The Ultimate Site of Worms Armageddon
One-Boards => Challenges Comments => Topic started by: Triad on September 12, 2013, 06:21 PM
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Example replay:
https://www.tus-wa.com/schemes/download/example-1136-1/
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oops delete plz xD
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Fire doesn't pause timer
The timer doesn't pause while firing any weapon. Useful with Shot doesn't turn, because without it one could extend his turn time for a very long time using drill or blow torch, for example.
Controlled by the third bit of the crate probability of Mole Squadron (add 4 to enable).
@WKB
I would add this feature!
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Ok i added :) Redownload it!
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Can I simply skip when the wrong team starts, instead or forcing draw? Doesn't seem to matter :)
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Sure you can :)
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Ah lol I forgot I have teleport ! :D
Hmm dude, seems like the scheme remained the same, here's the link to "proper" scheme in attachment.
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seems like the scheme remained the same
Yeah, I had to add /fdpt manually before the game.
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Redownload again. Sorry, replaced with wrong scheme before this. Now replaced with correct scheme i guess.
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Weird, I can't use teleport for some reason.
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Weird, I can't use teleport for some reason.
Same here, seems like a rubberworm bug.
Tip: use it in the very beginning of the turn, this way it works.
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Yeah same bug happened to me.
My theory, you know when you make some good kills, it shows an auto-replay. When tele selected, if that thing shows up, tele dies.
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Same here, seems like a rubberworm bug.
I wonder if it isn't a bug in the W:A engine though; after all, RW just enables hidden settings in the W:A executable, so it might be some improper implementation in W:A.
Tip: use it in the very beginning of the turn, this way it works.
Yup, that's what I can tell from my tests related to this bug.
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longbow + weaponusedoesntendturn = uzilongbow :D