https://worms2d.info/api.php?action=feedcontributions&user=Gore33&feedformat=atomWorms Knowledge Base - User contributions [en]2024-03-29T12:20:40ZUser contributionsMediaWiki 1.26.3https://worms2d.info/?title=Tricks_and_glitches_(second_generation)&diff=22833Tricks and glitches (second generation)2013-07-04T12:34:02Z<p>Gore33: /* Other */</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
<br />
This is a list of known in-game tricks and glitches in the second generation 2D Worms games.<br />
__NOTOC__<br />
==Tricks and glitches==<br />
<br />
====Weapon-specific====<br />
* [[Floating weapon glitch]]<br />
* [[Firing targeted weapons without aiming]]<br />
* [[Preselecting target in mid-air]]<br />
{{gap}}<br />
* [[Bazooka through wall]]<br />
* [[Longbow arrow stops in mid-air]]<br />
* [[Vertical Longbow and Baseball Bat]]<br />
* [[Kamikaze drowning glitch]]<br />
* [[Super Sheep going through walls]]<br />
* [[Animal Jumping#Ceiling Barriers|Mole Bomb going through walls]]<br />
* [[Ninja Rope going through walls]]<br />
* [[Launching multiple Super Sheep at the same time]]<br />
* [[Jumping from Pneumatic Drill]]<br />
* [[Chute flare]]<br />
* [[Bungee from Jet Pack]]<br />
* [[Teleport jump]] (and turn)<br />
* [[Idle weapon animation continues after turn end]]<br />
* [[High velocity fall from girdered Ninja Rope or Bungee]]<br />
<br />
====Worm movement====<br />
* [[Skipwalking]]<br />
* [[Gliding]]<br />
* [[Alien glitch]]<br />
* [[Ninja Rope skim/blast without loss of control]]<br />
* [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
* [[Chute landing]]<br />
* [[Kamikaze Explode On Indestructible Terrain]]<br />
<br />
====Other====<br />
* [[Objects touching water no longer collide with land]]<br />
* [[CPU shot misprediction]]<br />
* [[Roofing]]<br />
* [[Intro Glitch (W:A)]]<br />
<br />
==Fixed glitches==<br />
These glitches have been fixed in [[Updates (Worms Armageddon)|Beta updates]] for [[Worms Armageddon]] or the official patches for [[Worms 2]].<br />
<br />
====Exploitable====<br />
* [[Cow doubling glitch]]<br />
* [[Girdering an occupied location]]<br />
* [[Indian rope trick]]<br />
* [[Instant Cluster Explosion]] ([[Worms 2]])<br />
* [[Message injection exploits]]<br />
* [[Slow-motion exploit]]<br />
<br />
====Neutral====<br />
* [[Dud mine explosion]]<br />
* [[Erratic proximity polling by a mobile Mine]]<br />
* [[Scales of Justice glitch]]<br />
<br />
====Harmful====<br />
* [[Parachute failure at fall velocity threshold]]<br />
* [[Stray pixel in Girder sprite]]<br />
* [[Longbow arrow absorption by a Grave]]<br />
* [[Loss of control from being hit by a falling worm while on the Parachute]]<br />
* [[Pneumatic Drill malfunction]]<br />
* [[Ninja Rope snag trap]]<br />
* [[Deadlock from Crate / Oil Drum floating on water]]<br />
* [[Super batty knock & Super Worm]]<br />
<br />
==See also==<br />
* A full history of fixed glitches and other game behavior modifications can be found in the [[Worms Armageddon ReadMe (English)|Worms Armageddon ReadMe]].<br />
* [[Tricks and glitches (First generation)]]</div>Gore33https://worms2d.info/?title=Tricks_and_glitches_(second_generation)&diff=22829Tricks and glitches (second generation)2013-07-04T12:20:24Z<p>Gore33: /* Worm movement */</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
<br />
This is a list of known in-game tricks and glitches in the second generation 2D Worms games.<br />
__NOTOC__<br />
==Tricks and glitches==<br />
<br />
====Weapon-specific====<br />
* [[Floating weapon glitch]]<br />
* [[Firing targeted weapons without aiming]]<br />
* [[Preselecting target in mid-air]]<br />
{{gap}}<br />
* [[Bazooka through wall]]<br />
* [[Longbow arrow stops in mid-air]]<br />
* [[Vertical Longbow and Baseball Bat]]<br />
* [[Kamikaze drowning glitch]]<br />
* [[Super Sheep going through walls]]<br />
* [[Animal Jumping#Ceiling Barriers|Mole Bomb going through walls]]<br />
* [[Ninja Rope going through walls]]<br />
* [[Launching multiple Super Sheep at the same time]]<br />
* [[Jumping from Pneumatic Drill]]<br />
* [[Chute flare]]<br />
* [[Bungee from Jet Pack]]<br />
* [[Teleport jump]] (and turn)<br />
* [[Idle weapon animation continues after turn end]]<br />
* [[High velocity fall from girdered Ninja Rope or Bungee]]<br />
<br />
====Worm movement====<br />
* [[Skipwalking]]<br />
* [[Gliding]]<br />
* [[Alien glitch]]<br />
* [[Ninja Rope skim/blast without loss of control]]<br />
* [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
* [[Chute landing]]<br />
* [[Kamikaze Explode On Indestructible Terrain]]<br />
<br />
====Other====<br />
* [[Objects touching water no longer collide with land]]<br />
* [[CPU shot misprediction]]<br />
* [[Roofing]]<br />
* [[Intro Glich (W:A)]]<br />
<br />
==Fixed glitches==<br />
These glitches have been fixed in [[Updates (Worms Armageddon)|Beta updates]] for [[Worms Armageddon]] or the official patches for [[Worms 2]].<br />
<br />
====Exploitable====<br />
* [[Cow doubling glitch]]<br />
* [[Girdering an occupied location]]<br />
* [[Indian rope trick]]<br />
* [[Instant Cluster Explosion]] ([[Worms 2]])<br />
* [[Message injection exploits]]<br />
* [[Slow-motion exploit]]<br />
<br />
====Neutral====<br />
* [[Dud mine explosion]]<br />
* [[Erratic proximity polling by a mobile Mine]]<br />
* [[Scales of Justice glitch]]<br />
<br />
====Harmful====<br />
* [[Parachute failure at fall velocity threshold]]<br />
* [[Stray pixel in Girder sprite]]<br />
* [[Longbow arrow absorption by a Grave]]<br />
* [[Loss of control from being hit by a falling worm while on the Parachute]]<br />
* [[Pneumatic Drill malfunction]]<br />
* [[Ninja Rope snag trap]]<br />
* [[Deadlock from Crate / Oil Drum floating on water]]<br />
* [[Super batty knock & Super Worm]]<br />
<br />
==See also==<br />
* A full history of fixed glitches and other game behavior modifications can be found in the [[Worms Armageddon ReadMe (English)|Worms Armageddon ReadMe]].<br />
* [[Tricks and glitches (First generation)]]</div>Gore33https://worms2d.info/?title=Tricks_and_glitches_(second_generation)&diff=22825Tricks and glitches (second generation)2013-07-04T12:13:50Z<p>Gore33: /* Other */</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
<br />
This is a list of known in-game tricks and glitches in the second generation 2D Worms games.<br />
__NOTOC__<br />
==Tricks and glitches==<br />
<br />
====Weapon-specific====<br />
* [[Floating weapon glitch]]<br />
* [[Firing targeted weapons without aiming]]<br />
* [[Preselecting target in mid-air]]<br />
{{gap}}<br />
* [[Bazooka through wall]]<br />
* [[Longbow arrow stops in mid-air]]<br />
* [[Vertical Longbow and Baseball Bat]]<br />
* [[Kamikaze drowning glitch]]<br />
* [[Super Sheep going through walls]]<br />
* [[Animal Jumping#Ceiling Barriers|Mole Bomb going through walls]]<br />
* [[Ninja Rope going through walls]]<br />
* [[Launching multiple Super Sheep at the same time]]<br />
* [[Jumping from Pneumatic Drill]]<br />
* [[Chute flare]]<br />
* [[Bungee from Jet Pack]]<br />
* [[Teleport jump]] (and turn)<br />
* [[Idle weapon animation continues after turn end]]<br />
* [[High velocity fall from girdered Ninja Rope or Bungee]]<br />
<br />
====Worm movement====<br />
* [[Skipwalking]]<br />
* [[Gliding]]<br />
* [[Alien glitch]]<br />
* [[Ninja Rope skim/blast without loss of control]]<br />
* [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
* [[Chute landing]]<br />
<br />
====Other====<br />
* [[Objects touching water no longer collide with land]]<br />
* [[CPU shot misprediction]]<br />
* [[Roofing]]<br />
* [[Intro Glich (W:A)]]<br />
<br />
==Fixed glitches==<br />
These glitches have been fixed in [[Updates (Worms Armageddon)|Beta updates]] for [[Worms Armageddon]] or the official patches for [[Worms 2]].<br />
<br />
====Exploitable====<br />
* [[Cow doubling glitch]]<br />
* [[Girdering an occupied location]]<br />
* [[Indian rope trick]]<br />
* [[Instant Cluster Explosion]] ([[Worms 2]])<br />
* [[Message injection exploits]]<br />
* [[Slow-motion exploit]]<br />
<br />
====Neutral====<br />
* [[Dud mine explosion]]<br />
* [[Erratic proximity polling by a mobile Mine]]<br />
* [[Scales of Justice glitch]]<br />
<br />
====Harmful====<br />
* [[Parachute failure at fall velocity threshold]]<br />
* [[Stray pixel in Girder sprite]]<br />
* [[Longbow arrow absorption by a Grave]]<br />
* [[Loss of control from being hit by a falling worm while on the Parachute]]<br />
* [[Pneumatic Drill malfunction]]<br />
* [[Ninja Rope snag trap]]<br />
* [[Deadlock from Crate / Oil Drum floating on water]]<br />
* [[Super batty knock & Super Worm]]<br />
<br />
==See also==<br />
* A full history of fixed glitches and other game behavior modifications can be found in the [[Worms Armageddon ReadMe (English)|Worms Armageddon ReadMe]].<br />
* [[Tricks and glitches (First generation)]]</div>Gore33https://worms2d.info/?title=Tricks_and_glitches_(second_generation)&diff=22818Tricks and glitches (second generation)2013-07-03T08:56:13Z<p>Gore33: /* Other */</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
<br />
This is a list of known in-game tricks and glitches in the second generation 2D Worms games.<br />
__NOTOC__<br />
==Tricks and glitches==<br />
<br />
====Weapon-specific====<br />
* [[Floating weapon glitch]]<br />
* [[Firing targeted weapons without aiming]]<br />
* [[Preselecting target in mid-air]]<br />
{{gap}}<br />
* [[Bazooka through wall]]<br />
* [[Longbow arrow stops in mid-air]]<br />
* [[Vertical Longbow and Baseball Bat]]<br />
* [[Kamikaze drowning glitch]]<br />
* [[Super Sheep going through walls]]<br />
* [[Animal Jumping#Ceiling Barriers|Mole Bomb going through walls]]<br />
* [[Ninja Rope going through walls]]<br />
* [[Launching multiple Super Sheep at the same time]]<br />
* [[Jumping from Pneumatic Drill]]<br />
* [[Chute flare]]<br />
* [[Bungee from Jet Pack]]<br />
* [[Teleport jump]] (and turn)<br />
* [[Idle weapon animation continues after turn end]]<br />
* [[High velocity fall from girdered Ninja Rope or Bungee]]<br />
<br />
====Worm movement====<br />
* [[Skipwalking]]<br />
* [[Gliding]]<br />
* [[Alien glitch]]<br />
* [[Ninja Rope skim/blast without loss of control]]<br />
* [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
* [[Chute landing]]<br />
<br />
====Other====<br />
* [[Objects touching water no longer collide with land]]<br />
* [[CPU shot misprediction]]<br />
* [[Roofing]]<br />
* [[Intro Bug (W:A)]]<br />
<br />
==Fixed glitches==<br />
These glitches have been fixed in [[Updates (Worms Armageddon)|Beta updates]] for [[Worms Armageddon]] or the official patches for [[Worms 2]].<br />
<br />
====Exploitable====<br />
* [[Cow doubling glitch]]<br />
* [[Girdering an occupied location]]<br />
* [[Indian rope trick]]<br />
* [[Instant Cluster Explosion]] ([[Worms 2]])<br />
* [[Message injection exploits]]<br />
* [[Slow-motion exploit]]<br />
<br />
====Neutral====<br />
* [[Dud mine explosion]]<br />
* [[Erratic proximity polling by a mobile Mine]]<br />
* [[Scales of Justice glitch]]<br />
<br />
====Harmful====<br />
* [[Parachute failure at fall velocity threshold]]<br />
* [[Stray pixel in Girder sprite]]<br />
* [[Longbow arrow absorption by a Grave]]<br />
* [[Loss of control from being hit by a falling worm while on the Parachute]]<br />
* [[Pneumatic Drill malfunction]]<br />
* [[Ninja Rope snag trap]]<br />
* [[Deadlock from Crate / Oil Drum floating on water]]<br />
* [[Super batty knock & Super Worm]]<br />
<br />
==See also==<br />
* A full history of fixed glitches and other game behavior modifications can be found in the [[Worms Armageddon ReadMe (English)|Worms Armageddon Beta ReadMe]].<br />
* [[Tricks and glitches (First generation)]]</div>Gore33https://worms2d.info/?title=Tricks_and_glitches_(second_generation)&diff=22817Tricks and glitches (second generation)2013-07-03T08:55:39Z<p>Gore33: /* Other */</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
<br />
This is a list of known in-game tricks and glitches in the second generation 2D Worms games.<br />
__NOTOC__<br />
==Tricks and glitches==<br />
<br />
====Weapon-specific====<br />
* [[Floating weapon glitch]]<br />
* [[Firing targeted weapons without aiming]]<br />
* [[Preselecting target in mid-air]]<br />
{{gap}}<br />
* [[Bazooka through wall]]<br />
* [[Longbow arrow stops in mid-air]]<br />
* [[Vertical Longbow and Baseball Bat]]<br />
* [[Kamikaze drowning glitch]]<br />
* [[Super Sheep going through walls]]<br />
* [[Animal Jumping#Ceiling Barriers|Mole Bomb going through walls]]<br />
* [[Ninja Rope going through walls]]<br />
* [[Launching multiple Super Sheep at the same time]]<br />
* [[Jumping from Pneumatic Drill]]<br />
* [[Chute flare]]<br />
* [[Bungee from Jet Pack]]<br />
* [[Teleport jump]] (and turn)<br />
* [[Idle weapon animation continues after turn end]]<br />
* [[High velocity fall from girdered Ninja Rope or Bungee]]<br />
<br />
====Worm movement====<br />
* [[Skipwalking]]<br />
* [[Gliding]]<br />
* [[Alien glitch]]<br />
* [[Ninja Rope skim/blast without loss of control]]<br />
* [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
* [[Chute landing]]<br />
<br />
====Other====<br />
* [[Objects touching water no longer collide with land]]<br />
* [[CPU shot misprediction]]<br />
* [[Roofing]]<br />
* [[Intro Bug (W:A)]]<br />
* [[Intro Glitch]]<br />
<br />
==Fixed glitches==<br />
These glitches have been fixed in [[Updates (Worms Armageddon)|Beta updates]] for [[Worms Armageddon]] or the official patches for [[Worms 2]].<br />
<br />
====Exploitable====<br />
* [[Cow doubling glitch]]<br />
* [[Girdering an occupied location]]<br />
* [[Indian rope trick]]<br />
* [[Instant Cluster Explosion]] ([[Worms 2]])<br />
* [[Message injection exploits]]<br />
* [[Slow-motion exploit]]<br />
<br />
====Neutral====<br />
* [[Dud mine explosion]]<br />
* [[Erratic proximity polling by a mobile Mine]]<br />
* [[Scales of Justice glitch]]<br />
<br />
====Harmful====<br />
* [[Parachute failure at fall velocity threshold]]<br />
* [[Stray pixel in Girder sprite]]<br />
* [[Longbow arrow absorption by a Grave]]<br />
* [[Loss of control from being hit by a falling worm while on the Parachute]]<br />
* [[Pneumatic Drill malfunction]]<br />
* [[Ninja Rope snag trap]]<br />
* [[Deadlock from Crate / Oil Drum floating on water]]<br />
* [[Super batty knock & Super Worm]]<br />
<br />
==See also==<br />
* A full history of fixed glitches and other game behavior modifications can be found in the [[Worms Armageddon ReadMe (English)|Worms Armageddon Beta ReadMe]].<br />
* [[Tricks and glitches (First generation)]]</div>Gore33https://worms2d.info/?title=Tricks_and_glitches_(second_generation)&diff=22815Tricks and glitches (second generation)2013-07-03T08:54:54Z<p>Gore33: /* Other */</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
<br />
This is a list of known in-game tricks and glitches in the second generation 2D Worms games.<br />
__NOTOC__<br />
==Tricks and glitches==<br />
<br />
====Weapon-specific====<br />
* [[Floating weapon glitch]]<br />
* [[Firing targeted weapons without aiming]]<br />
* [[Preselecting target in mid-air]]<br />
{{gap}}<br />
* [[Bazooka through wall]]<br />
* [[Longbow arrow stops in mid-air]]<br />
* [[Vertical Longbow and Baseball Bat]]<br />
* [[Kamikaze drowning glitch]]<br />
* [[Super Sheep going through walls]]<br />
* [[Animal Jumping#Ceiling Barriers|Mole Bomb going through walls]]<br />
* [[Ninja Rope going through walls]]<br />
* [[Launching multiple Super Sheep at the same time]]<br />
* [[Jumping from Pneumatic Drill]]<br />
* [[Chute flare]]<br />
* [[Bungee from Jet Pack]]<br />
* [[Teleport jump]] (and turn)<br />
* [[Idle weapon animation continues after turn end]]<br />
* [[High velocity fall from girdered Ninja Rope or Bungee]]<br />
<br />
====Worm movement====<br />
* [[Skipwalking]]<br />
* [[Gliding]]<br />
* [[Alien glitch]]<br />
* [[Ninja Rope skim/blast without loss of control]]<br />
* [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
* [[Chute landing]]<br />
<br />
====Other====<br />
* [[Objects touching water no longer collide with land]]<br />
* [[CPU shot misprediction]]<br />
* [[Roofing]]<br />
* [[Intro Bug (W:A)]]<br />
<br />
==Fixed glitches==<br />
These glitches have been fixed in [[Updates (Worms Armageddon)|Beta updates]] for [[Worms Armageddon]] or the official patches for [[Worms 2]].<br />
<br />
====Exploitable====<br />
* [[Cow doubling glitch]]<br />
* [[Girdering an occupied location]]<br />
* [[Indian rope trick]]<br />
* [[Instant Cluster Explosion]] ([[Worms 2]])<br />
* [[Message injection exploits]]<br />
* [[Slow-motion exploit]]<br />
<br />
====Neutral====<br />
* [[Dud mine explosion]]<br />
* [[Erratic proximity polling by a mobile Mine]]<br />
* [[Scales of Justice glitch]]<br />
<br />
====Harmful====<br />
* [[Parachute failure at fall velocity threshold]]<br />
* [[Stray pixel in Girder sprite]]<br />
* [[Longbow arrow absorption by a Grave]]<br />
* [[Loss of control from being hit by a falling worm while on the Parachute]]<br />
* [[Pneumatic Drill malfunction]]<br />
* [[Ninja Rope snag trap]]<br />
* [[Deadlock from Crate / Oil Drum floating on water]]<br />
* [[Super batty knock & Super Worm]]<br />
<br />
==See also==<br />
* A full history of fixed glitches and other game behavior modifications can be found in the [[Worms Armageddon ReadMe (English)|Worms Armageddon Beta ReadMe]].<br />
* [[Tricks and glitches (First generation)]]</div>Gore33https://worms2d.info/?title=Tricks_and_glitches_(second_generation)&diff=22813Tricks and glitches (second generation)2013-07-03T08:49:00Z<p>Gore33: /* Other */</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
<br />
This is a list of known in-game tricks and glitches in the second generation 2D Worms games.<br />
__NOTOC__<br />
==Tricks and glitches==<br />
<br />
====Weapon-specific====<br />
* [[Floating weapon glitch]]<br />
* [[Firing targeted weapons without aiming]]<br />
* [[Preselecting target in mid-air]]<br />
{{gap}}<br />
* [[Bazooka through wall]]<br />
* [[Longbow arrow stops in mid-air]]<br />
* [[Vertical Longbow and Baseball Bat]]<br />
* [[Kamikaze drowning glitch]]<br />
* [[Super Sheep going through walls]]<br />
* [[Animal Jumping#Ceiling Barriers|Mole Bomb going through walls]]<br />
* [[Ninja Rope going through walls]]<br />
* [[Launching multiple Super Sheep at the same time]]<br />
* [[Jumping from Pneumatic Drill]]<br />
* [[Chute flare]]<br />
* [[Bungee from Jet Pack]]<br />
* [[Teleport jump]] (and turn)<br />
* [[Idle weapon animation continues after turn end]]<br />
* [[High velocity fall from girdered Ninja Rope or Bungee]]<br />
<br />
====Worm movement====<br />
* [[Skipwalking]]<br />
* [[Gliding]]<br />
* [[Alien glitch]]<br />
* [[Ninja Rope skim/blast without loss of control]]<br />
* [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
* [[Chute landing]]<br />
<br />
====Other====<br />
* [[Objects touching water no longer collide with land]]<br />
* [[CPU shot misprediction]]<br />
* [[Roofing]]<br />
* [[Intro Glitch]]<br />
<br />
==Fixed glitches==<br />
These glitches have been fixed in [[Updates (Worms Armageddon)|Beta updates]] for [[Worms Armageddon]] or the official patches for [[Worms 2]].<br />
<br />
====Exploitable====<br />
* [[Cow doubling glitch]]<br />
* [[Girdering an occupied location]]<br />
* [[Indian rope trick]]<br />
* [[Instant Cluster Explosion]] ([[Worms 2]])<br />
* [[Message injection exploits]]<br />
* [[Slow-motion exploit]]<br />
<br />
====Neutral====<br />
* [[Dud mine explosion]]<br />
* [[Erratic proximity polling by a mobile Mine]]<br />
* [[Scales of Justice glitch]]<br />
<br />
====Harmful====<br />
* [[Parachute failure at fall velocity threshold]]<br />
* [[Stray pixel in Girder sprite]]<br />
* [[Longbow arrow absorption by a Grave]]<br />
* [[Loss of control from being hit by a falling worm while on the Parachute]]<br />
* [[Pneumatic Drill malfunction]]<br />
* [[Ninja Rope snag trap]]<br />
* [[Deadlock from Crate / Oil Drum floating on water]]<br />
* [[Super batty knock & Super Worm]]<br />
<br />
==See also==<br />
* A full history of fixed glitches and other game behavior modifications can be found in the [[Worms Armageddon ReadMe (English)|Worms Armageddon Beta ReadMe]].<br />
* [[Tricks and glitches (First generation)]]</div>Gore33https://worms2d.info/?title=Banana_Bomb&diff=22812Banana Bomb2013-07-03T08:37:49Z<p>Gore33: /* See also */</p>
<hr />
<div>{{ParentArticle|[[Weapons]]}}<br />
{{Weapon|[[Image:Bananaicon.png|64px]]|Banana Bomb<br />
|Dangerous Fruit<br />
|F2 (×3)<br />{{i-wdc}} 7 (×1)<br />
|75hp injury per banana (max.), Large circular crater<br />
|Worms, Worms DC, Worms 2, W:A, WWP}}<br />
{{Power}}<br />
|-<br />
!Power<br />
!Number of<br/>bomblets<br />
!Maximum<br/>injury<br />
!Crater<br/>diameter<br />
|-<br />
|19<br />
|0<br />
|97 hp<br />
|185 px<br />
|-<br />
|11<br />
|2<br />
|37<br />
|73<br />
|-<br />
|6<br />
|2<br />
|60<br />
|123<br />
|-<br />
|12<br />
|3<br />
|52<br />
|97<br />
|-<br />
|7<br />
|3<br />
|67<br />
|135<br />
|-<br />
|1<br />
|4<br />
|60<br />
|123<br />
|-<br />
|2<br />
|4<br />
|67<br />
|135<br />
|-<br />
|3<br />
|5<br />
|75<br />
|147<br />
|-<br />
|4<br />
|5<br />
|82<br />
|161<br />
|-<br />
|5<br />
|6<br />
|90<br />
|173<br />
|-<br />
|9<br />
|7<br />
|82<br />
|161<br />
|-<br />
|14<br />
|6<br />
|112<br />
|223<br />
|-<br />
|10<br />
|10<br />
|90<br />
|173<br />
|-<br />
|15<br />
|7<br />
|150<br />
|299<br />
{{Power-end|Values are per banana bomblet. Sorted by total damage from all clusters.}}<br />
Affectionately known as '''"The Soft Fruit of Doom"''' or '''"Oh crap you have a banana! I'm dead!"''', the '''Banana Bomb''' destroys the myth that fruit is good for your health. It is a timed weapon, and works identically to a [[Cluster Bomb]]. First-generation games allows you to adjust the bounce setting, but the second-gen games fix the Banana Bomb on the MAX bouce setting. The banana explodes with the power of a [[Dynamite]], and then splits into more bananas, which also explode with the same power, except that they explode on contact with the ground.<br />
<br />
In [[Worms Armageddon]] there is an unlockable cheat that "Upgrades banana bombs into Super banana bombs", except it doesn't do that at all, and instead changes the power so that 8 banana clusters are released with each doing 100 points of damage maximum.<br />
<br />
In [[Worms]] and [[Worms: The Directors Cut]], if the Banana Bomb drops into the water the message "Soft fruit... wasted!!" will appear in the notification area.<br />
<br />
== Tactics ==<br />
<br />
* The Banana Bomb is a very powerful weapon and can kill a worm outright. However, as the clusters spread out, it is more beneficial to use it on a group of worms.<br />
* The Banana Bomb can cause severe damage to a single worm if all of the clusters detonate directly next to him, and there are 3 ways of doing this. One is to place the banana under indestructable land or the cavern border. Another is to place it under the opponent worm as explained on the [[Cluster Bomb]] page. One further technique is to drop the banana at your feet and do a vertical jump just before the banana explodes, as this will cause all of the clusters to explode into your worm. You will, of course, deal heavy damage to your own worm, but any other nearby worms will also recieve heavy damage.<br />
* As the banana clusters spread out considerably, it is possible to cause widespread damage by throwing the Banana Bomb high into the sky, so the clusters have a chance to spread out before they explode.<br />
<br />
== Criticisms, Problems and Weaknesses ==<br />
<br />
* In W2/WA/WWP, the Banana Bomb forces you to use the MAX bounce setting, and so it is difficult to get it to settle next to an opponent.<br />
* Doctors recommend that you use 5 portions a day to keep healthy, but it tends not to appear very often, leaving you at risk of scurvy.<br />
<br />
== See also ==<br />
* [[Super Banana Bomb]]<br />
* [[Cluster Bomb]]<br />
<br />
== External links ==<br />
{{Wormopedia}}<br />
<br />
<br />
{{Weapons}}</div>Gore33https://worms2d.info/?title=Chainsaw&diff=22811Chainsaw2013-07-03T08:31:24Z<p>Gore33: /* Criticisms, Problems and Weaknesses */</p>
<hr />
<div>{{ParentArticle|[[Weapons]]}}<br />
{{Weapon|[[Image:Chainsawicon.png|32px]]|Chainsaw<br />
|Close Combat<br />
|''none''<br />
|45hp<br />
|Worms World Party (GBA version only)}}<br />
[[File:Chainsaw_animation.gif|frame|right|Chainsaw in action]]<br />
<br />
The '''Chainsaw''' is a close-combat weapon appearing exclusively in the Game Boy Advance version of [[Worms World Party]]. It is a [[Fire Punch]]/[[Battle Axe]] hybrid of sorts, doing 45 HP damage to the worm it's used on but not pushing or moving them in any way.<br />
<br />
==Tactics==<br />
*It Is best used to finish worm<br />
<br />
==Criticisms, Problems and Weaknesses==<br />
* It is practically useless because it hasn't got any push power.<br />
<br />
{{stub}}<br />
<br />
{{weapons}}</div>Gore33https://worms2d.info/?title=Chainsaw&diff=22810Chainsaw2013-07-03T08:30:23Z<p>Gore33: /* Tactics */</p>
<hr />
<div>{{ParentArticle|[[Weapons]]}}<br />
{{Weapon|[[Image:Chainsawicon.png|32px]]|Chainsaw<br />
|Close Combat<br />
|''none''<br />
|45hp<br />
|Worms World Party (GBA version only)}}<br />
[[File:Chainsaw_animation.gif|frame|right|Chainsaw in action]]<br />
<br />
The '''Chainsaw''' is a close-combat weapon appearing exclusively in the Game Boy Advance version of [[Worms World Party]]. It is a [[Fire Punch]]/[[Battle Axe]] hybrid of sorts, doing 45 HP damage to the worm it's used on but not pushing or moving them in any way.<br />
<br />
==Tactics==<br />
*It Is best used to finish worm<br />
<br />
==Criticisms, Problems and Weaknesses==<br />
* <br />
<br />
{{stub}}<br />
<br />
{{weapons}}</div>Gore33https://worms2d.info/?title=WormNET_(Worms_Unlimited)&diff=22808WormNET (Worms Unlimited)2013-07-02T17:15:04Z<p>Gore33: /* Buddy list */</p>
<hr />
<div>{{ParentArticle|[[Worms Unlimited]]}}<br />
<br />
== Introduction ==<br />
I believe that I'm not the only one who's thinking that WormNET could be much better. (todo: insert more cricitism here). To implement even a part <br />
of the ideas I stated here would mean rewriting most of the network code from scratch.<br />
Many of the ideas stated here were taken from the way Sallos is done. [http://www.runuo.com/forums/sallos-gaming/ Sallos] is an Internet gaming lobby, currently featuring IRC-like chat, and some games: a Gunbound clone, Chess, TetriNET and MasterMind. The network code is scalable and quite well-organized (considering that Sallos is a network application in the first place). The whole system connects to one cental server, which hosts the chat and all of these games as one single service. The system utilises a built-in smart update feature, that automatically updates the client software by downloading patches from the server (again, through the very same protocol).<br />
<br />
== General Issues ==<br />
About the protocol, Currently Wormnet uses IRC and HTTP. A proper protocol for gaming sould be used, a example of a gaming protocol is [http://www.standingstonegaming.com/docs/ssg.pdf Open Gaming Protocol]. Another issue about Wormnet is that currently for quitting Wormnet, you must wait until the Wormnet traffic finish, but in Worms Unlimited, you could quit Wormnet without waiting. Another useful feature of Wormnet would be File Sharing:<br />
you would be able to download maps, schemes, soundbank and other kind of files from other players in the network channels, in the host-join lobby and in running games.<br />
<br />
== Ranks ==<br />
Ranks should be based on ranked channels: when you beat players in a one of these channels, you get points, and when you get enough points <br />
for enter in a ranked channel, you can enter in it.<br />
<br />
The scoring system should be a ladder system, as that would encourage people to play the strongest players.<br />
<br />
And finally, there should be ranks for various gametypes: shoppa, proper, bng, wxw...<br />
<br />
== Server-to-server connections ==<br />
Instead of making the players connect to each other, it would be better to make them connect to the server, which will route the data across <br />
other players. This will allow onybody to host a game, avoiding any router / firewall problems.<br />
<br />
This will also reduce the number of network drops - if the host drops out, the game will go on, and the game will close as soon as the round is finished.<br />
<br />
In the case somebody wants to, there would be the possibility of the traditional hosting method, for the players who can do it. Alternatively, there would be Direct Ip and LAN games, in the case Wormnet is down.<br />
<br />
== Running games ==<br />
Often it is desired to join or spectate a game already in progress. I'm not saying that this will require a new team to be added directly to the field - the player will be able to simply spectate the game until the round is finished, after which he can add his team. All players(including spectators) should have the ability to send team messages to all teams. Also, spectators should be able to be ignored with the /ignore command, as the rest of the players.<br />
<br />
As well, an ability to show players that are currently playing a game. Combine this with the ability to locate a player in all running games, and it should eliminate the chaos of trying to find your buddy on WormNET.<br />
A checkbox/button could be added to the lobby to toggle showing already running games.<br />
<br />
Also, there should be the possibility of continuing running games from a replay file. For using this option, all players would have the same replay file and all would have to agree with it. Before starting, the game would check the replays of all players to check if all the replays of them are the same and if they are not corrupted.<br />
<br />
Another typical problem in wormnet is the player that goes away from the computer and forgets to use the /away. This could be solved with an auto-away feature. When the player acumulates some idle time, the /away command is activated automaticly. Only the turn time and hotseat time would be counted, as this is the other players would spend waiting. In case the players reaches the idle time limit in the middle of a turn, the game would apply this feature after the turn has finished. The time limit would be selected in the menu that is before Wormnet, and it would be decided by the host.<br />
<br />
== Channels ==<br />
There should be multiple channels, and<br />
you should be able to create your own channel,<br />
which could be private or public.<br />
You could configure it to have forced schemes or maps,<br />
and you could upload these.<br />
Of course, in the server there would be a size limit,<br />
and you could also upload the maps/schemes to a remote URL<br />
and tell the server to use them. When a player hosts a game,<br />
the maps/schemes will be downloaded from that URL to the <br />
computer of the host.<br />
<br />
For the case of ranks, there could be channels which you can access with a determinated rank.<br />
<br />
There could be a channel where only classic options from w:a can be used.<br />
<br />
Also, there could be a channel where only determinated options can be used(Infinite full-Powered Rope, Rope Knocking, No Rope..) and channels with prefixed schemes, like WxW, Proper, Shoppa..<br />
<br />
== Map cache ==<br />
With the new [[Map_Editor#Structure|maps]], the file sizes for those maps would increase significantly. Some kind of map cache, <br />
which would store all downloaded maps in a folder (and perform clean-up occasionally). Then, when a map would be downloaded from the server, <br />
the client would compare hashes of the map with the maps in the cache - thus avoiding re-downloading of the map.<br />
<br />
== Buddy list ==<br />
A buddy list would make possible the following features:<br />
-The text from buddies and games hosted by them would be highlighted<br />
-When hosting a game, you would be able to pick betweem public game, private game or buddies-only game<br />
<br />
== Lobby Screens ==<br />
You should be able to send private messages in the lobby screen without having<br />
to type the /msg command. The problem is that if had to be made by clicking<br />
in the name, how would the host do it, if clicking in a player's name is now used to boot a player from<br />
the game. The solution would be to put a "kick button" near the name of the player, so when click it,<br />
the player gets booted and when you click on his name, you can send a private message to him. <br />
<br />
Also, with the new editors, the host would get lost in the sea of option and players would be left waiting. The solution to this would be to have a chat window in all those menus, that could be opened and closed as the in-game chat window. And for avoiding the player having to select the player reselecting the same scheme every time he has to host, by default the selected scheme would be the last hosted scheme.</div>Gore33https://worms2d.info/?title=Game_Editor&diff=22807Game Editor2013-07-02T17:08:52Z<p>Gore33: /* Stockpile */</p>
<hr />
<div>{{ParentArticle|[[Editors]]}}<br />
== Introduction ==<br />
<br />
The game editor is somewhat less complicated than the weapon editor but still has a few advanced features. Some of the options in the game editor conflict with those in the weapon editor - the game editor over-rides weapon editor settings and is designed to make certain aspects of the game easier to control by doing so. The game editor also contains options that specify what map editor options will apply (see [[Map Editor]]), as will be explained later.<br />
__TOC__<br />
== Standard Options ==<br />
<br />
The game editor will, of course, contain the usuals, with a few simple additions:<br />
<br />
* '''Worms Health''' (It would be adjustable for every worm. God mode could be made for a worm by forcing his health to be constant every second.) <br />
* '''Automatic/Manual Worm Placement'''(You would be able to set how many worms you place manually and how many are placed randomly)<br />
* '''Only last team attacks'''(On/Off Toggle)<br />
* '''Alternating/Consecutive Alliance Turns'''<br />
This refers to how the teams in a color group take their turns: <br />
red1-blue1-red2-blue2 or red1-red2-blue1-blue2<br />
* '''Turn Time''' (And an option for Turn time stockpile: unused seconds from a turn added to the next)<br />
* '''Retreat Time''' (See [[Weapons_Editor#Basic_Parameters|this]])<br />
* '''Hotseat Time'''<br />
* '''Time Display'''<br />
* '''Terrain regeneration'''(You would be able to play consecutive rounds on the same terrain, but with the damage intact.)<br />
<br />
All of these options can be modified along the game with the [[Other Editors#Dependent_Changer|Dependent Changer]].<br />
<br />
== Stockpile ==<br />
In the Simple Editor, you would pick between Stockpile, Anti-Stockpile and No Stockpile. But in the Advanced Editor, Stockpiling wouldn´t be needed. Using the Dependent Changer, you could reset the Ammunition to the initial number every round(No Stockpile) or to receive the initial number of Ammunition every round, which would be added to the Ammunition you already have(Stockpile). If neither of these options is used, you will just use the remaining Ammunition of the previous turn(Anti-Stockpile).<br />
<br />
== Donor Cards ==<br />
There are 4 options which affect Donor Cards:<br />
* Appearance Probability: The probability of appearance when the last worm of the team dies.<br />
* Number of Weapons: The maximum number of weapons you can get in a Donor Card.<br />
* Priority: When the number of weapons you can get is greater than the previous option, this will allow to decide which weapons you can collect.<br />
* Destructibility <br />
<br />
== Worms Movements ==<br />
Currently, you can decide if worms can move or not. But this can be made for all worms movements. You could configure the '''Walking Speed''' or disable the walking at all. Also, you could configure the '''Height''' and the '''Horizontal Change''' of the various jumps: the forward jump, the backwards jump, the backflip jump and the straight jump or disable some of them or even all of them. There would be the following restrictions:<br />
<br />
*The straight jump wouldn´t have any horizontal change<br />
*The forward jump, the backwards jump and the backflip jump would have a minimum horizontal change<br />
*All the jumps would have a minimum height<br />
*The backflip jump can´t be enabled if the backwards jump isn´t enabled<br />
*The backflip jump would have an horizontal change lower than the backwards jump and an height greater than the backwards jump<br />
<br />
You could set the '''Wind Suscepibility''' when a worm is jumping/falling and the '''Gravity''' of worms. Aditionally, you could disable/enable the '''Traversavility''' of worms. Disablling it would make worms to be able to pass through each other.<br />
<br />
== Ways To Win The Match ==<br />
Currently, you can only win a Match by winning a determinated number of rounds, but with this option many new things could be done.For example, you can set the way to win the match to '''# consecutive rounds to win''' or '''best of # rounds'''. Also, you could use position points, that is, you get points depending of the position and who gets '''more points at the end of # rounds''', or who gets a '''determinated number of points''' wins the match. But there is much more. Disqualifications could be used, for example, for the player who '''finishs a game below a determinated positions''', '''gets a determinated number of points'''(this number should be negative) or '''doesn't get a determinated number of points in a determinated round'''<br />
<br />
== Worm Selection ==<br />
<br />
Currently, you can pick '''Cycled Worm Selection'''(The worms are selected automacticly by the computer in a determinated order), '''Manual Worm Selection''' (You can pick at the beginning of the turn which worm to move) or '''Random Worm Selection'''(Worms are selected randomly). But what about if you want an intermediate option? In Worms Unlimited you would have squads, you would split your team in Squads(Group of worms) where you could select manually which worms to move. This would make possible to have other two modes of worm selection: '''Cycled Squad Selection''' (The squads are selected automacticly by the computer in a determinated order) and '''Random Squad Selection'''(Squads are selected randomly). Another subject about the Worm Selection is that it's automatically set to Cycled Worm Selection after Sudden Death. But with the Dependent Changer, you could change betweem all the selection modes whenever you want, and even change the Squads if you wanted to.<br />
<br />
== Fall Damage ==<br />
You think that Fall Damage is only a matter of enabling/disabling it, but not, it's not. For a start you can decide the minimum and maximum injury you can receive in a fall : it is the '''Minimum/Maximum fall injury'''. Also, you can decide from which height you start receiving fall damage and which is the final height where the injury stop increasing.It is the '''Starting/Final Falling Height'''. A simple calculation from the computer would be enough to know how many damage you receive.You could even set a option like '''Fall Doesn't End Turn'''.<br />
<br />
== Crate Control ==<br />
<br />
A number of options would be available for more powerful control over crates in the game. But first, a word about the crate system in general, and why it is badly designed.<br />
<br />
As it is, health crates do two things, a fact that's easy to forget. Supplying health is the obvious one, but they also relieve your worms, your entire team in fact, of poison, should they have been struck by a scrupulous skunk. This seemingly-insignificant feature is holding back a whole potential game type, where worms must collect health crates to combat a continually diminishing health value, through poison effects, while simultaneously dealing with the enemy. Currently, such a game cannot be devised.<br />
<br />
But enough about health crates, the real flaws lie in the utility system. Utilities were made to seperate weapons that caused damage and weapons that aided your team in another way, with mind-boggling failure. There is one transport tool in these utilities: the Jetpack, . Yet there are so many other 'weapons' that don't do damage. Parachute, Girder, Teleport, Freeze, Rope, Worm Select, Bungee, the list goes on. Include the weapons ideas on the [[Weapons (Worms Unlimited)|Weapons suggestions]] page, and this number increases to over 30 utilities. Why weren't these herded into the Utilities category? Maybe it was to preserve the F-key shortcuts, maybe it was just too much hassle.<br />
<br />
Whatever the reason, utilities should never have existed at all. They can hardly be edited in the weapon editor; only quantity can be changed and that's only if you've completed enough missions to win that option. The utility section would be better off abandoned, and those tools that occupy it dragged into the main menu, where greater editing power can be wielded.<br />
<br />
But wait, what about those other utilities? I am of course referring to Double Damage and Double Turn Time, those instant-effect utilites upon crate collection. Low gravity, Laser Sight, Invisibility and Fast Walk should also be<br />
moved here and converted into instant-effect power-ups. These are pointless if collectable, so should they be available in standard weapon crates, as a unique surprise, or kept in utility toolboxes as usual? The key feature of these is that they are power-ups, not ammunition. They only last for your turn, and this scarcity of availability has a proven influencial effect on human thinking. You will not want to see it go to waste, so it could completely change what was previously a planned-out turn. All power-ups should have that effect: they should make you think "could I do something with this?"<br />
<br />
They should have a separate system (i.e. using the toolbox graphic to denote a power-up) and that system should be fully editable in the game editor, unlike the current utility system which doesn't allow you to disable specific pick-ups. More are needed (suggestions are welcome) and these might include temporary Invincibility, or perhaps weapon specific power-ups such as Teleport Doesn't End Turn, Improved Airstrikes or Girder Intersects Land (a feature that was available with WA, with the use of a third-party program). These power-ups have the persuasive ability to change what happens in a turn, and change the outcome of a game completely.<br />
<br />
Power-ups and transport tools should, of course, remain distinguishable from regular weapons if the Host desires. Perhaps the toolbox could be used for this as it is most appropriate, and another sprite assigned to "power-ups", such as a gift-box.<br />
<br />
So, what would Crate Control have control over? Taking the above into account and some suggestions I've heard over the years, let's take a look:<br />
<br />
=== General crate options ===<br />
Probability of a crate landing is an obvious starter(It would use the [[Weapons_Editor#Crate_Control|Fractional Probability System]], with the difference that the sums of the numerators may be equal or lower than the denominator.)<br />
<br />
;Cycle Between Zones.<br />
:If enabled, the game editor allows specific map options (see Map Editor, below) to control where crates land. This feature would be useful to have crates alternate between the left and right sides of the map, so that in "fort" games, each team gets their fair share of crates.<br />
;Booby-trapped Crates.<br />
:Crates may explode when collected with a definable probability.<br />
;Maximum Crate Setting.<br />
:Crates won't appear if the limit is reached, or they will explode if the limit is exceeded, as the host decides.(This may be set for one or more types or for all crates in general.)<br />
;Wind Susceptibility.<br />
:The degree in which the crate drop is susceptible to the wind.<br />
<br />
=== Health Crates ===<br />
<br />
The amount of health delivered. This could be fixed or random.<br />
<br />
Whether poison is treated. And, if so, whether for that worm or the whole team.<br />
<br />
=== Utility Crates ===<br />
<br />
Nothing special about these, so long as they are fully editable (as in the [[Weapons Editor]]) unlike in Worms Armageddon.<br />
<br />
=== Power-up Crates ===<br />
; Temporary Invincibility.<br />
: Lasts the whole turn.<br />
; Teleport Doesn't End Turn.<br />
: Essentially turns regular teleports into [[Super Teleport]]s.<br />
; Improved Airstrikes / Close Combat / Firearms / Projectiles, etc.<br />
: Lasts the whole turn.<br />
; Crate Spy.<br />
: Lasts for a definable number of turns or the whole game.<br />
; Double / Triple / Quadruple Damage.<br />
: Lasts the whole turn.<br />
; Girder Intersects Land.<br />
: Lasts for a definable number of turns or the whole game.<br />
; Disable all mines or mine-like weapons.<br />
: Lasts the whole turn.<br />
; Low gravity / Laser Sight / Invisibility / Fast Walk.<br />
: See [[Editor Specifics]]<br />
<br />
=== Weapon Crates ===<br />
<br />
; Super-weapon Differentiation.<br />
: An option that allows super-weapon crates to be identified by a red flashing border.<br />
<br />
== Event Control ==<br />
<br />
This is basically the Sudden Death option panel, only with far more control. You could even have more than one Sudden Death. The events, each editable in strength, will come in many forms, and occur between turns rather than during them:<br />
<br />
* '''Nuclear Bomb'''<br />
* '''Flooding''' (With an option to make the strenght of the Flooding relative to the number of surviving teams)<br />
* '''Earthquake'''<br />
* '''Armageddon'''<br />
* '''Ozone Hole''' (a weapon idea. [[Ozone Hole|Click here]] for details)<br />
* '''Alien Invasion''' (same as above. [[Alien Invasion|Click here]] for details)<br />
* '''Sudden death''' (The ''actual'' sudden death, all worms reduced to 1 health point)<br />
* '''End round''' (The round would end and the team/group with most energy wins)<br />
* '''Lightning Storm''' (several random [[Lightning Strike]]s)<br />
<br />
Other events such as the global utilities can be included, even though they would not be classed as "Sudden Death" events as such:<br />
<br />
* '''Scales of Justice'''<br />
* '''Low Gravity'''<br />
* '''Double/Triple/Quadruple Damage'''<br />
* '''Crate Shower'''<br />
* '''Random Mine/Barrel Spawn'''<br />
<br />
These events can each be triggered by a small number of things:<br />
<br />
* '''After A Specific Turn'''<br />
* '''After A Specific Time'''<br />
<br />
Any number of these events, in any combination, would be possible (just not simultaneously). If Flooding was already activated, then triggering another Flooding ''of the same strength'' would not make anything(As it wouldn't make sense to trigger two floodings in the same turn).<br />
<br />
== Object Control ==<br />
<br />
The Map Editor would have a fair bit of control over terrain Objects, but the game editor has some extra options. These would over-ride map-specific options if they conflicted.<br />
<br />
Firstly, a list of the objects that would be available. Some of these are new.<br />
<br />
* '''Oil Barrels'''(The classic barrels in Worms games)<br />
* '''Poison Barrels'''(This would release Poison instead Fire when it exploded)<br />
* '''Ice Barrels''' (This would release [[Freeze Ray|Ice]] instead Fire when it exploded)<br />
* '''Nuclear Barrels'''(This would release [[Radiation Bomb|Radiation]] instead Fire when it exploded)<br />
* '''Mines''' (with the regular settings options of course)<br />
* '''Self-replicating Mines''' (as [[Self-replicating Mine|described]] in the Weapons Section)<br />
* '''Sentry Guns''' (as [[Sentry Gun|described]] in the Weapons Section)<br />
* '''Bunkers''' (as [[Bunker|described]] in the Weapons Section)<br />
* '''Spring''' (as a [[Trampoline]] but it doesn't allow to set the power of the jump)<br />
* '''Vending Machine'''<br />
<br />
Not much bigger than a barrel, this heavily armoured (indestructable, even) object sits defiantly on the terrain, its function being to dispense weapons. Yes, any worm in close contact with this unit can trade in health points, as a sort of currency, for a weapon of his choice from a small predefined list. As if the Vending Machine were a worm itself, it can have any selection of weapons, infinite supply or restricted. All this predefined by the host, who may also choose to have the Vending Machine randomly restocked with anything each turn, and even the prices.<br />
<br />
When a worm is moved very close to the machine, a small window not too dissimilar from the weapons menu should scroll in from the left, with cursor available to select anything affordable. Right-clicking or moving away from the machine should close the window.<br />
<br />
* '''Communications Outpost'''<br />
<br />
Allows the summoning of a free but very weak airstrike (type defined by host) that doesn't end your turn. Destructibility is an option.<br />
<br />
* '''Teleport Booth'''<br />
<br />
Allows free teleportation to any location. End turns. Destructibility is an option.<br />
<br />
For each of these objects, the number on the terrain can be determined (if random). Otherwise, the game editor can be instructed to allow the map-editor-specific options (see [[Map Editor]], below) to control placement of objects.<br />
<br />
Additionally, the game editor will be able to spawn new mines and barrels on the terrain in random spots between turns, with a given probability, in much the same way as crates arrive.<br />
<br />
== Map Editor Over-ride ==<br />
<br />
The game editor will be capable of disabling map-editor-specific options, so that the scheme can freely be used with any map for its shape only, and not any map-specific settings that come with it:<br />
<br />
* '''Force a determinated grade of destructibility'''<br />
* '''Disable Terrain Armor Points Zones'''<br />
* '''Disable Worms Placement Zones'''<br />
* '''Disable Object Placement Zones '''<br />
* '''Disable Event-triggering Zones '''<br />
* '''Disable Automatic Spawn Points'''<br />
* '''Disable Defined Object Placements Points '''<br />
* '''Disable Game-Winning Crates'''<br />
* '''Disable Game-Modifiying Crates'''<br />
* '''Disable Game-Winning Flags '''<br />
<br />
See [[Map_Editor#Structure|Map Editor]] for details concerning these concepts.<br />
<br />
== Individual Worm Inventories ==<br />
<br />
This control panel will allow you to determine which worms will be able to use which weapons. It is a simple case of selecting each worm in turn, and ticking off the weapons available in the scheme that it can use.<br />
<br />
Additionally, the game editor will be able to do this for each team rather than just all teams - so different teams may have entirely different sets of weapons. In the case that the Host wants one team to have one version of a weapon, and the other team a different version - in any respect - of the same weapon, then the Host can use the weapon factory to do so (see [[Other Editors#Weapon Factory|Weapon Factory]]).</div>Gore33https://worms2d.info/?title=Homing_Air_Strike&diff=22804Homing Air Strike2013-07-02T16:05:33Z<p>Gore33: /* Tactics */</p>
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<div>{{ParentArticle|[[Weapons]]}}<br />
{{Weapon|[[Image:Homingairstrikeicon.png]]|Homing Air Strike<br />
|Air Strike<br />
|F6 (x2)<br />
|Around 25 HP damage per missile<br />
|Worms 2}}<br />
The '''Homing Air Strike''', featured in [[Worms 2]], is a combination of the [[Homing Missile]] and the [[Air Strike]]. When a player selects a target, the missiles fly to its specific location.<br />
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Due to the fact that it is very easy to kill a worm with the weapon, the Homing Air Strike was not implemented into [[Worms Armageddon]] or [[Worms World Party]], however it does appear in the Game Boy Advance version of WWP.<br />
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==Tactics==<br />
* If all of the missiles strike a worm with 100 health, the worm usually dies.<br />
* You can even knock mines in good position (if you aimed good)<br />
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{{stub}}<br />
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{{weapons}}</div>Gore33https://worms2d.info/?title=Sheep-on-a-Rope&diff=22803Sheep-on-a-Rope2013-07-02T16:03:27Z<p>Gore33: /* In use */</p>
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<div>{{ParentArticle|[[Weapons]]}}<br />
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{{Weapon|[[Image:SoaRIcon_trimmed.png]]|Sheep-on-a-Rope<br />
|Controlable mammal-on-a-rope<br />
|9 (×2)<br />
|75hp max<br />
|Worms DC}}<br />
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__NOTOC__<br />
The Sheep-on-a-Rope is a weapon that made its first and, to date, only appearance in [[WormsDC]]. It is one of only two first-generation weapons, along with the original [[Worms: Reinforcements]] version of the [[Mole Bomb (first generation)|Mole Bomb]], not to transition into the second generation and beyond. It was functionally replaced by the [[Sheep Launcher]] in [[Worms Armageddon]], which provides an alternative method of getting a [[Sheep]] into an otherwise unreachable area.<br />
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Its function exactly as it name implies - it's a [[Sheep]] attached to a [[Ninja Rope]]. You have full control over the rope as you would normally, even including the ability to Tarzan the rope. The Sheep will only detonate if it comes into contact with landscape whilst not attached to the rope.<br />
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[[Image:Screenshot_kenny.png|180px|thumb|right|The Weapons Panel showing the face of Kenny Magnusson, with description.]]<br />
The Sheep-on-a-Rope is also the only weapon that physically changes in appearance if you use the [[List of weapon names in Monkey Mode|Monkey Mode]] cheat. The weapon becomes Kenny-på-ett-Rep ("Kenny-on-a-Rope"), named for Kenny Magnusson, one of the artists in the game. The icon for the weapon on the Weapons Panel becomes an image of Kenny, and the Sheep in replaced with a small pixel man in a green top.<br />
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The Sheep-on-a-Rope's functionality is replaced in ''[[Worms Armageddon]]'' and ''[[Worms World Party]]'' by the [[Sheep Launcher]], which also allows one to send a Sheep long-distance, albeit using a different method allowing significantly reduced range.<br />
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The name "Sheep-on-a-Rope" may derive from an old joke about what elephants use as tampons.<br />
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== Tactics ==<br />
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* The Sheep-on-a-Rope is very good for getting to places that other, conventional weapons may find difficult to reach - if you could get your worm there using a [[Ninja Rope]], you could get there using the Sheep-on-a-Rope.<br />
* The sheep will not detonate if it hits the wall while attached to the rope, so you can be quite carefree with it.<br />
* The Sheep-on-a-Rope appears to use slightly different roping physics to that of the [[Ninja Rope]] - the sheep feels a little heavier and is slightly more difficult to get into a regular swing.<br />
* As there is no fuse time on the weapon, you can take as much time as you like in trying to get it to its destination. Just take care of the number of Rope Swings that remain.<br />
*If you get the rope into a far enough swing and release the Sheep you can launch him a fair way across the map.<br />
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== Criticisms, Problems and Weaknesses ==<br />
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* This variant of the Sheep, unlike its unroped predecessor, is not very effective against Dark Siders who have chosen to tunnel into the landscape.<br />
* The lack of a manual detonator means you have to land the sheep spot-on.<br />
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== In use ==<br />
As not many people will have so much as ''seen'' the Sheep-on-a-Rope, let alone used one themselves, here is a brief animated gif showing the weapon in-use.<br />
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[[Image:Sheeponarope.gif|Sheep-on-a-Rope IN ACTION!]]<br />
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However, Sheep-On-a-Rope Can be finded at project x addon in W:A as a weapon<br />
{{Weapons}}</div>Gore33https://worms2d.info/?title=Double_Turn_Time&diff=22802Double Turn Time2013-07-02T15:57:16Z<p>Gore33: </p>
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<div>{{ParentArticle|[[Weapons]]}}<br />
{{Weapon|[[Image:DoubleTurnTime.png]]|Double Turn Time<br />
|Utility<br />
|n/a<br />
|Turn time doubled<br />
|W:A, WWP}}<br />
When collected in a Utility crate, '''Double Turn Time''' doubles the amount of time a player has in his/her turn. Only one Double Turn Time can be used per turn, so if more than one Double Turn Time is collected, each additional Double Tur n Time carries over to the next turn, and turn after that, etc until all of his/her Double Turn Times are used. However, you have double time to think more strategy shots.<br />
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== External links ==<br />
{{Wormopedia}}<br />
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{{stub}}<br />
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{{Weapons}}</div>Gore33