somehow missed that until now .__.
User avatar
Tristis
Posts: 8
Joined: Mon Jul 25, 2022 2:13 am
Location: stronghold
Player profile: https://ddnet.tw/players/Tristis/
Mapper profile: https://ddnet.tw/mappers/Tristis/
Clan: Inspire
Discord: Tristonic

Re: Everything you need to be a dummy player

Post by Tristis »

Sure, thanks for adding those too.
Hello, worst player on all of DDNet here.
Check out this tutorial I made on custom DDNet sounds https://forum.ddnet.tw/viewtopic.php?f=116&t=7472
Post Reply

Who is online

Users browsing this forum: No registered users and 41 guests