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Post by MrTPenguin on Sept 26, 2004 15:11:11 GMT
"Deadcode" has done more tweaking to WA - here's an excerpt from the Team17 forum: Under certain rare circumstances, a dud mine could explode. The condition for this made no sense; it didn't have anything to do with blasting or knocking the mine, but rather happened when the center of the mine was within 1 pixel of the center of a worm at the right moment. This is now disabled and in a future version will be replaced with something more sensible.It looks like the 50-points-damage theory some of us had was wrong. Note that it's only been disabled in WA
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fury
Member
Ninja Furries
Posts: 347
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Post by fury on Sept 26, 2004 17:46:22 GMT
Hmm, how weird... Indeed the 50-points-damage theory doesn't work, for example if you drop an holy on a dud mine, it won't explode, everyone agreed with that. But it's totally reproductible to shoot a dud mine twice with the shotgun (aiming the center of the mine), and no worm has to be 1 pixel close to the mine for that... Anyway! I've never seen it useful in a game There was a similar feature in Worms 2, all the graves tended to explode with the accumulated damage. I think you could see a grave was about to explode when its animation was getting really slow.
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Post by Chicken23 on Oct 8, 2004 12:49:27 GMT
fun = fire punching 0sec mines and not exploding them but sending them flying. A risky and awesome trick to play in elites where the fuse is 0sec.
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fury
Member
Ninja Furries
Posts: 347
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Post by fury on Oct 8, 2004 16:35:20 GMT
How is it done?
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Post by MrTPenguin on Oct 9, 2004 10:31:02 GMT
I once tried to fp a mine in an elite, but it exploded. Spill the beans, Chick
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Post by Chicken23 on Oct 11, 2004 15:46:25 GMT
make sure the lil hand of the worm will touch the worm and judge the jump well so u dont go any higher if the worms lil first hits it., it punchs the mine i'll show u a replay of it on w:a
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