trigger skip


#1

donno if this is anything new, but I thought I’d post it anyways.
20fps + 1700-2000 ups seems to work the best


#2

Does this work on all triggers or just that one?


#3

Is this consistent?


#4

Probably just small, thin triggers like that one. You can test what speeds pass through what triggers with “sv_airaccellerate -1000” Just set it to a negative number and try it out.


#5

Yes, this will work for all triggers that are thin enough to pass through in one frame. Another example is the damage trigger in the first map of Office Complex (c1a2).


#6

No clue, found it last night… would be nice if there was a trigger you could pass this way and potentially make speedruns faster. Would be a pain to look through HL, OP4 and blue tho x_x

It’s not that hard to get, atleast 1/5 times I’d say. And for some reason 20fps is easier than 1-5fps o.o


#7

Indeed, because 20 fps is the lowest fps you can get the movement code to run at. Anything less will be “split” in halves until it’s at least 20 fps.


#8

As another example, I did the same thing in my Hazard Course TAS. Here, I skipped a trigger_hurt to avoid damage, enabling me to do a damage boost, making the run faster.

Objects do not move smoothly and continuously in Half-Life. You literally just get teleported into the new position in the next frame, skipping a chunk of space in between. The amount of space skipped depends on the frame rate.