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Crates and weapons delay

Started by Gauntlet, August 28, 2014, 10:24 AM

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Gauntlet

Hi all
Let's say I set Minigun delay to 5 turn, and the Minigun crates to 5

If a crate fall before five turns containing the Minigun, I will be able to use it anyway
Am I doing something wrong or what?

Korydex

its fine same problem is in current tus t17 scheme

Gauntlet

Oh, so it's a known bug
Any way to fix it? I tried searching for an option in SchemEddy but nothing...

Thank you

Xrayez

It's not a bug I think, it's just the way it was programmed

Gauntlet

Ok
So at the moment there's no way to do this kind of thing?

LeTotalKiller

I thought Minigun crates were supposed to wait until those 5 turns were over.

Gauntlet

Quote from: LeTotalKiller on August 28, 2014, 01:01 PM
I thought Minigun crates were supposed to wait until those 5 turns were over.
I thought that too.
I noticed this when in a game I found Mad Cows at first turn, even if delay was set to 2.

Then I tried with Minigun and Homing Missile and it was the same
Try, make crate 100% and set delay to whatever you want

StepS

In order to delay a weapon it must have a nonzero ammo. So, you need to have at least one minigun in the scheme by default. Setting the delay to 255 will forbid the use of that weapon (for example, infinite donkeys with a 255 delay result in a ban of donkey crates, even if you get them).
Dec 30 2013 23:59:44 <StepS> windowed mode isn't the only thing you need about frontend
Dec 30 2013 23:59:49 <StepS> you need it to be actually bigger
Dec 31 2013 00:00:13 <StepS> it actually is very small on my 15-inch full HD screen
Dec 31 2013 00:00:25 <StepS> while running at 640x480 or stretched mode makes it fuzzy
Dec 31 2013 00:00:44 <StepS> this problem has been around since the Worms Armageddon's release and no one has even tried to beat it
[...]

Deadcode

#8
Quote from: Xrayez on August 28, 2014, 11:20 AM
It's not a bug I think, it's just the way it was programmed

This is true, but it was a bad design decision. It makes zero ammo + nonzero delay act exactly the same as zero ammo + zero delay, meaning a particular combination of scheme values is completely useless whereas without this, it would be useful.

So I will remove this limitation in the next version of W:A.

There's another related bug/flaw. When a weapon's delay becomes zero, it takes another turn before it can fall in a crate. This creates a discontinuity between delay=0 and delay=1; something with delay=0 can fall on the first turn, but something with delay=1 can't fall until the third turn.

Quote from: StepS on August 28, 2014, 02:09 PM
(for example, infinite donkeys with a 255 delay result in a ban of donkey crates, even if you get them).

This is of course only useful for superweapons, because you currently can't set their crate probability.

A 128..255 value is actually interpreted as -128..-1 respectively, and negative delays are specifically treated by the game as infinite delays (so even after 65536 turns or more it'd still be delayed).

While it's true that you wouldn't be able to use an infinitely delayed weapon even if you collected it in a crate, the game disallows delayed weapons from falling in crates. The only way to collect one would be to collect a Crate Shower crate first.

Gauntlet

Wow cool, is there anything else we can except from the new version?
PS: I haven't played this game since 2005 so I might be a bit rusty and it'd be great if you could me update on the progress and such things


Gauntlet

Mmmh, these features are already in ^^

The Extremist

Quote from: Deadcode on August 28, 2014, 04:10 PM
So I will remove this limitation in the next version of W:A.

Would it be totally in vain to ask...

WHEN?

Deadcode

#13
Quote from: Gauntlet on August 28, 2014, 06:34 PM
Wow cool, is there anything else we can expect from the new version?
PS: I haven't played this game since 2005 so I might be a bit rusty and it'd be great if you could me update on the progress and such things
We're leaving most of it as a surprise :) But yeah, there's lots of other things. Just talking about game logic fixes alone, there are 19 of them.

Quote from: The Extremist on August 28, 2014, 10:42 PM...WHEN?
Trying to get it ready soon. But can't be more specific than that.

The Extremist

Quote from: Deadcode on September 03, 2014, 09:25 PMJust talking about game logic fixes alone, there are 19 of them.

Holy... :o