Difficult enemy extend runways, startingStutterlessTiles - #2916
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| "Gravity", | ||
| "canTrickyEnemyExtendRunway", | ||
| {"or": [ | ||
| "canInsaneJump", |
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This has the same requirements as the longer runway strat
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They kind of both feel like the way I wrote them. I'm definitely open to shifting one of them, deleting the longer one, or making the longer one notable, if you have a preference?
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https://videos.maprando.com/video/10950
This doorframe setup is pretty good but exactly where Oums stop appear to be dependent on their rotation cycle or something. When I tap em and run to the door like in the clip, I active him before he reaches the door. But when clipping through from the left I have to jump over the Oum after he bounces on the door, so he faces right. So its still weird.
After some practice, just running is fine as canEnemyExtendRunway, with the branch for avoiding damage since the run timing is kinda tight and unusual.
The longer runway is quick positioning into frame perfect movement for best results, so I'd call it insane and annoying. And I am seeing $4.A with a bit of running against the roll, and $4.0 with flat run which is more like 5 tiles, going by the speed table. https://videos.maprando.com/video/10951
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Sorry this took so long. |
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
https://videos.maprando.com/video/7351
https://videos.maprando.com/video/7369
https://videos.maprando.com/video/7371
https://videos.maprando.com/video/7372
https://videos.maprando.com/video/7375 (and https://videos.maprando.com/video/7376)
https://videos.maprando.com/video/7390