Schemes
March 29, 2024, 12:26 PM

EliteTS

Elite modded & with TestStuff

Scheme #2715, Viewed 958 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F6
F7
F8
F10
F12
Crate probability
83.4%
3.3%
1.3%
1.3%
1.3%
1.3%
1.3%
1.3%
1.3%
1.3%
1.3%
1.3%
Scheme Rate
3.33 / 5
Total Members Voted: 3
Acronym: EliteTS
Name: Elite modded & with TestStuff
Type: Battle
Submitted by: Germany FaD

Download this scheme:
Downloaded 485 time(s).

Time: December 09, 2018, 04:23 PM
Description:
Elite modded with TestStuff enabled for more fun+fast+dynamic+skilled pro battle.
Basically most of the 'fun and fair' weapons, utilities, settings will be found in this scheme.
1vs1 each 4 worms, 2vs2 each 2 worms just like default elite. No rules, knocks allowed.

Download settings for this scheme here: https://www.tus-wa.com/files/file-1607

How to use:

1. Make copy of your W:A folder and use that copy for EliteTS scheme (or make new W:A instalation for this scheme only)
2. Use 'MacroGamer ready to go folder' or as alternative use installation setup then extract 'profile.mgp' file to install directory.
3. Extract files from 'EliteTS Wormkit settings' to any W:A folder, enable wormkit modules in W:A ingame settings. Extract 'EliteTS' scheme into your scheme directory.
4. Make sure to enable admin mode for 'MacroGamer.exe' (right click check run as admin and save), run 'MacroGamer.exe' load profile and set Run/Stop Hotkey in settings (recommend key 'PAUSE')
5. Before playing 'EliteTS' game run 'MacroGamer' and enable 'TestStuff' in ingame lobby, type: /ts 
             
Macros already made:

Q: fast walk + laser
W: fast walk + laser + LG
E: LG activation/deactivation
R: LG activation/deactivation

You can change target keys in program settings.
Open 'RemapKeys.ini' 'wkFKeyRearrange.ini' to see optimized settings for this scheme.

Scheme game options
Game options
100
1
Time options
8
16
3
3
0
Crate options
25
Sudden death options
45
Objects options
8
0
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
Inf
Fast Walk
Inf
Laser Sight
Inf
Invisibility
0
Bazooka
Inf
Homing Missile
1
Mortar
5
Homing Pigeon
0
Sheep Launcher
1
Grenade
Inf
Cluster Bomb
3
Banana Bomb
0
Battle Axe
2
Earth Quake
0
Shotgun
Inf
Handgun
Inf
Uzi
Inf
Minigun
0
Longbow
2
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
1
Suicide Bomber
0
Prod
Inf
Dynamite
1
Mine
2
Sheep
0
Super Sheep
1
Mole Bomb
1
Air Strike
1
Napalm Strike
1
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
3
Pnuematic Drill
3
Girder
3
Baseball Bat
1
Girder Starter Pack
0
Ninja Rope
2
Bungee
Inf
Parachute
Inf
Teleport
2
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
2
Skunk
1
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
0
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
No extended options has been modified.
Help

Author Topic: Scheme #2714, BAxBoggy submitted by leafsaber47  (Read 76 times)

0 Members and 1 Guest are viewing this topic.

Offline leafsaber47

Scheme #2714, BAxBoggy submitted by leafsaber47
« on: December 07, 2018, 12:42 AM »
If you're wondering why your battle axes don't instakill, it's because the scheme editor here mistakenly set their power to 255. Battle axes should have 256 Power, and so this post's attached file is a scheme file that tweaks the single value to its correct state.