How to 'Slide' in OSRS (Advanced Pking Technique) - A Complete Guide | Updated 2020

Описание к видео How to 'Slide' in OSRS (Advanced Pking Technique) - A Complete Guide | Updated 2020

[    • scrapped guide   ] sliding explained in detail!

0:00 Introduction
0:37 Basic knowledge
2:15 Sliding explained
2:58 The 3-Click-Slide
5:08 The 4-Click-Slide
8:09 The Endless Slide
8:42 Closing remarks


~ Songs ~
Aether - Dear Lillie
The Last Story - Toberu mono (Thaehan Remix)
Enzalla - Cobalt
Madeline Juno - The Unknown

Pking Guides playlist:    • Guides  

Feedback greatly appreciated!

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Questions (i'll add to this list as i get more good questions)

Q 1: What exactly happens when you slide and how does it work?

A 1: I'll explain how sliding works with reference to the 4-click slide for clarification purposes.

The 4-click slide starts with 4 movements (4 clicks on the floor). When you issue 4 [or more] consecutive movement commands (1 movement command can be processed per game-tick, so 4 movements will take 4 game-ticks to issue) your character model can't catch up on those 4 movements within 4 ticks; it will look like it takes your character an extra game-tick, so 5 ticks to travel to the 4th square you clicked on. The reality however is that your character is just DISPLAYED to be a game-tick behind, in order to make the running/walking animation to your destination look more realistic. Your character is ACTUALLY at a different location, namely a game-tick ahead of where it can be seen. (this can be proven by for example dropping an item while in a slide: the item will appear ahead of where your character is displayed to be, aka where your character ACTUALLY is at this specific moment:    • Demonstration   ). The same applies for when you 2h an enemy while sliding: it visually looks like you are 2hing them from the location your character is displayed to be at (for example 4 squares away from enemy, which isn't in 2h range), but you are in reality 2h'ing them from where your character ACTUALLY is at (for example 2 squares from enemy, which is in 2h range). When utilizing this game mechanic correctly you can 2h from a distance that APPEARS to be 4 squares.

THIS IS ALL UNDER THE ASSUMPTION THAT
1) ALL YOUR MOVEMENTS IN THE SLIDE CREATE A LINEAR PATH (the path between origin point and 1st movement, 1st and 2nd movement, 2nd and 3rd movement, 3rd and 4th movement... is a straight line: diagonal, vertical, or horizontal) AND THAT

2) THERE IS AT LEAST ONE CHANGE IN DIRECTION BY 180° IN THE SLIDE (example: if all movements are from east to west, it wont work. if there is a movement from east to west followed by a movement from west to east, it will work). This is because turning around/changing direction by 180° slows your character down, forcing it to move faster for the next movement. This extra speed is crucial for the slide to work. Maximum velocity requires 2 consecutive 180° turns.

When pairing this mechanic with certain animations, such as the animation of attacking an enemy with a bow, your character will appear to 'SLIDE'. By this I mean your character's footsteps are out of sync and it looks as if you were sliding across the floor.

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Q 2: Why do the diagonal movements in a slide have to be perfectly diagonal (Yellow Rule)?

A2 : If your movement path isnt perfectly diagonal (example: from starting point: you click the square that is 2 steps north, 1 step east), this forces your character to either travel 3 steps, OR 2 steps by taking 1 vertical step north and 1 diagonal step north-east. Since you are only able to run a distance of maximum 2 squares per game-tick, your character will automatically choose the option using 2 steps (1 vertical and 1 diagonal step - 6:07 ). Using this path, your character doesn't slow down as much compared to when turning 180°, so you can't force your character to run as fast for the next movement. Less forced speed buildup = weaker/slower slide.

Perfectly diagonal paths always consist of 2 squares in a linear fashion. [Travelling 2 squares diagonally doesn't take longer than travelling 2 squares horizontally, Pythagoras doesn't apply in RuneScape.]

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Q 3 : Why can the 2h's range be extended to a maximum of 4 squares and not more?

A 3: When sliding, your character will be displayed to be exactly 1 game-tick (~0.6 seconds) behind in time of where it actually is located. Within 1 game-tick you are able to run a distance of maximum 2 squares. Hence, via the slide you increase your 2h's maximum range from 2 to 4 (2+2) squares distance to the enemy. Note that sliding doesn't literally increase the range, it just appears to be increased because of your character's model being displayed behind in time. In this case it is being displayed 4 squares away from enemy when in reality it is actually within 2 squares of enemy aka in 2h range.

These 4 squares max range can also be diagonal:    • Freestyle Delaying   at 2:04

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