Difference between revisions of "RubberWorm"

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; Worms that bounce
 
; Worms that bounce
: The first purpose of RubberWorm. Every time a worm hits an object or the terrain (in any direction), it bounces off of it. If it's during a rope roll, it can continue roping, and it never gets fall damage or lose the turn.
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: The original purpose of RubberWorm. Every time a worm hits an object or the terrain (in any direction), it bounces off of it. If it's during a rope roll, it can continue roping, and it never takes fall damage or loses the turn. The feature is always off if the worm is flying for a jump. The bounciness of the worms can be adjusted.
The feature is always off if the worm is flying for a jump.
+
"How much" do the worm bounce can be set.
+
  
 
; Gravity modifications
 
; Gravity modifications
: Gravity can be made stronger or weaker, eliminated or even reversed (objects fall to the roof). In the last case, a worm can stand on its head and shoot, but walking is obviously buggy; if an object encounters no obstacle and flies into the sky, when it reaches a certain heigth it's sent to water, because otherwise it would block the game indefinitely.
+
: Gravity can be made stronger or weaker, eliminated or even reversed. When reversed, a worm can stand on its head and shoot, but walking is obviously buggy. Also, should an object encounter no obstacle and fall into the sky, it will be sent to water when it reaches a certain height, otherwise it would block the game indefinitely.
  
; Central gravity
+
; Central gravity (black hole mode)
: Aka black hole mode. Gravity points to the center of the map, or outside from it (centrifugal gravity). Both these modes can be proportional or costant gravity: the first means that the gravity force is stronger near the middle of the map, the second means the distance from the center doesn't matter, gravity is the same for all objects.
+
: Gravity points towards the center of the map, or away from it (anti-gravity). These modes can either be proportional, where gravity is stronger near the center of the map, or constant, where gravity is the same strength for all locations.
In black hole mode, the object may either start a steady orbit or fall in the middle of the map and never stop flying: to avoid the first case objects that don't explode after some seconds (like worms, mines, crates and barrels) have a very small air viscosity value (see below); for the second case, objects nearer than 15 pixel to the center are sent to water.
+
: In black hole mode, the object may either start a steady orbit or fall in the middle of the map and never stop flying: to avoid the first case objects that don't explode after some seconds (like worms, mines, crates and barrels) have a very small air viscosity value (see below); for the second case, objects nearer than 15 pixel to the center are sent to water.
In centrifugal mode instead, to avoid infinite flying there's something like what happens with reversed gravity.
+
: Anti-gravity has a similar safeguard to reversed gravity (see above).
The strength of the gravity can be set.
+
: The strength of the gravity can be adjusted.
  
 
; Air viscosity
 
; Air viscosity
: Objects moving in air lose speed up to a steady velocity, determined by gravity and wind (imagine throwing a rock in the water). This sort of friction is applied to only objects or worms too, but never to objects that already have this viscosity value (such as parachuting worms or a letters of the mail strike) or crates, graves and barrels. It is adjustable: a value of 63 makes the air pasty as water.
+
: Objects flying through the air lose speed up to a steady velocity, determined by gravity and wind (imagine throwing a rock in the water). Some objects, such as crates, graves, barrels, parachuting worms, and Mail Strike letters, will not experience this effect. It is adjustable: a value of 63 makes the air pasty as water.
  
 
; Wind influence
 
; Wind influence
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; Anti worm sink  
 
; Anti worm sink  
: If activated, worms that are going to sink are teleported, without losing the turn, to the last position where it has stood at least for a moment. If, after being teleported, the worm can't stand again somewhere and falls again into water (for example, if the terrain has been destructed by a weapon), it drowns normally.
+
: If activated, a worm that hits the water is prevented from drowning and instead teleported to the last location where it has been motionless. The turn does not end. If the teleport results in the worm falling and hitting water again (for example, if the terrain has since been destroyed by a weapon), it drowns normally.
  
 
; Crate finder
 
; Crate finder
: Typing /arrows in the in-game chat, arrows pointing to crates pop up, like in missions and trainings. This is the only feature that can be used also when the other players do not have Wormkit and wkRubberWorm, and for this reason (it gives a little advantage) they are adviced of it when someone starts using this feature, with a chat message.
+
: Typing /arrows in the in-game chat, arrows pointing toward crates appear, as they do in missions. This is the only feature that can be used also when the other players do not have Wormkit and wkRubberWorm, and for this reason (it gives a little advantage) they are adviced of it when someone starts using this feature, with a chat message.

Revision as of 14:23, 18 June 2008

(Up to WormKit)
RubberWorm
Developer: Pisto
Latest version: 0.5
Supported games: W:A
Language: C
Licence: Partially open-source
Download: wkRubberWorm.rar

RubberWorm (or wkRubberWorm) is a module for WormKit that can modify parts of the Worms Armageddon physics to create WormPot-like effects, and adapts some features of wkMagic Map Wizard to the latest version of the game.

RubberWorm's effects are applied to the game when certain scheme settings are set to certain values. These settings are normally unused, such as crate probabilities for superweapons. As such, only an external scheme editor can create schemes that will enable RubberWorm effects.

General Info

Installation

As any WormKit module, it has to be placed with the WormKit files in the W:A main folder, and the game must be run through WormKit.exe instead of WA.exe. Changes are applied only when using special schemes with some altered bytes.

Network play

Each modification is activated by some bytes in the scheme file (for letting net-play between clients with the module and without). Those bytes (crate probability of some super-weapons) are unused by W:A. All the players in a network game with any of the features of RubberWorm active must have the same version of the dll or they are likely to desynchronize quickly, because there's no backward compatibility system.

Antivirus issue

Some antivirus programs may treat RubberWorm (as well as Wormkit) as a virus. It is a false alarm: it happens because RubberWorm uses some technique and Dlls abused by malware too.

Source code

wkRubberWorm is written in C, and a part of the source code, lacking of addresses and structs (as wkMagic), is public for demonstrative purpose. Download

Features

Worms that bounce
The original purpose of RubberWorm. Every time a worm hits an object or the terrain (in any direction), it bounces off of it. If it's during a rope roll, it can continue roping, and it never takes fall damage or loses the turn. The feature is always off if the worm is flying for a jump. The bounciness of the worms can be adjusted.
Gravity modifications
Gravity can be made stronger or weaker, eliminated or even reversed. When reversed, a worm can stand on its head and shoot, but walking is obviously buggy. Also, should an object encounter no obstacle and fall into the sky, it will be sent to water when it reaches a certain height, otherwise it would block the game indefinitely.
Central gravity (black hole mode)
Gravity points towards the center of the map, or away from it (anti-gravity). These modes can either be proportional, where gravity is stronger near the center of the map, or constant, where gravity is the same strength for all locations.
In black hole mode, the object may either start a steady orbit or fall in the middle of the map and never stop flying: to avoid the first case objects that don't explode after some seconds (like worms, mines, crates and barrels) have a very small air viscosity value (see below); for the second case, objects nearer than 15 pixel to the center are sent to water.
Anti-gravity has a similar safeguard to reversed gravity (see above).
The strength of the gravity can be adjusted.
Air viscosity
Objects flying through the air lose speed up to a steady velocity, determined by gravity and wind (imagine throwing a rock in the water). Some objects, such as crates, graves, barrels, parachuting worms, and Mail Strike letters, will not experience this effect. It is adjustable: a value of 63 makes the air pasty as water.
Wind influence
Like air viscosity, it can be applied to only objects or worms too, but never to those objects (like bazooka) that are already influenced by wind or crates, graves, barrels. How much the wind moves the objects is adjustable.
Anti worm sink
If activated, a worm that hits the water is prevented from drowning and instead teleported to the last location where it has been motionless. The turn does not end. If the teleport results in the worm falling and hitting water again (for example, if the terrain has since been destroyed by a weapon), it drowns normally.
Crate finder
Typing /arrows in the in-game chat, arrows pointing toward crates appear, as they do in missions. This is the only feature that can be used also when the other players do not have Wormkit and wkRubberWorm, and for this reason (it gives a little advantage) they are adviced of it when someone starts using this feature, with a chat message.
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